diff --git a/Collections/Complete.xml b/Collections/Complete.xml
index caa080e..a08c746 100644
--- a/Collections/Complete.xml
+++ b/Collections/Complete.xml
@@ -5,14 +5,19 @@
+
+
+
+
+
-
+
@@ -26,6 +31,7 @@
+
diff --git a/Collections/CoreOnly.xml b/Collections/CoreOnly.xml
index e930102..dd1062b 100644
--- a/Collections/CoreOnly.xml
+++ b/Collections/CoreOnly.xml
@@ -5,14 +5,19 @@
+
+
+
+
+
-
+
diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml
index 46c0441..b313dbc 100644
--- a/Collections/CorePlusUA-NoHomebrew.xml
+++ b/Collections/CorePlusUA-NoHomebrew.xml
@@ -5,14 +5,19 @@
+
+
+
+
+
-
+
@@ -26,6 +31,7 @@
+
diff --git a/Collections/CorePlusUnreleasedUA.xml b/Collections/CorePlusUnreleasedUA.xml
index a9e6935..588917a 100644
--- a/Collections/CorePlusUnreleasedUA.xml
+++ b/Collections/CorePlusUnreleasedUA.xml
@@ -5,14 +5,19 @@
+
+
+
+
+
-
+
diff --git a/Collections/CoreRulebooksAndSupplements.xml b/Collections/CoreRulebooksAndSupplements.xml
new file mode 100644
index 0000000..ed49960
--- /dev/null
+++ b/Collections/CoreRulebooksAndSupplements.xml
@@ -0,0 +1,18 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md
index 1e51d24..8b879d1 100644
--- a/FightClub5eXML/CHANGELOG.md
+++ b/FightClub5eXML/CHANGELOG.md
@@ -1,5 +1,11 @@
## CHANGE LOG
+### 2020-02-13
+
+Added new CoreRulebooksAndSupplements collection.
+
+Moved Mechanical Servant monsters to UA Artificer source, so these are only available in the Complete and CorePlusUA-NoHomebrew collections.
+
### 2020-02-12
Added Third Party Creature Codex.
diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md
index c9ef0ec..428718b 100644
--- a/FightClub5eXML/README.md
+++ b/FightClub5eXML/README.md
@@ -18,7 +18,9 @@ Import one of the Collection files into the Fight Club app.
**CoreRulebooks**: Player's Handbook, Dungeon Master's Guide, and Monster Manual
-**CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures
+**CoreRulebooksAndSupplements**: _CoreRulebooks_ plus Rulebook Supplements
+
+**CoreOnly**: _CoreRulebooksAndSupplements_ plus Adventures
**CorePlusUnreleasedUA**: _CoreOnly_ plus unreleased Unearthed Arcana
diff --git a/FightClub5eXML/Sources/Adventures.xml b/FightClub5eXML/Sources/Adventures.xml
new file mode 100644
index 0000000..b92c17d
--- /dev/null
+++ b/FightClub5eXML/Sources/Adventures.xml
@@ -0,0 +1,18869 @@
+
+
+
+
+ Monster Hunter's Pack
+ G
+ 48.5
+ Includes:
+ • a chest
+ • a crowbar
+ • a hammer
+ • three wooden stakes
+ • a holy symbol
+ • a flask of holy water
+ • a set of manacles
+ • a steel mirror
+ • a flask of oil
+ • a tinderbox
+ • 3 torches
+
+ 33
+ Source: Curse of Strahd, p. 209
+
+
+ Tome of Strahd
+ G
+ 5
+ The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.
+
+ Source: Curse of Strahd, p. 221
+
+
+ Scorpion Armor
+ HA
+ 1
+ rare, cursed (requires attunement)
+ 65
+ This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
+
+ • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.
+
+ • The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
+
+ • The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
+
+ Curse:
+ This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
+
+ Proficiency: heavy, plate
+ Source: Tomb of Annihilation, p. 208
+ initiative +5
+ 18
+ 15
+
+ 10d10+45
+
+
+ Azuredge
+ M
+ 1
+ legendary (requires attunement)
+ 4
+ Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.
+ Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence.
+
+ Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force.
+
+ When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target.
+
+ Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.
+
+ Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
+
+ Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
+ The weapon communicates telepathically with its wielder and can speak, read and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it.
+
+ Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.
+ If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time.
+
+ Proficiency: martial, battleaxe
+ Source: Waterdeep - Dragon Heist p. 189
+ melee attacks +3
+ melee damage +3
+ 1d8
+ 1d10
+ S
+ M,V,T
+ 60/180
+
+
+ Blackstaff
+ ST
+ 1
+ legendary (requires attunement by the Blackstaff heir, who must be a wizard)
+ 4
+ The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below).
+ The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master’s Guide) in addition to the following properties.
+
+ Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken.
+
+ Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.
+
+ Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
+
+ Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.
+
+ Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.
+
+ Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.
+ In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach.
+
+ Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)
+ Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
+ Proficiency: simple, quarterstaff
+ Source: Waterdeep - Dragon Heist p. 190
+ ac +2
+ saving throws +2
+ spell attack +2
+ 2d8+4
+ 1d6
+
+
+ Blood Spear
+ M
+ 1
+ uncommon (requires attunement)
+ 3
+ Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
+ When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: simple, spear
+ Source: Curse of Strahd, p. 221
+ 1d6
+ 1d8
+ P
+ T,V
+ 20/60
+
+
+ Bookmark
+ M
+ 1
+ legendary (requires attunement)
+ 1
+ This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
+
+ • Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
+
+ • Turn the dagger into a compass that, while resting on your palm, points north.
+
+ • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.
+
+ • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Proficiency: simple, dagger
+ Source: Tomb of Annihilation, p. 206
+ weapon attacks +3
+ weapon damage +3
+ 1d4
+
+ P
+ F,L,T
+ 20/60
+
+
+ Dawnbringer
+ M
+ 1
+ legendary (requires attunement by a creature of non-evil alignment)
+ 3
+ Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
+ The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
+ While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn.
+ Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
+ The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it.
+ Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
+ Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, longsword, shortsword
+ Source: Out of the Abyss, p. 222
+ melee attacks +2
+ melee damage +2
+ 1d8
+ 1d10
+ S
+ M,V, F
+
+
+
+ Dragonstaff of Ahghairon
+ ST
+ 1
+ legendary (requires attunement)
+ 4
+ While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles).
+ A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.
+ The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.
+
+ Proficiency: simple, quarterstaff
+ Source: Waterdeep - Dragon Heist p. 191
+ 2d8+4
+ 1d6
+
+
+ Dragontooth Dagger
+ M
+ 1
+ rare
+ 1
+ A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.
+ You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
+ Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Proficiency: simple, dagger
+ Source: The Rise of Tiamat p. 94
+ weapon attacks +1
+ weapon damage +1
+ 1d4
+
+ P
+ F,L,T
+ 20/60
+ 1d6
+
+
+ Drown
+ M
+ 1
+ legendary (requires attunement)
+ 4
+ A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
+ You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
+ Water Mastery: You gain the following benefits while you hold Drown:
+ • You can speak Aquan fluently.
+ • You have resistance to cold damage.
+ • You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.
+ Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.
+ Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, trident
+ Source: Princes of the Apocalypse p. 224
+ weapon attacks +1
+ weapon damage +1
+ 1d6
+ 1d8
+ P
+ M,T,V
+ 20/60
+ 1d8
+
+
+ Gurt's Greataxe
+ M
+ 1
+ legendary (requires attunement)
+ 325
+ In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.
+ You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greataxe
+ Source: Storm King's Thunder, p. 236
+ melee attacks +1
+ melee damage +1
+ 3d12
+
+ S
+ M,H,2H
+
+ 2d12
+
+
+ Hazirawn
+ M
+ 1
+ legendary (requires attunement)
+ 6
+ A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
+
+ Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)
+
+ Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
+
+ Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greatsword
+ Source: Hoard of the Dragon Queen p. 94
+ melee attacks +2
+ melee damage +2
+ 2d6
+
+ S
+ M,H, 2H
+
+ 1d6
+ 2d6
+ 1d4
+
+
+ Hew
+ M
+ 1
+ unique
+ 4
+ Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, battleaxe
+ Source: Lost Mines of Phandelver, p. 33
+ melee attacks +1
+ melee damage +1
+ 1d8
+ 1d10
+ S
+ M,V
+
+
+
+ Ironfang
+ M
+ 1
+ legendary (requires attunement)
+ 2
+ A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.
+ You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
+ Earth Mastery: You gain the following benefits while you hold Ironfang:
+ • You can speak Terran fluently.
+ • You have resistance to acid damage.
+ • You have tremorsense out to a range of 60 feet.
+ • You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
+ • You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.
+ Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
+ The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.
+ Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."
+
+ Proficiency: martial, war pick
+ Source: Princes of the Apocalypse p. 224
+ melee attacks +2
+ melee damage +2
+ 1d8
+
+ P
+ M,
+
+ 1d8
+ 1d3
+
+
+ Javelin of Backbiting
+ M
+ 1
+ very rare, cursed (requires attunement)
+ 2
+ You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
+ Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
+ Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Proficiency: simple, javelin
+ Source: Tales from the Yawning Portal, p. 229
+ melee attacks +2
+ melee damage +2
+ 1d6
+
+ P
+ T
+ 60/150
+
+
+ Korolnor Scepter
+ M
+ 1
+ legendary (requires attunement)
+ 2
+ The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
+ You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
+ You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows:
+
+ • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.
+
+ • As an action, you can expend 2 charges to cast the sending spell from the scepter.
+
+ • As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Proficiency: simple, club
+ Source: Storm King's Thunder, p. 236
+ melee attacks +3
+ melee damage +3
+ 1d4
+
+ B
+ L
+
+ 1d6+4
+
+
+ Lightbringer
+ M
+ 1
+ unique
+ 4
+ This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
+
+ Proficiency: simple, mace
+ Source: Lost Mines of Phandelver, p. 48
+ melee attacks +1
+ melee damage +1
+ 1d6
+
+ B
+
+
+ 1d6
+
+
+ Orcsplitter
+ M
+ 1
+ legendary (requires attunement by a good-aligned dwarf, fighter, or paladin)
+ 7
+ A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.
+ You gain the following benefits while holding this magic weapon:
+ • You gain a +2 bonus to attack and damage rolls made with it.
+ • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.
+ • You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.
+ • You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.
+ Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.
+ Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greataxe
+ Source: Princes of the Apocalypse p. 224
+ melee attacks +2
+ melee damage +2
+ 1d12
+
+ S
+ M,H,2H
+
+
+
+ Saint Markovia's Thighbone
+ M
+ 1
+ rare (requires attunement)
+ 4
+ Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
+ As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
+ Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
+ Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
+ The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
+
+ Mace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
+ While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
+
+ Proficiency: simple, mace
+ Source: Curse of Strahd, p. 222
+ melee attacks +1
+ melee damage +1
+ 1d6
+
+ B
+
+
+
+
+ Shatterspike
+ M
+ 1
+ uncommon (requires attunement)
+ 3
+ You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, longsword
+ Source: Tales from the Yawning Portal, p. 229
+ melee attacks +1
+ melee damage +1
+ 1d8
+ 1d10
+ S
+ M,V
+
+
+
+ Spear of Backbiting
+ M
+ 1
+ very rare, cursed (requires attunement)
+ 3
+ You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
+ Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
+ Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: simple, spear
+ Source: Tales from the Yawning Portal, p. 229
+ melee attacks +2
+ melee damage +2
+ 1d6
+ 1d8
+ P
+ T,V
+ 50/90
+
+
+ Sunsword
+ M
+ 1
+ legendary (requires attunement)
+ 3
+ The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
+ Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
+ The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
+
+ Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.
+
+ Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
+
+ Sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
+ You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
+ The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, longsword, shortsword
+ Source: Curse of Strahd, p. 223
+ melee attacks +2
+ melee damage +2
+ 1d8
+ 1d10
+ S
+ M,F,V
+
+
+
+ Talon
+ M
+ 1
+ unique
+ 3
+ Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, longsword
+ Source: Lost Mines of Phandelver, p. 24
+ melee attacks +1
+ melee damage +1
+ 1d8
+ 1d10
+ S
+ M,V
+
+
+
+ Tinderstrike
+ M
+ 1
+ legendary (requires attunement)
+ 1
+ A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
+ You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
+ Fire Mastery: You gain the following benefits while you hold Tinderstrike:
+ • You can speak Ignan fluently.
+ • You have resistance to fire damage.
+ • You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.
+ Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.
+ Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Proficiency: simple, dagger
+ Source: Princes of the Apocalypse p. 224
+ weapon attacks +2
+ weapon damage +2
+ 1d4
+
+ P
+ F,L,T
+ 20/60
+ 2d6
+
+
+ Waythe
+ M
+ 1
+ legendary (requires attunement)
+ 6
+ Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
+ You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
+ The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.
+ Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
+ The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.
+ Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greatsword
+ Source: Tales from the Yawning Portal, p. 229
+ melee attacks +1
+ melee damage +1
+ 2d6
+
+ S
+ M,H,2H
+
+ 2d6
+
+
+ Windvane
+ M
+ 1
+ legendary (requires attunement)
+ 3
+ A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
+ You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
+ Air Mastery: You gain the following benefits while you hold Windvane:
+ • You can speak Auran fluently.
+ • You have resistance to lightning damage.
+ • You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.
+ Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.
+ Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: simple, spear
+ Source: Princes of the Apocalypse p. 224
+ weapon attacks +2
+ weapon damage +2
+ 1d6
+ 1d8
+ P
+ T,V
+ 20/60
+ 1d6
+
+
+ Dragonguard
+ MA
+ 1
+ unique
+ 20
+ This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
+
+ Source: Lost Mines of Phandelver, p. 48
+ ac +1
+ 15
+
+
+
+
+ Bottled Breath
+ P
+ 1
+ uncommon
+ 0.5
+ This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
+ If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.
+
+ Source: Princes of the Apocalypse p. 222
+
+
+ Potion of Beast Mind Control
+ P
+ 1
+ rare
+ 0.5
+ When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
+ If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
+
+ Source: Tales from the Yawning Portal, p. 229
+
+
+ Potion of Giant Size
+ P
+ 1
+ legendary
+
+ When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
+ Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands.
+ When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
+ This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
+
+ Source: Storm King's Thunder, p. 238
+
+
+ Potion of Human Mind Control
+ P
+ 1
+ rare
+ 0.5
+ When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
+ If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
+
+ Source: Tales from the Yawning Portal, p. 229
+
+
+ Potion of Monster Mind Control
+ P
+ 1
+ very rare
+ 0.5
+ When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
+ If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
+
+ Source: Tales from the Yawning Portal, p. 229
+
+
+ Seeker Dart
+ R
+ 1
+ uncommon
+ 0.25
+ This small dart is decorated with designs like windy spirals that span the length of its shaft.
+ When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
+ When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
+
+ Proficiency: simple, dart
+ Source: Princes of the Apocalypse p. 223
+ 1d4
+
+ P
+ F,T
+ 20/60
+ 3d4
+
+
+ Storm Boomerang
+ R
+ 1
+ uncommon
+
+ This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.
+ Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
+
+ Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
+
+ Proficiency: simple, javelin
+ Source: Princes of the Apocalypse p. 223
+ 1d4
+
+ B
+
+ 60/120
+ 3d4
+
+
+ Ring of Truth Telling
+ RG
+ 1
+ uncommon (requires attunement)
+
+ While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
+
+ Source: Waterdeep - Dragon Heist p. 192
+
+
+ Ring of Winter
+ RG
+ 1
+ artifact (requires attunement)
+
+ Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.
+ The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom.
+
+ Sentience:
+ The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.
+
+ Nondetection:
+ The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.
+
+ Frozen Time:
+ As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
+
+ Cold Immunity:
+ While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
+
+ Magic:
+ The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
+
+ • You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
+
+ • You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2charges).
+
+ • You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary.
+
+ Other Properties:
+ The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax.
+
+ Destroying the Ring:
+ The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.
+
+ Source: Tomb of Annihilation, p. 207
+
+
+ Gulthias Staff
+ ST
+ 1
+ rare (requires attunement)
+ 4
+ Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.
+ If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
+
+ Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
+
+ Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: simple, quarterstaff
+ Source: Curse of Strahd, p. 221
+ 1d6+4
+
+
+ Spider Staff
+ ST
+ 1
+ requires attunement
+ 6
+ The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
+ The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
+ The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
+
+ Proficiency: simple, quarterstaff
+ Source: Lost Mines of Phandelver p. 53
+ 1d6+4
+
+
+ Staff of Defense
+ ST
+ 1
+ requires attunement
+ 3
+ This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
+ While holding the staff, you have a +1 bonus to your Armor Class.
+ The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
+ The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+
+ Proficiency: simple, quarterstaff
+ Source: Lost Mines of Phandelver p. 53
+ ac +1
+ 1d6+4
+
+
+ Staff of the Forgotten One
+ ST
+ 1
+ artifact (requires attunement by a sorcerer, warlock, or wizard)
+ 4
+ This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death.
+
+ Beneficial Properties:
+ While the staff is on your person, you gain the following benefits:
+
+ • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled.
+
+ • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
+
+ • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.
+
+ • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
+
+ Invoke Curse:
+ The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.
+
+ The Forgotten One:
+ The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.
+
+ Destroying the Staff:. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
+ Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
+
+ Proficiency: simple, quarterstaff
+ Source: Tomb of Annihilation, p. 208
+ arcana+%0
+ history+%0
+ 1d4+3
+ 24d10
+
+
+ Amulet of Protection from Turning
+ W
+ 1
+ rare (requires attunement)
+ 1
+ While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
+ If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
+ Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Amulet of the Black Skull
+ W
+ 1
+ very rare (requires attunement)
+
+ This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
+ The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.
+ If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
+
+ d100 — Transformation
+ 01–20 — The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic.
+ 21–35 — You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
+ 36–50 — You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
+ 51–70 — You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.
+ 71–95 — You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.
+ 96–00 — You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
+
+ Source: Tomb of Annihilation, p. 206
+ 1d6
+
+
+ Badge of The Watch
+ W
+ 1
+ rare (requires attunement from someone designated by the Open Lord of Waterdeep)
+ A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.
+ While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield.
+ If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.
+ As an action, the Open Lord can touch the badge and end your attunement to it.
+
+ Source: Waterdeep - Dragon Heist p. 189
+ ac +2
+
+
+ Balance of Harmony
+ W
+ 1
+ uncommon
+
+ This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Balloon Pack
+ W
+ 1
+ uncommon
+
+ This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.
+ When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
+ After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
+
+ Source: Princes of the Apocalypse p. 222
+
+
+ Banner of the Krig Rune
+ W
+ 1
+ rare (requires attunement)
+
+ Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
+
+ Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
+ While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
+
+ Source: Storm King's Thunder, p. 235
+
+
+ Black Dragon Mask
+ W
+ 1
+ legendary (requires attunement)
+
+ This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
+
+ Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
+
+ Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
+
+ Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
+
+ Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
+
+ Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
+
+ Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
+
+ Water Breathing: You can breathe underwater.
+
+ Source: Hoard of the Dragon Queen p. 94
+
+
+ Blod Stone
+ W
+ 1
+ rare (requires attunement)
+
+ This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.
+ This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
+
+ Source: Storm King's Thunder, p. 235
+
+
+ Blue Dragon Mask
+ W
+ 1
+ legendary (requires attunement)
+
+ This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
+
+ Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
+
+ Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
+
+ Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
+
+ Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
+
+ Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.
+
+ Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
+
+ Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn.
+
+ Source: Rise of Tiamat Online Supplement p. 4
+
+
+ Bracelet of Rock Magic
+ W
+ 1
+ very rare, cursed (requires attunement)
+
+ While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
+ Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Bracers of Flying Daggers
+ W
+ 1
+ rare (requires attunement)
+
+ This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
+
+ Source: Waterdeep - Dragon Heist p. 190
+
+
+ Charm of Plant Command
+ W
+ 1
+ rare (requires attunement)
+ This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
+ This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut's Fate)
+
+ Source: Ghosts of Saltmash p. 229
+
+
+ Claw of the Wyrm Rune
+ W
+ 1
+ rare (requires attunement)
+
+ This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
+
+ Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
+
+ Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.
+
+ Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
+
+ While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
+
+ Source: Storm King's Thunder, p. 235
+
+
+ Claws of the Umber Hulk
+ W
+ 1
+ rare
+
+ These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
+ You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal)
+ While wearing the claws, you can't manipulate objects or cast spells with somatic components
+
+ Source: Princes of the Apocalypse p. 222
+
+
+ Conch of Teleportation
+ W
+ 1
+ very rare (requires attunement)
+
+ This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.
+ As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
+
+ Source: Storm King's Thunder, p. 236
+
+
+ Cursed Luckstone
+ W
+ 1
+ uncommon (requires attunement)
+
+ This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
+ Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)
+
+ Source: Ghosts of Saltmarsh p. 229
+
+
+ Devastation Orb of Air
+ W
+ 1
+ very rare
+
+ A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
+ A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
+ A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
+ Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
+ Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide.
+
+ Source: Princes of the Apocalypse p. 222
+ 1d4
+
+
+ Devastation Orb of Earth
+ W
+ 1
+ very rare
+
+ A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
+ A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
+ A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
+ Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
+ Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes.
+
+ Source: Princes of the Apocalypse p. 222
+
+
+ Devastation Orb of Fire
+ W
+ 1
+ very rare
+
+ A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
+ A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
+ A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
+ Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
+ Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
+
+ Source: Princes of the Apocalypse p. 222
+
+ 3d6
+
+
+ Devastation Orb of Water
+ W
+ 1
+ very rare
+
+ A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
+ A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
+ A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
+ Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
+ Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
+
+ Source: Princes of the Apocalypse p. 222
+
+
+ Draakhorn
+ W
+ 1
+ unique
+
+ The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.
+ The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.
+ Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
+ Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.
+ For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound.
+ While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
+
+ Source: The Rise of Tiamat p. 93
+ 6d8
+
+
+ Eagle Whistle
+ W
+ 1
+ rare
+
+ While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall.
+ The whistle has three uses. It regains expended uses daily at dawn.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Feather of Diatryma Summoning
+ W
+ 1
+ rare (requires attunement)
+
+ This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
+ When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.
+ The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
+
+ Source: Waterdeep - Dragon Heist p. 191
+
+
+ Gavel of the Venn Rune
+ W
+ 1
+ rare (requires attunement)
+
+ This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
+
+ Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
+
+ Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.
+
+ Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
+
+ Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
+
+ Source: Storm King's Thunder, p. 236
+
+
+ Ghost Lantern
+ W
+ 1
+ rare (requires attunement)
+
+ A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
+ While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
+ If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
+ The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
+
+ Source: Tomb of Annihilation, p. 206
+
+
+ Green Dragon Mask
+ W
+ 1
+ legendary (requires attunement)
+
+ This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties
+
+ Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
+
+ Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
+
+ Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
+
+ Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
+
+ Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.
+
+ Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
+
+ Water Breathing: You can breathe underwater.
+
+ Source: Rise of Tiamat Online Supplement p. 4
+
+
+ Hell Hound Cloak
+ W
+ 1
+ rare, cursed (requires attunement)
+
+ This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
+ Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
+ The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Helm of Underwater Action
+ W
+ 1
+ uncommon (requires attunement)
+
+ While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut's Fare)
+
+ Source: Ghosts of Saltmarsh p. 229
+
+
+ Holy Symbol of Ravenkind
+ W
+ 1
+ legendary (requires attunement by a cleric or paladin of good alignment)
+
+ The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
+ The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
+ The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
+
+ Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
+
+ Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
+
+ Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
+
+ Source: Curse of Strahd, p. 222
+ 1d6+4
+
+
+ Icon of Ravenloft
+ W
+ 1
+ legendary (requires attunement by a creature of good alignment)
+ 10
+ The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
+ The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
+ While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
+
+ Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
+
+ Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
+
+ Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
+
+ Source: Curse of Strahd, p. 222
+
+
+ Ingot of the Skold Rune
+ W
+ 1
+ very rare (requires attunement)
+
+ This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.
+
+ Runic Shield: You have a +1 bonus to AC.
+
+ Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
+
+ Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
+
+ Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it.
+
+ Source: Storm King's Thunder, p. 236
+ ac +1
+
+
+ Insignia of Claws
+ W
+ 1
+ uncommon
+
+ The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
+ While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
+
+ Source: Hoard of the Dragon Queen p. 94
+ melee attacks +1
+ melee damage +1
+
+
+ Knave’s Eye Patch
+ W
+ 1
+ rare (requires attunement)
+
+ While wearing this eye patch, you gain these benefits-
+
+ • You have advantage on Wisdom (Perception) checks that rely on sight.
+ • If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
+ • You are immune to magic that allows other creatures lo read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
+
+ Source: Waterdeep - Dragon Heist p. 191
+
+
+ Lord’s Ensemble
+ W
+ 1
+ very rare (requires attunement by a creature with a humanoid build)
+
+ The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces a helm, an amulet, and a robe- that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.
+ Lord’s Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.
+ Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.
+ Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
+
+ Source: Waterdeep - Dragon Heist p. 191
+
+
+ Loadstone
+ W
+ 1
+ rare, cursed
+
+ This stone is a large gem worth 150 gp.
+ Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
+
+ Source: Tales from the Yawning Portal, p. 228
+ speed -5
+
+
+ Lost Crown of Besilmer
+ W
+ 1
+ legendary (requires attunement)
+
+ This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
+ • You have resistance to psychic damage.
+ • You have advantage on saving throws against effects that would charm you.
+ • You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.
+
+ Source: Princes of the Apocalypse p. 223
+ 1d3
+
+
+ Mask of the Beast
+ W
+ 1
+ uncommon
+
+ This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
+
+ Source: Tomb of Annihilation, p. 207
+
+
+ Mask of the Dragon Queen
+ W
+ 1
+ unique (requires attunement)
+
+ Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
+ While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
+
+ Source: The Rise of Tiamat p. 94
+
+
+ Mirror of the Past
+ W
+ 1
+ rare
+ 0.5
+ The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Navigation Orb
+ W
+ 1
+ very rare (requires attunement)
+
+ A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.
+ As an action, you can cause one of the following effects to occur if you are touching the orb:
+
+ • The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground , the castle lands gently.
+
+ • The castle, if it is moving, comes to a gradual stop.
+
+ • The castle makes a slow, 90-degree turn clockwise or counter clockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.
+
+ Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
+
+ Source: Storm King's Thunder, p. 237
+
+
+ Night Caller
+ W
+ 1
+ uncommon
+
+ This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
+ If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.
+ Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
+
+ Source: Tales from the Yawning Portal, p. 228
+
+
+ Opal of the Ild Rune
+ W
+ 1
+ rare (requires attunement)
+
+ This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
+
+ Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
+
+ Fire's Friend: You have resistance to cold damage.
+
+ Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
+
+ Gift of Flame: You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
+
+ Weapon: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
+
+ Armor: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
+
+ Source: Storm King's Thunder, p. 237
+
+
+ Orb of the Stein Rune
+ W
+ 1
+ rare (requires attunement)
+
+ This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.
+
+ Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
+
+ Stone Soul: You can't be petrified.
+
+ Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Gift of Stone: You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
+
+ Shield: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
+
+ Boots: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
+
+ Source: Storm King's Thunder, p. 237
+
+
+ Paper Bird
+ W
+ 1
+ uncommon
+
+ After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
+ The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage.
+ It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.
+ Paper birds usually come in small, flat boxes containing 1d6+3 sheets of the parchment.
+
+ Source: Waterdeep - Dragon Heist p. 191
+
+
+ Pennant of the Vind Rune
+ W
+ 1
+ very rare (requires attunement)
+
+ This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.
+
+ Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.
+
+ Comforting Wind: You can't suffocate.
+
+ Wind's Grasp; As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Gift of Wind: You can transfer the pennant's magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
+
+ Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
+
+ Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft . You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
+
+ Source: Storm King's Thunder, p. 237
+
+
+ Pipe of Remembrance
+ W
+ 1
+ common
+
+ This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After JO minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. (The Sinister Secret of Saltmarsh)
+
+ Source: Ghosts of Saltmarsh p. 229
+
+
+ Piwafwi
+ W
+ 1
+ uncommon (requires attunement)
+
+ This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption.
+
+ Source: Out of the Abyss, p. 222
+
+
+ Piwafwi of Fire Resistance
+ W
+ 1
+ rare (requires attunement)
+
+ This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.
+
+ Source: Out of the Abyss, p. 222
+
+
+ Pressure Capsule
+ W
+ 1
+ common
+
+ This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide). (Tammeraut's Fate)
+
+ Source: Ghosts of Saltmarsh p. 229
+
+
+ Red Dragon Mask
+ W
+ 1
+ legendary (requires attunement)
+
+ This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
+
+ Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
+
+ Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
+
+ Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
+
+ Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
+
+ Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.
+
+ Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
+
+ Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
+
+ Source: Rise of Tiamat Online Supplement p. 4
+
+
+ Robe of Serpents
+ W
+ 1
+ uncommon (requires attunement)
+
+ A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4+3 stylized serpents, all brightly colored.
+ As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
+
+ Source: Storm King's Thunder, p. 238
+
+
+ Robe of Summer
+ W
+ 1
+ rare (requires attunement)
+
+ This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
+
+ Source: Tales from the Yawning Portal, p. 229
+
+
+ Rod of the Vonindod
+ W
+ 1
+ rare (requires attunement)
+
+ The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
+ The rod has 10 charges and regains1d6+4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
+
+ Source: Storm King's Thunder, p. 238
+ 1d6+4
+
+
+ Sekolahian Worshiping Statuette
+ W
+ 1
+ common
+
+ skilfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. (The Final Enemy)
+
+ Source: Ghosts of Saltmarsh p. 229
+
+
+ Shard of the Ise Rune
+ W
+ 1
+ very rare (requires attunement)
+
+ This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
+
+ Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Frost Friend: You have resistance to fire damage.
+
+ Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
+
+ Winter's Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
+
+ Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
+
+ Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
+
+ Boots: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
+
+ Source: Storm King's Thunder, p. 238
+
+
+ Smokepowder
+ W
+ 1
+ uncommon
+
+ Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
+ If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
+ Casting dispel magic on smokepowder renders it permanently inert.
+
+ Source: Waterdeep - Dragon Heist p.192
+
+
+ Spell Gem, Amber
+ W
+ 1
+ very rare (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Bloodstone
+ W
+ 1
+ rare (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Diamond
+ W
+ 1
+ legendary (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Jade
+ W
+ 1
+ very rare (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Lapis Lazuli
+ W
+ 1
+ uncommon (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Obsidian
+ W
+ 1
+ uncommon (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ An obsidian spell gem can store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Quartz
+ W
+ 1
+ rare (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Ruby
+ W
+ 1
+ legendary (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Star Ruby
+ W
+ 1
+ legendary (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Spell Gem, Topaz
+ W
+ 1
+ very rare (Attunement Optional)
+
+ A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
+ A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.
+ You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
+ Once imbued with a spell, the gem can't be imbued again until the next dawn.
+ Deep gnomes created these magic gemstones and keep the creation process a secret.
+
+ Source: Out of the Abyss, p. 223
+
+
+ Stone of Golorr
+ W
+ 1
+ artifact (requires attunement)
+
+ The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
+ Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:
+
+ • 1 minor beneficial property
+ • 1 minor detrimental property
+
+ Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.
+ By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.
+ The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.
+ Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically.
+ Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence or 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. Io addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.
+ The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see " Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).
+ Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.
+ Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see.
+
+ Source: Waterdeep — Dragon Heist p. 192
+
+
+ Stone of Ill Luck
+ W
+ 1
+ uncommon, cursed (requires attunement)
+
+ This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person.
+ Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
+
+ Source: Tales from the Yawning Portal, p. 229
+
+
+ Stonespeaker Crystal
+ W
+ 1
+ rare (requires attunement)
+
+ Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.
+ The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
+ When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
+ The crystal regains 1d6+4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
+
+ Source: Out of the Abyss, p. 223
+ 1d6+4
+
+
+ Weird Tank
+ W
+ 1
+ rare (requires attunement)
+
+ A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.
+ You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.
+ If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.
+ The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
+
+ Source: Princes of the Apocalypse p. 223
+
+
+ White Dragon Mask
+ W
+ 1
+ legendary (requires attunement)
+
+ This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
+
+ Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
+
+ Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
+
+ Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
+
+ Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
+
+ Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.
+
+ Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
+
+ Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
+
+ Source: Rise of Tiamat Online Supplement p. 4
+
+
+ Wingwear
+ W
+ 1
+ uncommon (requires attunement)
+
+ This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
+ The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
+
+ Source: Princes of the Apocalypse p. 223
+
+
+ Wyrmskull Throne
+ W
+ 1
+ artifact
+
+ Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne's powers are activated.
+ After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership.
+ Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
+ Any creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master.
+ Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne's properties, which are as follows:
+
+ • The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges.
+
+ • Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges.
+
+ • As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls.
+
+ • As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne.
+
+ • As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks.
+
+ Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
+
+ Source: Storm King's Thunder, p. 239
+
+
+ Wand of Entangle
+ WD
+ 1
+ uncommon (requires attunement by a spellcaster)
+ 1
+ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
+ The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
+
+ Source: Tales from the Yawning Portal, p. 229
+ 1d6+1
+
+
+ Wand of Viscid Globs
+ WD
+ 1
+ rare (requires attunement)
+ 1
+ Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
+ Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
+ The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
+ A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
+
+ Source: Out of the Abyss, p. 223
+ 1d6+1
+
+
+ Wand of Winter
+ WD
+ 1
+ rare (requires attunement)
+ 1
+ This wand looks and feels like an icicle. You must be attuned to the want to use it.
+ The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
+
+ Source: Hoard of the Dragon Queen p. 94
+ 1d6+1
+
+
+
+
+
+ Aarakocra
+ M
+ 25
+ Dex 2, Wis 1
+
+
+
+ Flight
+ You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
+
+ Source: Elemental Evil Player's Companion, p. 5
+
+
+ Talons
+ You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
+
+ Source: Elemental Evil Player's Companion, p. 5
+
+
+ Language
+ You can speak, read, and write Common, Aarakocra, and Auran.
+
+ Source: Elemental Evil Player's Companion, p. 5
+
+
+
+ Genasi, Air
+ M
+ 30
+ Con 2, Dex 1
+ Constitution
+
+
+ Unending Breath
+ You can hold your breath indefinitely while you're not incapacitated.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 229
+
+
+ Mingle with the Wind
+ You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 229
+
+
+ Languages
+ You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 228
+
+
+
+ Genasi, Earth
+ M
+ 30
+ Con 2, Str 1
+ Constitution
+
+
+ Earth Walk
+ You can move across difficult terrain made of earth or stone without expending extra movement.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 229
+
+
+ Merge with Stone
+ You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 229
+
+
+ Languages
+ You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 228
+
+
+
+ Genasi, Fire
+ M
+ 30
+ Con 2, Int 1
+ Constitution
+
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Fire Resistance
+ You have resistance to fire damage.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Reach to the Blaze
+ You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Languages
+ You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 228
+
+
+
+ Genasi, Water
+ M
+ 30
+ Con 2, Wis 1
+ Constitution
+
+
+ Acid Resistance
+ You have resistance to acid damage.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Amphibious
+ You can breathe air and water.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Swim
+ You have a swimming speed of 30 feet.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Call to the Wave
+ You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
+
+ Source: Elemental Evil Player's Companion, p. 10
+ Princes of the Apocalypse, p. 229
+
+
+ Languages
+ You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
+
+ Source: Elemental Evil Player's Companion, p. 9
+ Princes of the Apocalypse, p. 228
+
+
+
+
+
+
+
+ Anthropologist
+ Insight, Religion
+
+ Description
+ You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first-hand observation — by visiting far-flung settlements and exploring local histories and customs.
+
+
+ Cultural Chameleon
+ Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you’ve adopted, or roll on the Adopted Culture table.
+
+ d8 — Culture
+ 1 — Aarakocra
+ 2 — Dwarf
+ 3 — Elf
+ 4 — Goblin
+ 5 — Halfling
+ 6 — Human
+ 7 — Lizardfolk
+ 8 — Orc
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Religion
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Adept Linguist
+ You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudimentary level.
+
+ Source: Tomb of Annihilation, p. 191
+
+
+ Equipment
+ A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I prefer the company of those who aren’t like me, including people of other races.
+
+ 2. I’m a stickler when it comes to observing proper etiquette and local customs.
+
+ 3. I would rather observe than meddle.
+
+ 4. By living among violent people, I have become desensitized to violence.
+
+ 5. I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
+
+ 6. When I arrive at a new settlement for the first time, I must learn all its customs.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Discovery. I want to be the first person to discover a lost culture. (Any)
+
+ 2. Distance. One must not interfere with the affairs of another culture — even one in need of aid. (Lawful)
+
+ 3. Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
+
+ 4. Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
+
+ 5. Protection. I must do everything possible to save a society facing extinction. (Good)
+
+ 6. Indifferent. Life is cruel. What’s the point in saving people if they’re going to die anyway? (Chaotic)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
+
+ 2. Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
+
+ 3. Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
+
+ 4. I want to learn more about a particular humanoid culture that fascinates me.
+
+ 5. I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
+
+ 6. I have a trinket that I believe is the key to finding a long-lost society.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. Boats make me seasick.
+
+ 2. I talk to myself, and I don’t make friends easily.
+
+ 3. I believe that I’m intellectually superior to people from other cultures and have much to teach them.
+
+ 4. I’ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs.
+
+ 5. I complain about everything.
+
+ 6. I wear a tribal mask and never take it off.
+
+
+
+ Archaeologist
+ History, Survival
+
+ Description
+ An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
+
+
+ Dust Digger
+ Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.
+
+ d8 — Item
+ 1 — 10-foot pole
+ 2 — Crowbar
+ 3 — Hat
+ 4 — Hooded lantern
+ 5 — Medallion
+ 6 — Shovel
+ 7 — Sledgehammer
+ 8 — Whip
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: History, Survival
+
+ Languages: any one of your choice
+
+ Tools: cartographer's tools or navigator's tools
+
+
+ Historical Knowledge
+ When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
+
+ Source: Tomb of Annihilation, p. 192
+
+
+ Equipment
+ A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I love a good puzzle or mystery.
+
+ 2. I’m a pack rat who never throws anything away.
+
+ 3. Fame is more important to me than money.
+
+ 4. I have no qualms about stealing from the dead.
+
+ 5. I’m happier in a dusty old tomb than I am in the centers of civilization.
+
+ 6. Traps don’t make me nervous. Idiots who trigger traps make me nervous.
+
+ 8. I might fail, but I will never give up. 8 You might think I’m a scholar, but I love a good brawl. These fists were made for punching.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Preservation. That artifact belongs in a museum. (Good)
+
+ 2. Greed. I won’t risk my life for nothing. I expect some kind of payment. (Any)
+
+ 3. Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
+
+ 4. Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
+
+ 5. Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)
+
+ 6. Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
+
+ 2. I want to find my mentor, who disappeared on an expedition some time ago.
+
+ 3. I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.
+
+ 4. I won’t sell an art object or other treasure that has historical significance or is one of a kind.
+
+ 5. I’m secretly in love with the wealthy patron who sponsors my archaeological exploits.
+
+ 6. I hope to bring prestige to a library, a museum, or a university.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have a secret fear of some common wild animal — and in my work, I see them everywhere.
+
+ 2. I can’t leave a room without searching it for secret doors.
+
+ 3. When I’m not exploring dungeons or ruins, I get jittery and impatient.
+
+ 4. I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
+
+ 5. When given the choice of going left or right, I always go left.
+
+ 6. I can’t sleep except in total darkness.
+
+
+
+ Black Fist Double Agent
+ Deception, Insight
+
+ Description
+ You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you’ve been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.
+ In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other phlan insurgents.
+ Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Insight
+
+ Languages: none
+
+ Tools: disguise kit and one type of artisan's tools or gaming set
+
+
+ Double Agent
+ You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 2
+
+
+ Equipment
+ Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan’s tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered).
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.
+
+ 2.My eloquence and sophistication are tools I use to avoid arousing suspicion myself.
+
+ 3. I am a thrill-seeker, excited by covert and dangerous missions.
+
+ 4. I live by my wits and always check every lock twice, just to be certain.
+
+ 5. I never admit to my mistakes lest they be used against me.
+
+ 6. I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.
+
+ 7. I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.
+
+ 8. I always make certain to know my enemy before acting, lest I bite off more than I can chew.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Suspicious: In my experience, everybody has something to hide, and what they hide can usually hurt me (Any).
+
+ 2. Secretive: I trade in secrets, and am not about to let any of mine slip (Any).
+
+ 3. Hedonist: Life is short. I live my life to the fullest, as I know any day could be my last (Chaotic).
+
+ 4. Selfless: I use my position to help the downtrodden avoid persecution from the authorities (Good).
+
+ 5. Patriotic: I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)
+
+ 6. Manipulative: I use my knowledge to blackmail and manipulate others to my own benefit (Evil).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I was framed for a crime I did not commit, and seek to bring the true culprit to justice.
+
+ 2. I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.
+
+ 3. I miss the glory days of Phlan, before the coming of the dragon.
+
+ 4. I seek to prove myself worthy of joining the Black Fist as a member of their order.
+
+ 5. My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.
+
+ 6. My family was wrongly imprisoned, and I act as an informant in order to secure their release.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I think too highly of myself, and have an exaggerated sense of self-importance.
+
+ 2. I have difficulty trusting strangers. I see spies and informants everywhere.
+
+ 3. Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.
+
+ 4. Years of seeing innocent people suffer have left me despondent and pessimistic for the future.
+
+ 5. My desire for vengeance often gets me into trouble
+
+ 6. I am spendthrift, and share my wealth with the patrons of my favorite tavern.
+
+
+
+ Caravan Specialist
+ Animal Handling, Survival
+
+ Description
+ You are used to life on the road. You pride yourself at having traveled every major tradeway in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Animal Handling, Survival
+
+ Languages: any one of your choice
+
+ Tools: land vehicles
+
+
+ Wagonmaster
+ You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
+
+ Source: Mulmaster Bonds, p. 2
+
+
+ Equipment
+ A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. Any group is only as strong as its weakest link. Everyone has to pull their own weight.
+
+ 2. There's always someone out there trying to take what I've got. Always be vigilant.
+
+ 3. Anything can be learned if you have the right teacher. Most folks just need a chance.
+
+ 4. Early to bed and early to rise; this much at least is under my control.
+
+ 5. You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.
+
+ 6. Eventually my hard work will be rewarded. Maybe that time has finally come.
+
+ 7. A strong ox or horse is more reliable than most people I've met.
+
+ 8. I never had time for books, but wish I had. I admire folks who have taken the time to learn.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Service: Using my talents to help others is the best way of helping myself. (Good) d6 Ideal
+
+ 2. Selfish: What people don't know WILL hurt them, but why is that my problem? (Evil)
+
+ 3. Wanderer: I go where the road takes me. Sometimes that's a good thing... (Chaotic)
+
+ 4. Fittest: On the open road, the law of nature wins. Victims are the unprepared. (Lawful)
+
+ 5. Focused: I simply have a job to do, and I'm going to do it. (Neutral)
+
+ 6. Motivated: There's a reason I'm good at what I do, I pay attention to the details. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.
+
+ 2. A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.
+
+ 3. The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.
+
+ 4. The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.
+
+ 5. There's always a road I haven't traveled before. I'm always looking for new places to explore.
+
+ 6. Wealth and power mean little without the freedom to go where and when you want.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have trouble trusting people I've just met.
+
+ 2. I enjoy the open road. Underground and tight spaces make me very nervous.
+
+ 3. I expect others to heed my orders and have little respect or sympathy if they don't.
+
+ 4. I am very prideful and have trouble admitting when I'm wrong.
+
+ 5. Once I decide on a course of action, I do not waiver.
+
+ 6. I like to explore, and my curiosity will sometimes get me into trouble.
+
+
+
+ Cormanthor Refugee
+ Nature, Survival
+
+ Description
+ You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non- humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Nature, Survival
+
+ Languages: Elvish
+
+ Tools: one type of artisan's tools
+
+
+ Shelter of the Elven Clergy
+ The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 4
+
+
+ Equipment
+ A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch, 5 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.
+
+ 2. Though I am not an elf, I am a fervent, radical worshipper of the elven gods.
+
+ 3. I live in the moment, knowing my life could be turned upside down any day.
+
+ 4. I appreciate beauty in all of its forms.
+
+ 5. I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.
+
+ 6. I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.
+
+ 7. I was raised alongside children of many other races. I harbor no racial prejudices at all.
+
+ 8. The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Patient: The elves have taught me to think and plan for the long-term. (Lawful)
+
+ 2. Rebellious: Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)
+
+ 3. Self-Absorbed: I've had to look out for number one so long that it has become second nature. (Any)
+
+ 4. Wanderlust: I want to see as much of the world beyond the camps as I can. (Any)
+
+ 5. Generous: I give everything I can to help those in need, regardless of who they are. (Good)
+
+ 6. To the Abyss with Them: The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.
+
+ 2. I seek revenge against the people of Hillsfar for driving my family into the forest.
+
+ 3. My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.
+
+ 4. The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.
+
+ 5. I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.
+
+ 6. Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I am very uncomfortable indoors and underground.
+
+ 2. I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.
+
+ 3. Elf this, elf that. I am sick and tired of the elves.
+
+ 4. I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.
+
+ 5. I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.
+
+ 6. I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!
+
+
+
+ Dragon Casualty
+ Intimidation, Survival
+
+ Description
+ When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.
+ While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.
+ What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.
+
+
+ Origin
+ Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life.
+ Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.
+
+ 1. Dockworker/Fisherman — Vehicles (Water)
+
+ 2. Tradesperson / Merchant — Artisans' Tools
+
+ 3. Black Fist Soldier — Gaming set or Vehicles (Land)
+
+ 4. Adventurer / Visitor — Vehicles (Land)
+
+ 5. Entertainer — Musical Instrument
+
+ 6. Scholar / Healer — Alchemists Supplies or Herbalism Kit
+
+ 7. Criminal — Thieves' Tools, Forgery Kit, or Disguise Kit
+
+ 8. Unskilled laborer — Gaming Set
+
+
+ Disfigurement (Optional)
+ In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.
+
+ 1. Small non-functional wing(s) or alternately - misshapen, wing-like membranes along one or both arms
+
+ 2. Elongated, claw-like hand(s) and/or feet
+
+ 3. Painful green scales randomly embedded in skin
+
+ 4. Bulbous, reptilian eye(s)
+
+ 5. Enlarged dorsal spines
+
+ 6. Hair replaced with small irregular spines
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Intimidation, Survival
+
+ Languages: Draconic
+
+ Tools: special (see origin below)
+
+
+ Dragonscarred
+ Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence.
+ This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest.
+ However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 3
+
+
+ Equipment
+ A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax - the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan)
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I am driven to escape my past, and rarely stay in one place long.
+
+ 2. I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.
+
+ 3. Speaking of my ordeal helps sooth the still open wounds in my soul.
+
+ 4. My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.
+
+ 5. I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.
+
+ 6. I am haunted my tortured past, and wake at night screaming at half-remembered horrors.
+
+ 7. I sleep with my back to a wall or tree, and a weapon within arm’s reach.
+
+ 8. I am slow to trust, but incredibly loyal to those who have earned it.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Survivor: No matter the cost, I will take any action necessary to survive (any)
+
+ 2. Independence: When in trouble, the only person I can rely on is myself (Chaotic)
+
+ 3. Compassionate: I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others (Good)
+
+ 4. Secretive: I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention (Chaotic).
+
+ 5. Justice: I have been wronged, and will not allow the same fate to befall others (Lawful).
+
+ 6. Sycophant: During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf (evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I have sworn vengeance on the Maimed Virulence and those that follow him.
+
+ 2. I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.
+
+ 3. While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!
+
+ 4. I seek to reclaim and rebuild my former life to the best of my ability.
+
+ 5. I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.
+
+ 6. I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.
+
+ 2. I secretly believe others are plotting to harm me.
+
+ 3. I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.
+
+ 4. Anyone who refuses to celebrate my celebrity does not deserve my company.
+
+ 5. I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.
+
+ 6. Once I make up my mind, I follow my chosen course of action regardless of the consequences.
+
+
+
+ Earthspur Miner
+ Athletics, Survival
+
+ Description
+ You are a down-on-your-luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich... yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Survival
+
+ Languages: Dwarvish, Undercommon
+
+ Tools: none
+
+
+ Deep Miner
+ You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves.
+
+ Source: Mulmaster Bonds, p. 3
+
+
+ Equipment
+ A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. Nothing bothers me for long.
+
+ 2. I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.
+
+ 3. Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.
+
+ 4. I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.
+
+ 5. I'd rather be mining. This is okay; mining is better.
+
+ 6. I think that I will stumble upon great riches if I just keep looking.
+
+ 7. People who don't work with their hands and who live in houses are soft and weak.
+
+ 8. I wish I were more educated. I look up to people who are.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Generosity: The riches of the earth are to be shared by all. (Good)
+
+ 2. Greed: Gems and precious metals, I want them all for myself. (Evil)
+
+ 3. Mooch: Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)
+
+ 4. Boundaries: Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)
+
+ 5. Let it Be: I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)
+
+ 6. Materialist: I want riches to improve my life. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The people of the Earthspur mines are my family. I will do anything to protect them.
+
+ 2. A deep gnome saved my life when I was injured and alone. I owe his people a great debt.
+
+ 3. I must behold and preserve the natural beauty of places below the earth.
+
+ 4. Gems hold a special fascination for me, more than gold, land, magic, or power.
+
+ 5. I want to explore new depths and scale new heights.
+
+ 6. Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.
+
+ 2. I'm not used to being around other people much and sometimes get grouchy about it.
+
+ 3. Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.
+
+ 4. I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.
+
+ 5. I am obsessed with getting rich. I always have a scheme brewing for making it big.
+
+ 6. I'm afraid of the dark.
+
+
+
+ Fisher
+ History, Survival
+
+ Description
+ You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end- a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.
+
+
+ Feature: Harvest the Water
+ You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
+
+
+ Fishing Tale
+ You can tell a compelling tale. whether tall or true. to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your OM to create your own fishing tale.
+
+ 1. Lobster Wrestling: You fought in hand-to-hand combat with an immense lobster.
+
+ 2. It Dragged the Boat: You nearly caught a fish of monstrous size that pulled your boat for miles.
+
+ 3. Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
+
+ 4. Ghost Fish: You are haunted by a ghostly fish that only you can see.
+
+ 5. Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
+
+ 6. It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
+
+ 7. Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
+
+ 8. Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.
+
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies
+
+ Skills: History, Survival
+
+ Languages: One of your choice
+
+ Tools: none
+
+
+ Fisher
+ Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
+
+ Source: Ghosts of Saltmarsh p. 30
+
+
+ Equipment
+ Fishing tackle. a net. a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp
+
+
+ Personality
+ Choose one or randomly determine
+
+
+ 1. I am unmoved by the wrath of nature.
+
+ 2. My friends are my crew; we sink or float together.
+
+ 3. I need long stretches of quiet to clear my head.
+
+ 4. Rich folk don't know the satisfaction of hard work.
+
+ 5. I laugh heartily, feel deeply, and fear nothing.
+
+ 6. I work hard; nature offers no handouts.
+
+ 7. I dislike bargaining; state your price and mean it.
+
+ 8. Luck favors me, and l take risks others might not.
+
+
+ Ideals
+ Choose or randomly determine
+
+
+ 1. Camaraderie. Good people make even the longest voyage bearable. (Good)
+
+ 2. Luck. Our luck depends on respecting its rules-now throw this salt over your shoulder. (Lawful)
+
+ 3. Daring. The richest bounty goes to those who risk everything. (Chaotic)
+
+ 4. Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
+
+ 5. Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
+
+ 6. Hard Work. No wave can move a soul hard at work. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I lost something important in the deep sea, and I intend to find it.
+
+ 2. Someone else's greed destroyed my livelihood, and I will be compensated.
+
+ 3. I will fish the many famous waters of this land.
+
+ 4. The gods saved me during a terrible storm, and I will honor their gift.
+
+ 5. My destiny awaits me at the bottom of a particular pond in the Feywild.
+
+ 6. I must repay my village's debt.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. l am judgmental, especially of those I deem homebodies or otherwise lazy.
+
+ 2. I become depressed and anxious if I'm away from the sea too long.
+
+ 3. l have lived a hard life and find it difficult to empathize with others.
+
+ 4. I am inclined to tell long-winded stones at inopportune times.
+
+ 5. I work hard, but l play harder.
+
+ 6. l am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
+
+
+
+ Gate Urchin
+ Deception, Sleight of Hand
+
+ Description
+ All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Sleight of Hand
+
+ Languages: none
+
+ Tools: thieves' tools, one type of musical instrument
+
+
+ Red Plume and Mage Guild Contacts
+ You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 5
+
+
+ Equipment
+ A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I appreciate the simple things in life: a song, a warm meal, a sunny day. I don't need any more.
+
+ 2.My problems are always caused by others. I'm never to blame.
+
+ 3. I am afraid I could wind up back on the streets any day.
+
+ 4.I get along with everyone.
+
+ 5. I see people as marks for a con and have difficulty feeling true empathy for them.
+
+ 6.I have a real flair for matchmaking. I can find anyone a spouse!
+
+ 7. I think money is the true measure of appreciation and affection. Everything else is talk or an act.
+
+ 8.I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Loyal: I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)
+
+ 2.Adventurous: I don't like doing the same thing every day. I crave variety. (Chaotic)
+
+ 3. Strong: Only the strong survive. I respect those who are strong and powerful. (Any)
+
+ 4.Witty: Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)
+
+ 5. Honest: Others can do what they want, but I won't lie or steal, even to feed my family. (Good)
+
+ 6.Ungrateful: Those who give, only do it to make themselves feel better. I steal from them. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.
+
+ 2.Busking has taught me to love music above all else.
+
+ 3. The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.
+
+ 4.I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.
+
+ 5. I will be wealthy some day. My descendants will live in comfort and style.
+
+ 6.I know how hard life on the streets is. I do everything I can for those who have less than me.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.
+
+ 2.Years of thieving have become habit. I sometimes steal from strangers without thinking about it.
+
+ 3. I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.
+
+ 4.I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.
+
+ 5. I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.
+
+ 6.I do not trust anyone who has not had a hard life.
+
+
+
+ Harborfolk
+ Athletics, Sleight of Hand
+
+ Description
+ You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Sleight of Hand
+
+ Languages: none
+
+ Tools: one type of gaming set, water vehicles
+
+
+ Harborfolk
+ You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are).
+
+ Source: Mulmaster Bonds, p. 4
+
+
+ Equipment
+ Fishing tackle, dice set, playing card set, or Three Dragon Ante set, a set of common clothes, rowboat, and a belt containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I am curious. I want to know why things are the way they are and why people do the things that they do.
+
+ 2. I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!
+
+ 3. I think the High Blade is doing a terrific job, don't you?
+
+ 4. I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen.
+
+ 5. I am quite superstitious. I see portents in everyday occurrences.
+
+ 6. I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways.
+
+ 7. I have a sea story to fit every occasion.
+
+ 8. I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Calm: For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)
+
+ 2. Windblown: I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)
+
+ 3. Aspiring: I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)
+
+ 4. Salty: I want people to look to me as an expert on plying Mulmaster Harbor. (Any)
+
+ 5. Selfless: We are all children of the sea. I help everyone in peril afloat and ashore. (Good)
+
+ 6. Let them Drown: I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+ 1. I once lost everything but my rowboat. I'll do anything to protect it.
+
+ 2. My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve.
+
+ 3. The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday.
+
+ 4. The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life.
+
+ 5. I was robbed in the Zhent ghetto once. It will not happen again.
+
+ 6. I would do anything to protect the other harborfolk. They are my family.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I drink too much, which causes me to miss the tide.
+
+ 2. I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out.
+
+ 3. I oversell myself and make promises I can't keep when I want to impress someone.
+
+ 4. Book learning is a waste of time. I have no patience for people who don't speak from experience.
+
+ 5. I almost always cheat. I can't help myself.
+
+ 6. I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to.
+
+
+
+ Haunted One
+
+
+ Description
+ You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you.
+
+
+ Harrowing Event
+ Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10.
+
+ 1. A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
+
+ 2. You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
+
+ 3. An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone.
+
+ 4. Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you ed in terror.
+
+ 5. An oni took your sibling one cold, dark night, and you were unable to stop it.
+
+ 6. You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
+
+ 7. A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
+
+ 8. You opened an eldritch tome and saw things un t for a sane mind. You burned the book, but its words and images are burned into your psyche.
+
+ 9. A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.
+
+ 10. You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Choose two from Arcana, Investigation, Religion, or Survival
+
+ Languages: any one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) of your choice
+
+ Tools: none
+
+
+ Heart of Darkness
+ Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
+
+ Source: Curse of Strahd, p. 209
+
+
+ Equipment
+ Monster hunter’s pack, one trinket of special significance (choose one or roll on the Gothic Trinkets table)
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I don’t run from evil. Evil runs from me.
+
+ 2. I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
+
+ 3. I spend money freely and live life to the fullest, knowing that tomorrow I might die.
+
+ 4. I live for the thrill of the hunt.
+
+ 5. I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
+
+ 6. I expect danger around every corner.
+
+ 7. I refuse to become a victim, and I will not allow others to be victimized.
+
+ 8. I put no trust in divine beings.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. I try to help those in need, no matter what the personal cost. (Good)
+
+ 2. I’ll stop the spirits that haunt me or die trying. (Any)
+
+ 3. I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
+
+ 4. I have a dark calling that puts me above the law. (Chaotic)
+
+ 5. I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
+
+ 6. I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I keep my thoughts and discoveries in a journal. My journal is my legacy.
+
+ 2. I would sacrifice my life and my soul to protect the innocent.
+
+ 3. My torment drove away the person I love. I strive to win back the love I’ve lost.
+
+ 4. A terrible guilt consumes me. I hope that I can find redemption through my actions.
+
+ 5. There’s evil in me, I can feel it. It must never be set free.
+
+ 6. I have a child to protect. I must make the world a safer place for him (or her).
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have certain rituals that I must follow every day. I can never break them.
+
+ 2. I assume the worst in people.
+
+ 3. I feel no compassion for the dead. They're the lucky ones.
+
+ 4. I have an addiction.
+
+ 5. I am a purveyor of doom and gloom who lives in a world without hope.
+
+ 6. I talk to spirits that no one else can see.
+
+
+
+ Hillsfar Merchant
+ Insight, Persuasion
+
+ Description
+ Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.
+
+
+ Alternate Feature: Trade Contract
+ You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Persuasion
+
+ Languages: none
+
+ Tools: land vehicles, water vehicles
+
+
+ Factor
+ Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 6
+
+
+ Equipment
+ A fine set of clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I fill my evenings with wine or mead and song.
+
+ 2.I greatly admire gladiators and enjoy the Arena.
+
+ 3. I take my wealth for granted. It seldom occurs to me that others aren't rich themselves.
+
+ 4.I leave broken hearts all around the Moonsea and up and down the Sword Coast.
+
+ 5. I work hard and seldom make time for fun.
+
+ 6.I am a particularly devout and pray often.
+
+ 7. The Red Plumes caught me once. I hate them.
+
+ 8.I ask a lot of questions to get information about those with whom I am working and dealing.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Frugal: I spend my money very carefully. (Lawful)
+
+ 2.Profligate: I tend to spend extravagantly. (Chaotic)
+
+ 3. Honest: I deal with others above board. (Any)
+
+ 4.Sharp: I seek to make the best deal possible. (Any)
+
+ 5. Charitable: I give generously to others. (Good)
+
+ 6.Greedy: I do not share my wealth with others. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I am fiercely loyal to those with whom I work.
+
+ 2.I must uphold the good name of my family.
+
+ 3. I will prove myself to my family as an adventurer.
+
+ 4.Deals are sacrosanct. I never go back on my word.
+
+ 5. I love making deals and negotiating agreements.
+
+ 6.I guard my wealth jealously.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I am a braggart. I promote myself shamelessly.
+
+ 2.I am vain. I always wear the latest fashions.
+
+ 3. I am a glutton. I eat and drink to excess.
+
+ 4.I am a snob. I want only the finest things in life.
+
+ 5. I am lazy. I want others to take care of everything.
+
+ 6.I am overconfident. I overestimate my abilities.
+
+
+
+ Hillsfar Smuggler
+ Perception, Stealth
+
+ Description
+ Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non- humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
+ Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non- humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Perception, Stealth
+
+ Languages: one racial language
+
+ Tools: forgery kit
+
+
+ Secret Passage
+ You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 7
+
+
+ Equipment
+ A forgery kit, a set of common clothes, a belt pouch, and 5 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. When I'm not smuggling, I gamble.
+
+ 2.I just love Halfling cooking and baking!
+
+ 3. I party with dwarves whenever I can.
+
+ 4.I'm a terrible singer, but I love to do it.
+
+ 5. I was raised to honor Chauntea and still do.
+
+ 6.The blood sports of the Arena sicken me.
+
+ 7. I think non-humans are really interesting.
+
+ 8.I exaggerate the tales of my exploits.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Fair: I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)
+
+ 2.Impulsive: Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)
+
+ 3. Curious: I want to learn as much as I can about the people and places I encounter. (Any)
+
+ 4.Prepared: I think success depends on preparing as much as possible in advance. (Any)
+
+ 5. Respectful: I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)
+
+ 6.Corrupt: I will break the law or act dishonestly if the money is right. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I am loyal to the Rogues Guild and would do anything for them.
+
+ 2.I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems.
+
+ 3. I admire the elves. I help them whenever I can.
+
+ 4.A gnome helped me once. I pay the favor forward.
+
+ 5. I enjoy tricking the Red Plumes at every opportunity.
+
+ 6.I smuggled agricultural goods for non-human farmers. I try to help them when I can.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them.
+
+ 2.The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire.
+
+ 3. I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity.
+
+ 4.I have difficulty trusting strangers. Anyone could be a spy for the authorities.
+
+ 5. I am greedy. There Isn't much I won't do for money.
+
+ 6.I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar.
+
+
+
+ Iron Route Bandit
+ Stealth, Animal Handling
+
+ Description
+ The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan’s recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people’s mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Stealth, Animal Handling
+
+ Languages: none
+
+ Tools: one type of gaming set, land vehicles
+
+
+ Black-Market Breeder
+ You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 5
+
+
+ Equipment
+ A set of dark common clothes, pack saddle, burglar’s pack and a belt pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. If people leave their gear unsecured, they must not want it very much.
+
+ 2. I feel more comfortable sleeping under the open sky.
+
+ 3. I always pre-plan my escape should things go bad; I always like to have an exit strategy.
+
+ 4. I tend to give animal owners breeding and care advice whether or not they want it.
+
+ 5. I lost a pet as a child and sadly reflect on it to this day.
+
+ 6. I always form a powerful, emotional bond with my mount.
+
+ 7. I recoil at the thought of killing someone else’s pet or mount.
+
+ 8. I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Loyalty: Never bite the hand that feeds. (Good)
+
+ 2. Unpredictability: Keep your enemy guessing and off-balance like a confused deer. (Chaotic)
+
+ 3. Power: I strive to become leader of the pack at all costs. (Lawful)
+
+ 4. Freedom: I bow to no one I don’t respect. (Chaotic)
+
+ 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
+
+ 6. Unity: Lone wolves fail where the pack succeeds. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I cannot leave a harmed animal behind; I must save it or put it out of its misery.
+
+ 2. I leave behind my own personal calling cards when I do a job.
+
+ 3. I do not trust people who do not have a pet, mount, or furry companion.
+
+ 4. The pelt I wear on my back was from an animal that died saving my life, I will always cherish it.
+
+ 5. If my pet does not like you, I do not like you!
+
+ 6. Once you’ve ridden with me and fought by my side, I’ll be there for you, odds be damned.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I growl at and bite anyone who gets too close to my food while I am eating.
+
+ 2. I growl at and bite anyone who gets too close to my food while I am eating.
+
+ 3. I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them.
+
+ 4. I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge.
+
+ 5. I’m an inveterate gambler.
+
+ 6. I judge people based on how well they stand their ground in a fight. I got no time for cowards...
+
+
+
+ Marine
+ Athletics, Survival
+
+ Description
+ You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
+
+
+ Feature: Steady
+ You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
+
+
+ Hardship Endured
+ Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.
+
+
+ 1. Nearly Drowned: You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
+
+ 2. Captured: You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
+
+ 3. Sacrifice: You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
+
+ 4. Juggernaut: No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
+
+ 5. Stowaway: For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
+
+ 6. Leave None Behind: You carried an injured marine for miles to avoid capture and death.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Survival
+
+ Languages: none
+
+ Tools: Vehicles (water, land)
+
+
+ Marine Life
+ Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant. marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
+
+ Source: Ghosts of Saltmarsh p. 31
+
+
+ Equipment
+ A dagger that belonged to a fallen comrade, a folded Rag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I speak rarely but mean every word I say.
+
+ 2. laugh loudly and see the humor in stressful situations.
+
+ 3. I prefer to solve problems without violence, but I finish fights decisively.
+
+ 4. I enjoy being out in nature; poor weather never sours my mood.
+
+ 5. I am dependable.
+
+ 6. I am always working on some project or other.
+
+ 7. I become cantankerous and quiet in the rain.
+
+ 8. When the sea is within my sight, my mood is jovial and optimistic.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Teamwork: Success depends on cooperation and communication. {Good)
+
+ 2. Code: The marines' code provides a solution for every problem, and following it is imperative. {Lawful)
+
+ 3. Embracing: Lafe is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
+
+ 4. Might: The strong train so that they might rule those who are weak. (Evil)
+
+ 5. Bravery: To act when others quake in fear- this is the essence of the warrior. (Any)
+
+ 6. Perseverance: No injury or obstacle can turn me from my goal. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I face danger and evil to offset an unredeemable act in my past.
+
+ 2. I. Will. Finish. The. job.
+
+ 3. I must set an example of hope for those who have given up.
+
+ 4. I'm searching for a fellow marine captured by an elusive enemy.
+
+ 5. Fear leads to tyranny, and both must be eradicated.
+
+ 6. My commander betrayed my unit, and I will have revenge.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I grow combative and unpredictable when I drink.
+
+ 2. I find civilian life difficult and struggle to say the right thing in social situations.
+
+ 3. My intensity can drive others away.
+
+ 4. I hold grudges and have difficulty forgiving others.
+
+ 5. I become irrational when innocent people are hurt.
+
+ 6. I sometimes stay up all night listening to the ghosts of my fallen enemies.
+
+
+
+ Mulmaster Aristocrat
+ Deception, Performance
+
+ Description
+ From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy.
+ None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Performance
+
+ Languages: none
+
+ Tools: one type of artistic artisan's tools and one musical instrument
+
+
+ Highborn
+ Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances.
+
+ Source: Mulmaster Bonds, p. 5
+
+
+ Equipment
+ One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. My ambitions are boundless. I will be a Zor or Zora one day!
+
+ 2. I must always look my best.
+
+ 3. Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy.
+
+ 4. Decorum must be preserved at all costs.
+
+ 5. I will not admit I am wrong if I can avoid it.
+
+ 6. I am extremely well-educated and frequently remind others of that fact.
+
+ 7. I take what I can today, because I do not know what tomorrow holds.
+
+ 8. My life is full of dance, song, drink, and love.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Generous: I have a responsibility to help and protect the less fortunate. (Good)
+
+ 2. Loyal: My word, once given, is my bond. (Lawful)
+
+ 3. Callous: I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)
+
+ 4. Impulsive: I follow my heart. (Chaotic)
+
+ 5. Ignorant: Explanations bore me. (Neutral)
+
+ 6. Isolationist: I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I have dedicated my wealth and my talents to the service of one of the city's many temples.
+
+ 2. My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her.
+
+ 3. Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret.
+
+ 4. My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power.
+
+ 5. Wealth and power are nothing. Fulfilment can only be found in artistic expression.
+
+ 6. It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have difficulty caring about anyone or anything other than myself.
+
+ 2. Having grown up with wealth, I am careless with my finances. I overspend and am overly generous.
+
+ 3. The ends (my advancement) justify any means.
+
+ 4. I must have what I want and will brook no delay.
+
+ 5. My family has lost everything. I must keep up appearances, lest we become a laughingstock.
+
+ 6. I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter.
+
+
+
+ Phlan Insurgent
+ Stealth, Survival
+
+ Description
+ The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
+ Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
+
+
+ Origin
+ Removed from your life as a townsperson, you’ve adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).
+
+ General:
+ 1. Fisher
+ 2. Hunter
+ 3. Craftsperson
+ 4. Priest/Priestess
+ 5. Cook
+ 6. City Watch
+ 7. Servant
+ 8. Unskilled laborer
+
+ Specific:
+ 1. Stojanow river worker
+ 2. Twilight Marsh worker
+ 3. Mantor’s Library scribe
+ 4. Clergy of Ilmater
+ 5. Laughing Goblin server
+ 6. Black Fist guard
+ 7. House Sokol retainer
+ 8. Bay of Phlan dockworker
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Stealth, Survival
+
+ Languages: none
+
+ Tools: one type of artisan's tools, land vehicles
+
+
+ Guerilla
+ You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge—or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 6
+
+
+ Equipment
+ A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. My patience knows no bounds, so long as my goal is in sight.
+
+ 2. In life and in struggle, the ends justify my actions.
+
+ 3. If you aren’t helping me, you’d best at least stay out of my way.
+
+ 4. I long for the life that was taken away from me.
+
+ 5. Friends and family perished, tragically, before my eyes. I hope never to undergo that again.
+
+ 6. Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well.
+
+ 7. I can never allow my foes to get the drop on me.
+
+ 8. Time is a precious resource that I must spend wisely.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Leadership: The oppressed need someone to inspire them to courageous acts. (Good)
+
+ 2. Unpredictability: Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)
+
+ 3. Determination: Threats to my home must be eliminated at all costs. (Any)
+
+ 4. Freedom: Those who are enslaved and unjustly imprisoned deserve my aid. (Good)
+
+ 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
+
+ 6. Unity: Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I’ll never let my fellow insurgents down. They are my only remaining friends.
+
+ 2. I was separated from a loved one during my escape from town. I will find them.
+
+ 3. One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions.
+
+ 4. An item I hold close is my last remaining connection to the family I lost during the fall.
+
+ 5. The dragon who took my past life away from me will feel the full extent of my vengeance.
+
+ 6. The knowledge in Mantor’s Library is an irreplaceable treasure that must be protected.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan.
+
+ 2. Ale is the only way I can escape the desperation of my circumstances.
+
+ 3. It doesn’t take much to get me into a fight.
+
+ 4. Being an insurgent means doing things that aren’t always ethical. I’m still learning to live with that.
+
+ 5. My desire to liberate Phlan oftentimes clouds my judgement, despite my best efforts.
+
+ 6. I relentlessly despise the Maimed Virulence and his allies. I’d abandon other goals in order to strike out at them.
+
+
+
+ Phlan Refugee
+ Insight, Athletics
+
+ Description
+ Gone are the happier days of walking into the Laughing Goblin Inn after a hard day’s labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count 2 yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Athletics
+
+ Languages: any one of your choice
+
+ Tools: one type of artisan's tools
+
+
+ Phlan Survivor
+ Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos.
+
+ Source: Mulmaster Bonds, p. 6
+
+
+ Equipment
+ A set of artisan’s tools (one of your choice), a token of the life you once knew, a set of traveler’s clothes, and a belt pouch containing 15 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.
+
+ 2. I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding.
+
+ 3. I protect those around me, you never know when one of them will be useful.
+
+ 4. I have always gotten ahead by giving, why change now?
+
+ 5. I prepare for everything, it paid off in Phlan and it will pay off again.
+
+ 6. I will reclaim my home, though the path may be long, I will never give up hope.
+
+ 7. I never cared for personal hygiene, and am amazed that It bothers others.
+
+ 8. I am always willing to volunteer my services, just as long as don’t have to do anything.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Justice: Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)
+
+ 2. Acceptance: Stability is a myth, to think you can control your future is futile. (Chaotic)
+
+ 3. Hope: I am guided by a higher power and I trust that everything will be right in the end. (Good)
+
+ 4. Restraint: I hate those who caused my loss. It is all I can do not to lash out at them. (Any)
+
+ 5. Strength: As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)
+
+ 6. Openness: I am always willing to share my life story with anyone who will listen. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I have the chance at a new life and this time I am going to do things right.
+
+ 2. The Lord Regent brought this suffering upon his people. I will see him brought to justice.
+
+ 3. I await the day I will be able to return to my home in Phlan.
+
+ 4. I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon.
+
+ 5. There was someone I cared about in Phlan, I will find out what happened to them.
+
+ 6. Some say my life wasn't worth saving, I will prove them wrong.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I used the lives of children to facilitate my escape from Phlan.
+
+ 2. I am a sucker for the underdog, and always bet on the loosing team.
+
+ 3. I am incapable of standing up for myself.
+
+ 4. I will borrow money from friends with no intention to repay it.
+
+ 5. I am unable to keep secrets. A secret is just an untold story.
+
+ 6. When something goes wrong, it’s never my fault.
+
+
+
+ Secret Identity
+ Deception, Stealth
+
+ Description
+ Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human.
+ If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide.
+ Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Stealth
+
+ Languages: none
+
+ Tools: disguise kit, forgery kit
+
+
+ Secret Identity
+ You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 8
+
+
+ Equipment
+ A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me.
+
+ 2.I move from place to place, never staying anywhere long and leaving nothing behind.
+
+ 3. I think flattery is the best way to direct attention away from me.
+
+ 4.I don't make friends easily. They're a liability I cannot afford.
+
+ 5. Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush.
+
+ 6.The First Lord is right, humans are superior. I really admire them, despite the atrocities.
+
+ 7. I avoid people of my own race, as well as things associated with my race, lest they give me away.
+
+ 8.I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Quisling: Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)
+
+ 2.Scofflaw: The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)
+
+ 3. Optimist: Everyone Is basically good. Though the government is misguided it will all be okay. (Any)
+
+ 4.Secretive: I am in the habit of not talking about myself. My business is none of yours. (Any)
+
+ 5. Heroic: I do everything I can to help non-humans, regardless of the personal cost to me. (Good)
+
+ 6.Depraved: I have lost my moral compass. The ends justify most any means. (Evil)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge.
+
+ 2.I am part of an underground network that smuggles non-humans into and out of the city.
+
+ 3. I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.
+
+ 4.I am a spy. I report on events in and around Hillsfar.
+
+ 5. My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it.
+
+ 6.I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. After years of denying who I am, I now despise myself and other members of my pathetic race.
+
+ 2.Years have hiding have made me somewhat paranoid. I trust no one.
+
+ 3. I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.
+
+ 4.I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area.
+
+ 5. I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.
+
+ 6.Years of successfully deceiving others have made me cocky. I think no one can see through my lies.
+
+
+
+ Shade Fanatic
+ Deception, Intimidation
+
+ Description
+ You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross- legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.
+ You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Intimidation
+
+ Languages: Netherese
+
+ Tools: forgery kit
+
+
+ Secret Society
+ You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 9
+
+
+ Equipment
+ A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I am a bully; I try to hide it though.
+
+ 2.I let my actions speak for themselves
+
+ 3. I am important; I will not let anyone forget that.
+
+ 4.You are either with me or against me.
+
+ 5. I know it is only a time before I am betrayed by those I care for.
+
+ 6.I never understand why people get so emotional.
+
+ 7. They are out to get me. It is only my cunning that keeps me ahead of them
+
+ 8.Everyone has a choice, the one I make is always right though.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Hope: I know even if I need do evil acts, history will be my redemption. (Chaos)
+
+ 2. Dedicated: I can do anything I put my mind to (Lawful)
+
+ 3. Exciting: I have found the truth of the Shadovar and want to share it with everyone. (Any)
+
+ 4.Frugal: I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)
+
+ 5. Eloquent: I use my words to sway others to my beliefs. (Any)
+
+ 6.Compassionate: It is through love that others will join in our cause. (Good)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. They say the Shade broke the bonds of mortality; I want to find out how.
+
+ 2.The whispers in my head remind me that there is power to be found in the shadows.
+
+ 3. For the glory of Netheril, I will grow in power.
+
+ 4.I once lived in Hillsfar, I was chased out before I was able to say farewell.
+
+ 5. My true love was a killed by the Red Plumes; I plot to make them suffer.
+
+ 6.I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them!
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I always over exaggerate my abilities.
+
+ 2.I cannot bear to let those I care for out of my sight.
+
+ 3. I am incapable of standing up for myself.
+
+ 4.The group I am with has committed atrocities; I am always worried their actions will become public.
+
+ 5. I always enjoy a good mug of ale... or five.
+
+ 6.I know what I do is wrong, but am afraid to speak up about it.
+
+
+
+ Shipwright
+ History, Perception
+
+ Description
+ You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.
+
+
+ Feature: I’ll Patch It!
+ Provided you have carpenter's tools and wood. you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points co the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
+
+
+ Life at Sea
+ Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.
+
+ 1. Grand Designs: You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
+
+ 2. Solid and Sound: You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
+
+ 3. Favored: You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.
+
+ 4. Master of Armaments: You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.
+
+ 5. Low Places: You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.
+
+ 6. Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: History, Perception
+
+ Languages: none
+
+ Tools: Carpenter's tools, vehicles (water)
+
+
+ Equipment
+ A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of travelers clothes, and a leather pouch with 10gp.
+
+
+ Shipwright
+ Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.
+
+ Source: Ghosts of Saltmarsh p. 33
+
+
+ Personality Traits
+ Choose or randomly determine
+
+
+ 1. I love talking and being heard more than I like to listen.
+
+ 2. I'm extremely fond of puzzles.
+
+ 3. thrive under pressure.
+
+ 4. I love sketching and designing objects, especially boats.
+
+ 5. I'm not afraid of hard work-in fact, I prefer it.
+
+ 6. A pipe, an ale, and the smell of the sea: paradise.
+
+ 7. I have an endless supply of cautionary tales related to the sea.
+
+ 8. I don't mind getting my hands dirty.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Crew: If everyone on deck pitches in, we'll never sink. (Good)
+
+ 2. Careful Lines: A ship must be balanced according to the laws of the universe. (Lawful)
+
+ 3. Invention: Make what you need out of whatever is at hand. (Chaotic)
+
+ 4. Perfection… To measure a being and find it lacking is the greatest disappointment. (Evil)
+
+ 5. Reflection: Muddied water always clears in time. (Any)
+
+ 6. Hope: The horizon at sea holds the greatest promise. (Any)
+
+
+ Bonds
+ Choose or randomly determine
+
+
+ 1. I must visit all the oceans of the world and behold the ships that sail there.
+
+ 2. Much of the treasure I claim will be used to enrich my community.
+
+ 3. I must find a kind of wood rumored to possess magical qualities.
+
+ 4. I repair broken things to redeem what's broken in myself.
+
+ 5. I will craft a boat capable of sailing through the most dangerous of storms.
+
+ 6. A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I don't know when to throw something away. You never know when it might be useful again.
+
+ 2. I get frustrated to the point of distraction by shoddy craftsmanship.
+
+ 3. Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
+
+ 4. I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
+
+ 5. I'm judgmental of those who are not skilled with tools of some kind.
+
+ 6. I sometimes take things that don't belong to me, especially if they are very well made.
+
+
+
+ Smuggler
+ Athletics, Deception
+
+ Description
+ On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.
+
+
+ Feature: Down Low
+ You are acquainted with a network of smugglers who are willing to help you out of tight situations. White in a particular town, city. or other similarly sized community (DM's discretion). you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Deception
+
+ Languages: none
+
+ Tools: Vehicles (water)
+
+
+ Claim to Fame
+ Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived co tell the story- and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
+
+ 1. Spirit of the Whale: You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
+
+ 2. Cart and Sword: You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
+
+ 3. The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
+
+ 4. River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
+
+ 5. Cold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
+
+ 6. Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.
+
+
+ Smuggler
+ In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.
+
+ Source: Ghosts of Saltmarsh p. 35
+
+
+ Equipment
+ A fancy leather vest or a pair of leather (Any) boots, a set of common clothes, and a leather pouch with 15 gp.
+
+
+ Personality Traits
+ Choose or randomly determine
+
+
+ 1. I love being on the water but hate fishing.
+
+ 2. I think of everything in terms of monetary value.
+
+ 3. I never stop smiling.
+
+ 4. Nothing rattles me; I have a lie for every occasion.
+
+ 5. I love gold but won't cheat a friend.
+
+ 6. I enjoy doing things others believe to be impossible.
+
+ 7. I become wistful when I see the sun rise over the ocean.
+
+ 8. I am no common criminal; I am a mastermind.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Wealth: Heaps of coins in a secure vault is all I dream of. (Any)
+
+ 2. Smuggler's Code: I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
+
+ 3. All for a Coin: I'll do nearly anything if it means I turn a profit. (Evil)
+
+ 4. Peace and Prosperity: I smuggle only to achieve a greater goal that benefits my community. (Good)
+
+ 5. People: For all my many lies, I place a high value on friendship. (Any)
+
+ 6. Daring: I am most happy when risking everything. (Any)
+
+
+ Bonds
+ Choose or randomly determine
+
+
+ 1. My vessel was stolen from me, and I burn with the desire to recover it.
+
+ 2. I intend to become the leader of the network of smugglers that I belong to.
+
+ 3. I owe a debt that cannot be repaid in gold.
+
+ 4. After one last job, I will retire from the business.
+
+ 5. I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
+
+ 6. I give most of my profits to a charitable cause, and I don't like to brag about it.
+
+
+ Flaws
+ Choose or randomly determine
+
+
+ 1. Lying is reflexive, and I sometimes engage in it without realizing.
+
+ 2. I tend to assess my relationships in terms of profit and loss.
+
+ 3. I believe everyone has a price and am cynical toward those who present themselves as virtuous.
+
+ 4. I struggle to trust the words of others.
+
+ 5. Few people know the real me.
+
+ 6. Though I act charming, I feel nothing for others and don't know what friendship is.
+
+
+
+ Stojanow Prisoner
+ Deception, Perception
+
+ Description
+ "We need to leave, now!”
+ Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.
+ Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Deception, Perception
+
+ Languages: none
+
+ Tools: one type of gaming set, thieves' tools
+
+
+ Ex-Convict
+ The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 8
+
+
+ Equipment
+ A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I am a bully; others will suffer as I have.
+
+ 2.I always say yes even when I mean no; it’s just easier.
+
+ 3. I aim to misbehave.
+
+ 4.I go out of my way to frustrate or anger those in power.
+
+ 5. I strive to obey the law. I will never again make the mistake of going against authority.
+
+ 6.I always plan everything out. The one time I let others plan things it did not end well for me.
+
+ 7. I take blame to protect others from pain.
+
+ 8.I horde information, you never know what may come in handy.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Loss: I freely give those who offend me what was so brutally denied me, death. (Chaos)
+
+ 2.Dedication: I never betray those who trust me. (Law)
+
+ 3. Vengeance: I use any means to get information I need; I have been well taught. (Evil)
+
+ 4.Redemption: Everyone deserves a second chance. (Good)
+
+ 5. Resilience: I can survive any challenge (Any)
+
+ 6.Leadership: The best teams are made up of those that society has discarded.
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I take up arms to help establish a free Phlan.
+
+ 2.The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep.
+
+ 3. I am indebted to those who freed me from prison, I will repay this debt.
+
+ 4.My torturer survived the attack that set me free, I will find him/her.
+
+ 5. I will not rest while others suffer fates similar to mine.
+
+ 6.I am searching for a way to heal the scars of Stojanow, both physical and emotional.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. During stressful times, I find myself crying for no reason.
+
+ 2.My nerve endings are shot from the interrogations; I am numb to all but the harshest touch.
+
+ 3. I am incapable of standing up for myself.
+
+ 4.I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out.
+
+ 5. Survival is worth more than friendship.
+
+ 6.The ghosts from my past hinder my actions.
+
+
+
+ Ticklebelly Nomad
+ Nature, Animal Handling
+
+ Description
+ You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant’s Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.
+ In your migrations, your people have come to know the stone giant tribes that populate the Giant’s Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Nature, Animal Handling
+
+ Languages: Giant
+
+ Tools: herbalism kits
+
+
+ At Home in the Wild
+ The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you.
+
+ Source: Curse of Strahd: Optional Backgrounds, p. 9
+
+
+ Equipment
+ Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I eagerly inject myself into the unknown.
+
+ 2.Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day.
+
+ 3. I accomplish my tasks efficiently, using as few resources as possible.
+
+ 4.It’s difficult for me to remain in one place for long.
+
+ 5. I loudly brag about my tribe every chance I get.
+
+ 6.Having walked among giants, I am fearless in the face of bigger creatures.
+
+ 7. I am quiet and reserved, but observant. Nothing escapes my attention.
+
+ 8.My word is my bond. I see a promise to completion, even if it conflicts with my beliefs.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Kinship: Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others’ lives as well. (Good)
+
+ 2.Preservation: Nature must not be despoiled by encroaching civilization. (Any)
+
+ 3. Wanderlust: One must expand their horizons by seeing the world and exploring. (Chaos)
+
+ 4.Isolation: My tribe and its ways must be protected and shielded from outside influence. (Neutral)
+
+ 5. Protection: Threats to the land and to the people must be dealt with at any and all costs. (Law)
+
+ 6.Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.
+
+ 2.The dragon cultists that invaded my homeland stole away one of my tribe’s people. I will not know rest until I’ve found them.
+
+ 3. The dragon’s presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done.
+
+ 4.I carry a trinket that spiritually and emotionally ties me to my people and my home.
+
+ 5. I discovered a strange relic in the hills during my tribe’s wanderings. I must discover what it is.
+
+ 6.One of the stone giant clans from the Giant’s Cairn has graced me with a mark of kinship.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I throw myself and my friends into situations rarely ever thinking about consequences.
+
+ 2.Unfamiliar people and surroundings put me on edge.
+
+ 3. I have absolutely no patience for slowpokes and those who prove indecisive.
+
+ 4.My desire to experience new things causes me to make unsafe choices.
+
+ 5. I am overly protective of nature, sometimes to the detriment of my companions and myself.
+
+ 6.My lack of worldliness often proves my undoing in social, commercial, and hostile situations.
+
+
+
+ Trade Sherriff
+ Investigation, Persuasion
+
+ Description
+ You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.
+ You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Investigation, Persuasion
+
+ Languages: Elvish
+
+ Tools: thieves' tools
+
+
+ Investigative Services
+ You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade.
+
+ Source: Hillsfar Character Backgrounds and Bonds, p. 10
+
+
+ Equipment
+ Thieves' tools, a gray cloak, Sherriff's insignia (badge) a set of fine clothes, and 17 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I am always polite and respectful. I let my actions speak for themselves
+
+ 3. I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.
+
+ 4.I am quick to judge and slow to vindicate
+
+ 5. I can be very persuasive and am able to ask questions where others might not be able to.
+
+ 6.I have a quirky personality that seems to take others off their guard.
+
+ 7. My sense of humor is considered by most to be awkward
+
+ 8.Everyone has a choice, and they can always make the right choice, mine!
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Hope: my job is to speak for the victim (good)
+
+ 2.Dedicated: Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)
+
+ 3. Nation: My city, nation, or people are all that matter (any)
+
+ 4.Mercenary: When I do investigations, I expect answers immediately (Any)
+
+ 5. Eloquent: I use my words to sway others to give me answers. (good)
+
+ 6.Might: It is through threats and force that I get my answers (lawful)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. To this day an unsolved case will always leave me haunted and bother me.
+
+ 2.Through the might of my personality I will solve an investigation or puzzle
+
+ 3. It is my right to believe what I will, just try and stop me.
+
+ 4.I need to prove my worth to my fellow sheriffs.
+
+ 5. Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.
+
+ 6.I speak for those that cannot speak for themselves.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I always over exaggerate my abilities.
+
+ 2.I cannot bear to let those I care for out of my sight.
+
+ 3. I took a bribe to tank an investigation and I would do anything to keep it secret.
+
+ 4.I have little respect for those that are of “low” intelligence/race.
+
+ 5. I always enjoy a good mug of ale ... or five to cover up my past.
+
+ 6.I speak for the First Lord of Hillsfar and make sure everyone knows it.
+
+
+
+
+
+
+
+ Acererak
+ M
+ undead
+ neutral evil
+ 21 (natural armor)
+ 285 (30d8+150)
+ 30 ft.
+ 131620272120
+ Con +12, Int +15, Wis +12
+ Arcana +22, History +22, Insight +12, Perception +12, Religion +15
+ cold, lightning
+
+ necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
+ truesight 120 ft.
+ 22
+ Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
+ 23
+
+ Source
+ Tomb of Annihilation, p. 209
+
+
+ Special Equipment
+ Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a talisman of the sphere and has a sphere of annihilation under his control.
+
+
+ Legendary Resistance (3/Day)
+ If Acererak fails a saving throw, he can choose to succeed instead.
+
+
+ Rejuvenation
+ Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden.
+
+
+ Spellcasting
+ Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared:
+
+ Cantrips (at will): mage hand, ray of frost, shocking grasp
+
+ 1st level (at will): ray of sickness, shield
+
+ 2nd level (at will): arcane lock, knock
+
+ 3rd level (at will): animate dead, counterspell
+
+ 4th level (3 slots): blight, ice storm, phantasmal killer
+
+ 5th level (3 slots): cloudkill, hold monster, wall of force
+
+ 6th level (3 slots): chain lightning, circle of death, disintegrate
+
+ 7th level (3 slots): finger of death, plane shift, teleport
+
+ 8th level (2 slots): maze, mind blank
+
+ 9th level (2 slots): power word kill, time stop.
+
+
+ Turn Resistance
+ Acererak has advantage on saving throws against any effect that turns undead.
+
+
+ Paralyzing Touch
+ Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Paralyzing Touch|8|3d6
+
+
+ Staff (+3 Quarterstaff)
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8+4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
+ Staff|11|1d6+4+3d6
+
+
+ Invoke Curse
+ While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.
+
+
+ Legendary Actions (3/Turn)
+ Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of his turn.
+
+
+ At-Will Spell
+ Acererak can cast one of his at-will spells.
+
+
+ Melee Attack
+ Acererak uses Paralyzing Touch or makes one melee attack with his staff.
+
+
+ Frightening Gaze (Costs 2 Actions)
+ Acererak fixes his gaze on one creature it can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Acererak's gaze for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Talisman of the Sphere (Costs 2 Actions)
+ Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.
+
+
+ Disrupt Life (Costs 3 Actions)
+ Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
+
+ mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop
+ 0,0,0,3,3,3,3,2,2
+
+
+ Aerisi Kalinoth
+ M
+ humanoid (elf)
+ neutral evil
+ 13 (16 with mage armor)
+ 66 (12d8+12)
+ 30 ft.
+ 81612171016
+
+ Arcana +6, History +6, Perception +3
+ lightning
+
+
+
+ darkvision 60 ft.
+ 13
+ Auran, Common, Elvish
+ 7
+
+ Source
+ Princes of the Apocalypse p. 193
+
+
+ Fey Ancestry
+ Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
+
+
+ Howling Defeat
+ When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
+
+
+ Legendary Resistance (2/Day)
+ If Aerisi fails a saving throw, she can choose to succeed instead.
+
+
+ Spellcasting
+ Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
+
+ • Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
+
+ • 1st level (4 slots): charm person, feather fall, mage armor, thunderwave
+
+ • 2nd level (3 slots): dust devil, gust of wind, invisibility
+
+ • 3rd level (3 slots): fly, gaseous form, lightning bolt
+
+ • 4th level (3 slots): ice storm, storm sphere
+
+ • 5th level (2 slots): cloudkill, seeming (cast each day)
+
+ • 6th level (1 slot): chain lightning
+
+
+ Windvane
+ Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6+6) piercing damage, or 10 (1d8+6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.
+ One Handed|9|1d6+6+1d6
+ Two Handed|9|1d8+6+1d6
+
+ gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning
+ 4, 3, 3, 3, 2, 1
+
+
+ Albino Dwarf Spirit Warrior
+ M
+ humanoid (dwarf)
+ any alignment
+ 13 (hide armor)
+ 30 (4d8+12)
+ 25 ft.
+ 131317121411
+
+ Perception +4, Stealth +3, Survival +4
+ poison
+
+
+
+ darkvision 60 ft.
+ 14
+ Common, Dwarvish
+ 1
+
+ Source
+ Tomb of Annihilation, p. 210
+
+
+ Dwarven Resilience
+ The dwarf has advantage on saving throws against poison.
+
+
+ Innate Spellcasting
+ The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:
+
+ 1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plant
+
+
+ Handaxe
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
+ Handaxe|3|1d6+1
+
+ hunter’s mark, jump, pass without trace, speak with animals, speak with plants
+ 0
+
+
+ Albino Dwarf Warrior
+ M
+ humanoid (dwarf)
+ any alignment
+ 13 (hide armor)
+ 30 (4d8+12)
+ 25 ft.
+ 131317121411
+
+ Perception +4, Stealth +3, Survival +4
+ poison
+
+
+
+ darkvision 60 ft.
+ 14
+ Common, Dwarvish
+ 1/4
+
+ Source
+ Tomb of Annihilation, p. 210
+
+
+ Dwarven Resilience
+ The dwarf has advantage on saving throws against poison.
+
+
+ Handaxe
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
+ Handaxe|3|1d6+1
+
+
+
+
+
+ Aldani (Lobsterfolk)
+ M
+ monstrosity
+ lawful neutral
+ 14 (natural armor)
+ 49 (9d8+9)
+ 20 ft., swim 30 ft.
+ 13812101410
+
+ Perception +4, Survival +4
+
+
+
+
+ darkvision 60 ft.
+ 14
+ Common
+ 1
+
+ Source
+ Tomb of Annihilation, p. 210
+
+
+ Amphibious
+ The aldani can breathe air and water.
+
+
+ Multiattack
+ The aldani makes two attacks with its claws.
+
+
+ Claw
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Claw|3|1d8+1
+
+
+
+
+
+ Almiraj
+ S
+ beast
+ unaligned
+ 13
+ 3 (1d6)
+ 50 ft.
+ 2161021410
+
+
+
+
+
+
+
+ 12
+
+ 0
+
+ Source
+ Tomb of Annihilation, p. 211
+
+
+ Keen Senses
+ The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
+
+
+ Horn
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
+ Horn|5|1d4+3
+
+
+
+
+
+ Ambush Drake
+ M
+ dragon
+ unaligned
+ 13 (natural armor)
+ 22 (4d6+8)
+ 30 ft.
+ 1315144116
+
+ Perception +4, Stealth +4
+ poison
+
+
+
+ darkvision 60 ft.
+ 14
+ understands Draconic but can't speak it
+ 1/2
+
+ Source
+ Hoard of the Dragon Queen p. 88
+
+
+ Pack Tactics
+ The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Surprise Attack
+ If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
+ Surprise Attack||2d6
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d6+1) piercing damage.
+ Bite|4|1d6+1
+
+
+
+
+
+ Amphisbaena
+ M
+ monstrosity
+ unaligned
+ 14
+ 11 (2d8+2)
+ 30 ft., swim 30 ft.
+ 1418123103
+
+ Perception +2
+
+
+
+
+ blindsight 10 ft.
+ 13
+
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 230
+
+
+ Two Heads
+ The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
+
+
+ Multiattack
+ The amphisbaena makes two bite attacks
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
+ Bite|6|1d4+4+1d6
+
+
+
+ underwater
+
+
+ Animated Table
+ L
+ construct
+ unaligned
+ 15 (natural armor)
+ 39 (6d10+6)
+ 40 ft.
+ 18813131
+
+
+
+
+ poison, psychic
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
+ blindsight 60 ft. (blind beyond this radius)
+ 6
+
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 230
+
+
+ Constructed Nature
+ An animated table doesn't require air, food, drink, or sleep.
+
+
+ Antimagic Susceptibility
+ The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+ False Appearance
+ While the table remains motionless, it is indistinguishable from a normal table.
+
+
+ Charge
+ If the table 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 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Ram
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
+ Ram|6|2d8+4
+
+
+
+
+
+ Ankylosaurus Zombie
+ H
+ undead
+ unaligned
+ 14 (natural armor)
+ 68 (8d12+16)
+ 20 ft.
+ 19915263
+
+
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 8
+
+ 3
+
+ Source
+ Tomb of Annihilation, p. 240
+
+
+ Undead Fortitude
+ If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
+
+
+ Tail
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Tail|6|4d6+4
+
+
+
+
+
+ Artus Cimber
+ M
+ humanoid (human)
+ neutral good
+ 14 (studded leather)
+ 82 (15d8+15)
+ 30 ft.
+ 101513171618
+ Dex +5, Cha +7
+ Deception +7, History +9, Insight +6, Survival +9
+
+
+ cold (while wearing the Ring of Winter)
+
+
+ 13
+ Common, Draconic, Dwarvish, Goblin
+ 7
+
+ Source
+ Tomb of Annihilation, p. 212
+
+
+ Special Equipment
+ Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
+ Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:
+
+ • Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
+
+ • Turn the dagger into a compass that, while resting on Artus's palm, points north.
+
+ • Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn.
+
+ • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.
+
+
+ Multiattack
+ Artus makes three attacks with [magic item]Bookmark[magic item] or his longbow.
+
+
+ Bookmark (+3 Dagger)
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
+ Bookmark|8|1d4+5
+
+
+ Longbow
+ Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Longbow|5|1d8+2
+
+
+ Ring of Winter
+ The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
+
+ • Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of _30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
+
+ • Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).
+
+ • Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.
+
+
+
+
+
+ Assassin Vine
+ L
+ plant
+ unaligned
+ 13 (natural armor)
+ 85 (10d10+30)
+ 5 ft., climb 5 ft.
+ 1810161101
+
+
+ cold, fire
+
+
+ blinded, deafened, exhaustion, prone
+ blindsight 30 ft.
+ 10
+
+ 3
+
+ Source
+ Tomb of Annihilation, p. 213
+
+
+ False Appearance
+ While the assassin vine remains motionless, it is indistinguishable from a normal plant.
+
+
+ Constrict
+ Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|6|2d6+4
+
+
+ Entangling Vines
+ The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+
+
+
+ Atropal
+ H
+ undead (titan)
+ neutral evil
+ 7
+ 225 (18d12+108)
+ 0 ft., fly 50 ft. (hover)
+ 19522251924
+ Con +11, Wis +9
+
+
+ radiant
+ cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
+ exhaustion, frightened, paralyzed, poisoned, prone
+ darkvision 120 ft., truesight 120 ft.
+ 14
+ understands Celestial but utters only obscene nonsense
+ 13
+
+ Source
+ Tomb of Annihilation, p. 214
+
+
+ Magic Resistance
+ The atropal has advantage on saving throws against spells and other magical effects.
+
+
+ Negative Energy Aura
+ Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage.
+ If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
+
+
+ Turn Resistance Aura
+ The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.
+
+
+ Touch
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.
+ Touch|9|3d6
+
+
+ Ray of Cold
+ Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.
+ Ray of Cold|12|6d6
+
+
+ Life Drain
+ The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.
+
+
+ Summon Wraith (Recharge 6)
+ The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies.
+
+
+ Legendary Actions (3/Turn)
+ The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The atropal regains spent legendary actions at the start of its turn.
+
+
+ Touch
+ The atropal makes a touch attack.
+
+
+ Ray of Cold (Costs 2 Actions)
+ The atropal uses its Ray of Cold.
+
+
+ Disrupt Life (Costs 3 Actions)
+ The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.
+
+
+
+
+
+ Augrek Brighthelm
+ M
+ humanoid (shield dwarf)
+ lawful good
+ 15 (chain shirt, shield)
+ 13 (2d8+4)
+ 25 ft.
+ 141115101111
+
+ Athletics +4, Perception +2
+ poison
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Dwarvish
+
+
+ Source
+ Storm King's Thunder, p. 247
+
+
+ Dwarvish Resilience
+ Augrek has advantage on saving throws against poison.
+
+
+ Roleplaying Information
+ Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.
+
+ Ideal: "You'll get farther in life with a kind word than an axe."
+
+ Bond: "Bryn Shander is my home. It's my job to protect her."
+
+ Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him."
+
+
+ Warhammer
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands.
+ One Handed|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.
+ Heavy Crossbow|2|1d10
+
+
+
+
+
+ Awakened Zurkhwood
+ H
+ plant
+ unaligned
+ 13 (natural armor)
+ 59 (7d12+14)
+ 20 ft.
+ 1961510107
+
+
+ bludgeoning, piercing
+ fire
+
+
+ darkvision 120 ft.
+ 10
+ one language known by its creator (if created by a myconid sovereign, can't speak)
+ 2
+
+ Source
+ Out of the Abyss p. 230
+
+
+ False Appearance
+ While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom.
+
+
+ Slam
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
+ Slam|6|3d6+4
+
+
+
+
+
+ Azbara Jos
+ M
+ humanoid (human)
+ lawful evil
+ 13 (16 with mage armor)
+ 39 (6d8+12)
+ 30 ft.
+ 91614161311
+ Int +5, Wis +3
+ Arcana +5, Deception +2, Insight +3, Stealth +5
+
+
+
+
+
+ 11
+ Common, Draconic, Infernal, Primordial, Thayan
+ 4
+
+ Source
+ Hoard of the Dragon Queen p. 88
+
+
+ Special Equipment
+ Azbara has two scrolls of mage armor.
+
+
+ Potent Cantrips
+ When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
+
+
+ Sculpt Spells
+ When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
+
+
+ Spellcasting
+ Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
+
+ • Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
+
+ • 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
+
+ • 2nd level (3 slots): invisibility, misty step, scorching ray
+
+ • 3rd level (3 slots): counterspell, dispel magic, fireball
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 5 (1d4+3) piercing damage.
+ Dagger|5|1d4+3
+
+ mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball
+ 4, 3, 3
+
+
+ Baba Lysaga
+ M
+ humanoid (human, shapechanger)
+ chaotic evil
+ 15 (natural armor)
+ 120 (16d8+48)
+ 30 ft.
+ 181016201713
+ Wis +7
+ Arcana +13, Religion +13
+
+
+
+
+
+ 13
+ Abyssal, Common, Draconic, Dwarvish, Giant
+ 11
+
+ Source
+ Curse of Strahd p. 228
+
+
+ Shapechanger
+ Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.
+
+
+ Blessing of Mother Night
+ Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.
+
+
+ Spellcasting
+ Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
+
+ • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
+
+ •1st level (4 slots): detect magic, magic missile, sleep, witch bolt
+
+ •2nd level (3 slots): crown of madness, enlarge/reduce, misty step
+
+ •3rd level (3 slots): dispel magic, fireball, lightning bolt
+
+ •4th level (3 slots): blight, Everard's black tentacles, polymorph
+
+ •5th level (2 slots): cloudkill, geas, scrying
+
+ •6th level (1 slot): programmed illusion, true seeing
+
+ •7th level (1 slot): finger of death, mirage arcane
+
+ •8th level (1 slot): power word stun
+
+
+ Multiattack
+ Baba Lysaga makes three attacks with her quarterstaff
+
+
+ Quarterstaff
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.
+ One Handed|8|1d6+4
+ Two Handed|8|1d8+4
+
+
+ Summon Swarms of Insects (Recharges after a Short or Long Rest)
+ Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.
+
+ acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Everard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun
+ 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ Baba Lysaga's Creeping Hut
+ G
+ construct
+ unaligned
+ 16 (natural armor)
+ 263 (17d10+85)
+ 30 ft.
+ 26720133
+ Con +9, Wis +0, Cha +0
+
+
+
+ poison, psychic
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
+ blindsight 120 ft. (blind beyond this radius)
+ 6
+
+ 11
+
+ Source
+ Curse of Strahd p. 226
+
+
+ Constructed Nature
+ An animated object doesn't require air, food, drink, or sleep.
+ The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
+
+
+ Antimagic Susceptibility
+ The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
+
+
+ Siege Monster
+ The hut deals double damage to objects and structures.
+
+
+ Multiattack
+ The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.
+
+
+ Root
+ Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
+ Root|12|4d10+8
+
+
+ Rock
+ Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.
+ Rock|12|3d8+8
+
+
+
+
+
+ Barovian Witch
+ M
+ humanoid (human)
+ chaotic evil
+ 10
+ 16 (3d8+3)
+ 30 ft.
+ 71113141112
+
+ Arcana +4, Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common
+ 1/2
+
+ Source
+ Curse of Strahd p. 229
+
+
+ Spellcasting
+ The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:
+
+ • Cantrips (at will): mage hand, prestidigitation, ray of frost
+
+ •1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter
+
+ •2nd level (2 slots): alter self, invisibility
+
+
+ Claws (Requires Alter Self)
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.
+ Claws|3|1d6+1
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
+ Dagger|2|1d4
+
+ mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility
+ 4, 2
+
+
+ Bastian Thermandar
+ M
+ humanoid (fire genasi)
+ neutral evil
+ 12 (15 with mage armor)
+ 78 (12d8+24)
+ 30 ft.
+ 12141511918
+
+ Arcana +3, Deception +7
+ fire
+
+
+
+ darkvision 60 ft.
+ 9
+ Common, Ignan
+ 8
+
+ Source
+ Princes of the Apocalypse p. 201
+
+
+ Innate Spellcasting
+ Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
+
+ • At will: produce flame
+
+ • 1/day: burning hands
+
+
+ Spellcasting
+ Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:
+
+ • Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
+
+ • 1st level (4 slots): mage armor, magic missile, shield
+
+ • 2nd level (3 slots): misty step, scorching ray
+
+ • 3rd level (3 slots): counterspell, fireball
+
+ • 4th level (3 slots): dimension door, wall of fire
+
+ • 5th level (1 slot): hold monster
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|5|1d4+2
+
+ produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster
+ 4, 3, 3, 3, 1
+
+
+ Belaphoss
+ H
+ fiend (demon)
+ chaotic evil
+ 19 (natural armor)
+ 262 (21d12+126)
+ 40 ft., fly 80 ft.
+ 261522201622
+ Str +14, Con +12, Wis +9, Cha +12
+
+ cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
+
+ fire, poison
+ charmed, frightened, poisoned
+ truesight 120 ft.
+ 13
+ Abyssal, telepathy 120 ft.
+ 20
+
+ Source
+ Dragon+ #4
+
+
+ Death Throes
+ When Belaphoss dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Belaphoss's weapons.
+
+
+ Fire Aura
+ At the start of each of Belaphoss's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Belpahoss or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.
+
+
+ Magic Resistance
+ Belaphoss has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapon
+ Belaphoss's weapon attacks are magical.
+
+
+ Multiattack
+ Belaphoss makes two attacks: one with his greataxe and one with his whip.
+
+
+ Greataxe
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+9) slashing damage plus 13 (3d8) fire damage. If Belaphoss scores a critical hit, he rolls damage dice three times, instead of twice.
+ Greataxe|14|3d10+9+3d8
+
+
+ Whip
+ Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Belaphoss.
+ Whip|14|2d6+8+3d6
+
+
+ Abyssal Storm (Recharge 5-6)
+ Belaphoss surrounds himself with explosive fire that fills a 30-foot sphere centered on him and spreads around corners. Each creature in the fire must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much on a successful one. Belaphoss is immune to this damage. Objects in the area are subject to it, and the fire ignites flammable objects in the area that aren't being worn or carried.
+
+
+ Teleport
+ Belaphoss magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Winged Barrage
+ Belaphoss beats his wings. Each creature in a 20-foot cube originating from him must make a DC 20 Dexterity saving throw. On a failure, a target takes 29 (6d6+9) bludgeoning damage and is pushed 20 feet away from Belaphoss. On a success, the target takes half the bludgeoning damage and isn't pushed. Belaphoss can then fly up to half his flying speed.
+
+
+
+
+
+ Beldora
+ M
+ humanoid (Illuskan human)
+ chaotic good
+ 12
+ 18 (4d8)
+ 30 ft.
+ 101410161216
+
+ Deception +5, Insight +3, Investigation +5, Perception +3, Persuasion +5
+
+
+
+
+
+ 13
+ Common, Draconic, Dwarvish, Halfling
+
+
+ Source
+ Storm King's Thunder, p. 249
+
+
+ Roleplaying Information
+ Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.
+
+ Ideal: "We should all strive to help one another."
+
+ Bond: "I'll risk my life to protect the powerless."
+
+ Flaw: "I like lying to people. Makes life more interesting, no?"
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.
+ Hand Crossbow|4|1d6+2
+
+
+ Duck and Cover
+ Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained.
+
+
+
+
+
+ Black Earth Guard
+ M
+ humanoid (human)
+ neutral evil
+ 18 (plate)
+ 39 (6d8+12)
+ 30 ft.
+ 17111410109
+
+ Intimidation +1, Perception +2
+
+
+
+
+
+ 12
+ Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 195
+
+
+ Multiattack
+ The guard makes two melee attacks.
+
+
+ Morningstar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Morningstar|5|1d8+3
+
+
+ Unyielding
+ When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
+
+
+
+
+
+ Black Earth Priest
+ M
+ humanoid (human)
+ neutral evil
+ 17 (splint)
+ 45 (7d8+14)
+ 30 ft.
+ 151114121016
+
+ Intimidation +5, Religion +3, Persuasion +5
+
+
+
+
+
+ 10
+ Common, Terran
+ 3
+
+ Source
+ Princes of the Apocalypse p. 195
+
+
+ Spellcasting
+ The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): acid splash, blade ward, light, mending, mold earth
+
+ • 1st level (4 slots): earth tremor, expeditious retreat, shield
+
+ • 2nd level (3 slots): shatter, spider climb
+
+ • 3rd level (2 slots): slow
+
+
+ Multiattack
+ The priest makes two melee attacks.
+
+
+ Glaive
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.
+ Glaive|4|1d10+2
+
+
+ Unyielding
+ When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
+
+ acid splash, blade ward, light, mending, mold earth, earth tremor, expeditious retreat, shield, shatter, spider climb, slow
+ 4, 3, 2
+
+
+ Blagothkus
+ H
+ giant (cloud giant)
+ neutral evil
+ 17 (splint)
+ 138 (12d12+60)
+ 40 ft.
+ 261320161515
+ Con +9, Wis +6, Cha +6
+ Arcana +7, Insight +6, Intimidation +6, Perception +6
+
+
+
+
+
+ 16
+ Common, Draconic, Giant
+ 9
+
+ Source
+ Hoard of the Dragon Queen p. 89
+
+
+ Keen Smell
+ Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Innate Spellcasting
+ Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
+
+ • 3/day each: fog cloud, levitate
+
+
+ Spellcasting
+ Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:
+
+ • Cantrips (at will): light, mage hand, prestidigitation
+
+ • 1st level (4 slots): detect magic, identify, magic missile, shield
+
+ • 2nd level (3 slots): gust of wind, misty step, shatter
+
+ • 3rd level (2 slots): fly, lightning bolt
+
+
+ Multiattack
+ Blagothkus attacks twice with his morningstar.
+
+
+ Morningstar
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 21 (3d8+8) piercing damage.
+ Morningstar|10|3d8+8
+
+ fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt
+ 4, 3, 2
+
+
+ Bridesmaid of Zuggtmoy
+ M
+ plant
+ chaotic evil
+ 13 (natural armor)
+ 22 (5d8)
+ 20 ft.
+ 14111114818
+
+
+
+
+
+
+ darkvision 60 ft.
+ 9
+ understands Abyssal but can't speak
+ 1/8
+
+ Source
+ Out of the Abyss p. 230
+
+
+ Fungus Stride
+ Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.
+
+
+ Hallucination Spores
+ The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Infestation Spores (1/Day)
+ The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
+
+
+
+
+
+ Broom of Animated Attack
+ S
+ construct
+ unaligned
+ 15 (natural armor)
+ 17 (5d6)
+ 0 ft., fly 50 ft. (hover)
+ 101710151
+
+
+
+
+ poison, psychic
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
+ blindsight 30 ft. (blind beyond this radius)
+ 7
+
+ 1/4
+
+ Source
+ Curse of Strahd p. 226
+
+
+ Constructed Nature
+ An animated object doesn't require air, food, drink, or sleep.
+ The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
+
+
+ Antimagic Susceptibility
+ The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
+
+
+ False Appearance
+ While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.
+
+
+ Multiattack
+ The broom makes two melee attacks.
+
+
+ Broomstick
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
+ Broomstick|5|1d4+3
+
+
+ Animated Attack
+ If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.
+
+
+
+
+
+ Bryn Lightfingers
+ S
+ humanoid (strongheart halfling)
+ neutral good
+ 14 (leather)
+ 22 (3d10+6)
+ 25 ft.
+ 91614101412
+ Str +1, Dex +5
+
+ poison
+
+
+
+
+ 14
+ Common, Draconic, Elvish, Halfling
+ 2
+
+ Source
+ Sword Coast Legends NPCs (wizards.com)
+
+
+ Lucky
+ When Bryn rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
+
+
+ Brave
+ Bryn has advantage on saving throws against being frightened.
+
+
+ Stout Resilience
+ Bryn has advantage on saving throws against poison.
+
+
+ Spellcasting
+ Bryn is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Bryn has the following ranger spells prepared:
+
+ 1st level (3 slots): ensnaring strike, hunter's mark, longstrider
+
+
+ Multiattack
+ Bryn makes two attacks: one with her dagger and one with her shortsword.
+
+
+ Dagger
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Dagger||5|1d4+3
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortsword|5|1d6+3
+
+
+ Shortbow
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortbow|5|1d6+3
+
+ ensnaring strike, hunter's mark, longstrider
+ 3
+
+
+ Bullywug Croaker
+ M
+ humanoid (bullywug)
+ neutral evil
+ 15 (hide armor, shield)
+ 33 (6d8+6)
+ 20 ft., swim 40 ft.
+ 14121271510
+ Con +3
+ Perception +4, Stealth +3
+
+
+
+
+
+ 14
+ Bullywug
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 232
+
+
+ Amphibious
+ The croaker can breathe air and water.
+
+
+ Speak with Frogs and Toads
+ The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.
+
+
+ Swamp Camouflage
+ The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
+
+
+ Standing Leap
+ The croaker's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ |4|1d6+2
+ |5|1d8+2
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
+ |4|1d4+2
+
+
+ Glaar-pat (3/Day)
+ The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw. taking 9 (2d8) psychic damage on a fai1ed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn.
+
+
+ Roooo-glog (1/Day)
+ The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.
+
+
+
+ swamp
+
+
+ Bullywug Royal
+ M
+ humanoid (bullywug)
+ neutral evil
+ 15 (hide armor, shield)
+ 52 (8d8+16)
+ 20 ft., swim 40 ft.
+ 161214101114
+ Str +5, Dex +3
+ Athletics +5, Intimidation +4, Stealth +3
+
+
+
+
+
+ 10
+ Bullywug
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 232
+
+
+ Amphibious
+ The royal can breathe air and water.
+
+
+ Brute
+ A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack).
+
+
+ Frog Rider
+ The royal has advantage on melee attacks made while riding on a frog mount
+
+
+ Speak with Frogs and Toads
+ The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug.
+
+
+ Swamp Camouflage
+ The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
+
+
+ Standing Leap
+ The royal's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
+
+
+ Multiattack
+ The royal makes two attacks: one with its royal spear and one with its bite.
+
+
+ Royal Spear
+ Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+ |5|2d6+3
+ |5|2d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) bludgeoning damage.
+ |5|1d6+3
+
+
+ Croaked Decree (1/Day)
+ The royal makes a loud pronouncement . Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll.
+
+
+
+ swamp
+
+
+ Burrowshark
+ M
+ humanoid (human)
+ neutral evil
+ 18 (plate)
+ 82 (11d8+33)
+ 30 ft.
+ 181216101113
+
+ Animal Handling +2, Athletics +6, Intimidation +3, Perception +2
+
+
+
+
+
+ 12
+ Common
+ 4
+
+ Source
+ Princes of the Apocalypse p. 196
+
+
+ Bond of the Black Earth
+ The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.
+
+
+ Multiattack
+ The burrowshark makes three melee attacks.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.
+ One Handed|6|1d6+4
+ Two Handed|6|1d8+4
+
+
+ Unyielding
+ When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
+
+
+
+
+
+ Captain Othelstan
+ M
+ humanoid (human)
+ lawful evil
+ 19 (splint, shield)
+ 93 (11d10+33)
+ 30 ft.
+ 191016131412
+ Str +7, Con +6
+ Athletics +7, Intimidation +7, Perception +5, Religion +4
+
+
+
+
+
+ 15
+ Common, Draconic, Giant
+ 5
+
+ Source
+ Hoard of the Dragon Queen p. 89
+
+
+ Action Surge (Recharges on a Short or Long Rest)
+ On his turn, Othelstan can take one additional action.
+
+
+ Tiamat's Blessing of Retribution
+ When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
+
+
+ Multiattack
+ Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
+
+
+ Flail
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
+ Flail|7|1d8+4
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ One Handed|7|1d6+4
+ Two Handed|7|1d8+4
+
+
+
+
+
+ Centaur Mummy
+ L
+ undead
+ lawful evil
+ 13 (natural armor)
+ 85 (10d10+30)
+ 30 ft.
+ 20121651412
+ Wis +5
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+ fire
+ necrotic, poison
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ darkvision 60 ft.
+ 12
+ Common, Sylvan
+ 6
+
+ Source
+ Tales from the Yawning Portal, p. 231
+
+
+ Undead Nature
+ A mummy doesn't require air, food, drink, or sleep.
+
+
+ Charge
+ If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
+
+
+ Multiattack
+ The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare.
+
+
+ Pike
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
+ Pike|8|1d10+5
+
+
+ Hooves
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
+ Hooves|8|2d6+5+3d6
+
+
+ Dreadful Glare
+ The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+
+
+
+ Chamberlain of Zuggtmoy
+ L
+ plant
+ chaotic evil
+ 13 (natural armor)
+ 45 (6d10+12)
+ 20 ft.
+ 1771411812
+
+
+ bludgeoning, piercing
+
+
+
+ darkvision 60 ft.
+ 9
+ Abyssal, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 230
+
+
+ Mushroom Portal
+ The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.
+
+
+ Poison Spores
+ Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Multiattack
+ The chamberlain makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.
+ Slam|5|2d6+3
+
+
+ Infestation Spores (1/Day)
+ The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
+
+
+
+
+
+ Chuul Spore Servant
+ L
+ plant
+ unaligned
+ 16 (natural armor)
+ 93 (11d10+33)
+ 30 ft., swim 30 ft.
+ 191016261
+
+
+
+
+ poison
+ blinded, charmed, frightened, paralyzed, poisoned
+ blindsight 30 ft. (blind beyond this radius)
+ 8
+
+ 4
+
+ Source
+ Out of the Abyss p. 228
+
+
+ Pincer
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Pincer|7|2d6+4
+
+
+
+
+
+ Chwinga
+ T
+ elemental
+ neutral
+ 15
+ 5 (2d4)
+ 20 ft., climb 20 ft., swim 20 ft.
+ 12010141616
+
+ Acrobatics +7, Perception +7, Stealth +7
+
+
+
+
+ blindsight 60 ft.
+ 17
+
+ 0
+
+ Source
+ Tomb of Annihilation, p. 216
+
+
+ Evasion
+ When the chwinga is subjected to an effect that allows it to make a Dexterity 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.
+
+
+ Innate Spellcasting
+ The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:
+
+ At will: druidcraft, guidance, pass without trace, resistance
+
+
+ Magical Gift (1/Day)
+ The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms.
+
+
+ Natural Shelter
+ The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.
+
+ druidcraft, guidance, pass without trace, resistance
+ 0
+
+
+ Crag Cat
+ L
+ beast
+ unaligned
+ 13
+ 34 (4d10+12)
+ 40 ft.
+ 1617164148
+
+ Perception +4, Stealth +7
+
+
+
+
+ darkvision 60 ft.
+ 14
+
+ 1
+
+ Source
+ Storm King's Thunder, p. 240
+
+
+ Nondetection
+ The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors.
+
+
+ Pounce
+ If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
+
+
+ Spell Turning
+ The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+ Claw|5|1d8+3
+
+
+
+
+
+ Crushing Wave Priest
+ M
+ humanoid (human)
+ neutral evil
+ 13 (chain shirt)
+ 52 (8d8+16)
+ 30 ft.
+ 151114101116
+
+ Deception +5, Religion +2, Stealth +2
+
+
+
+
+
+ 10
+ Aquan, Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 205
+
+
+ Spellcasting
+ The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
+
+ • 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield
+
+ • 2nd level (3 slots): blur, hold person
+
+ • 3rd level (2 slots): sleet storm
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
+ One Handed|4|1d6+2
+ Two Handed|4|1d8+2
+
+ chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, ice knife, magic missile, shield, blur, hold person, sleet storm
+ 4, 3, 2
+
+
+ Crushing Wave Reaver
+ M
+ humanoid (human)
+ neutral evil
+ 14 (shield)
+ 22 (4d8+4)
+ 30 ft.
+ 15141310118
+
+ Athletics +4, Stealth +4
+
+
+
+
+
+ 10
+ Common
+ 1/2
+
+ Source
+ Princes of the Apocalypse p. 205
+
+
+ Sharktoothed Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.
+ One Handed|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ 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.
+ Javelin|4|1d6+2
+
+
+
+
+
+ Darathra Shendrel
+ M
+ humanoid (Chondathan human)
+ lawful good
+ 14 (breastplate)
+ 52 (8d8+16)
+ 30 ft.
+ 161114111115
+
+ History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4
+
+
+
+
+
+ 12
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 253
+
+
+ Brave
+ Darathra has advantage on saving throws against being frightened.
+
+
+ Roleplaying Information
+ As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.
+
+ Ideal: "Good people should be given every chance to prosper, free of tyranny."
+
+ Bond: "I'll lay down my life to protect Triboar and its citizens."
+
+ Flaw: "I refuse to back down. Push me, and I'll push back."
+
+
+ Multiattack
+ Darathra makes two melee attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
+ Greatsword|5|2d6+3
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Darathra carries twenty crossbow bolts.
+ Heavy Crossbow|2|1d10
+
+
+
+
+
+ Dark Tide Knight
+ M
+ humanoid (human)
+ lawful evil
+ 13
+ 58 (9d8+18)
+ 30 ft.
+ 171614101111
+
+ Athletics +7, Stealth +7
+
+
+
+
+
+ 10
+ Common
+ 3
+
+ Source
+ Princes of the Apocalypse p. 205
+
+
+ Bonded Mount
+ The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
+
+
+ Sneak Attack
+ The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.
+ Sneak Attack||2d6
+
+
+ Multiattack
+ The knight makes two shortsword attacks.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortsword|5|1d6+3
+
+
+ Lance
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.
+ Lance|5|1d12+3
+
+
+ Uncanny Dodge
+ When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
+
+
+
+
+
+ Darz Helgar
+ M
+ humanoid (Illuskan human)
+ neutral
+ 12
+ 27 (5d8+5)
+ 30 ft.
+ 151512101111
+
+ Intimidation +2, Sleight of Hand +4, Stealth +4
+
+
+
+
+
+ 10
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 253
+
+
+ Sneak Attack (1/Turn)
+ Darz deals an extra 7 (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 Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.
+
+
+ Roleplaying Information
+ In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
+
+ Ideal: "You can run from your past, but you can't hide from it."
+
+ Bond: "I've made a new life in Triboar. I'm not gonna run away this time."
+
+ Flaw: "I have no regrets. I do whatever it takes to survive."
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Sling
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Darz carries twenty sling stones.
+ Sling|4|1d4+2
+
+
+
+
+
+ Dragonbait
+ M
+ humanoid (saurial)
+ lawful good
+ 17 (breastplate, shield)
+ 120 (16d8+48)
+ 30 ft.
+ 151317141618
+ Wis +6, Cha +7
+ Athletics +5, Medicine +6
+
+
+
+
+
+ 13
+ understands Common but can’t speak
+ 5
+
+ Source
+ Tomb of Annihilation, p. 218
+
+
+ Divine Health
+ Dragonbait is immune to disease.
+
+
+ Magic Resistance Aura
+ While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ Dragonbait makes two melee weapon attacks.
+
+
+ Holy Avenger (+3 Longsword)
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage.
+ Holy Avenger|8|1d8+5
+
+
+ Sense Alignment
+ Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
+
+
+
+
+
+ Dragonclaw
+ M
+ humanoid (human)
+ neutral evil
+ 14 (leather armor)
+ 16 (3d8+3)
+ 30 ft.
+ 91613111012
+ Wis +2
+ Deception +3, Stealth +5
+
+
+
+
+
+ 10
+ Common, Draconic
+ 1
+
+ Source
+ Hoard of the Dragon Queen p. 89
+
+
+ Dragon Fanatic
+ The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
+
+
+ Fanatic Advantage
+ Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
+ Fanatic Advantage||2d6
+
+
+ Pack Tactics
+ The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Multiattack
+ The dragonclaw attacks twice with its scimitar.
+
+
+ Scimitar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Scimitar|5|1d6+3
+
+
+
+
+
+ Dragonfang
+ M
+ humanoid (human)
+ neutral evil
+ 15 (studded leather)
+ 78 (12d8+24)
+ 30 ft.
+ 111614121214
+ Wis +3
+ Deception +4, Stealth +5
+ one of the following: acid, cold, fire, lightning or poison
+
+
+
+
+ 11
+ Common, Draconic, Infernal
+ 5
+
+ Source
+ The Rise of Tiamat p. 89
+
+
+ Dragon Fanatic
+ The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
+
+
+ Fanatic Advantage
+ Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
+ Fanatic Advantage||3d6
+
+
+ Limited Flight
+ The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
+
+
+ Multiattack
+ The Dragonfang attacks twice with its shortsword.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+7 (2d6) damage of the type to which the dragonfang has resistance.
+ Shortsword|5|1d6+3+2d6
+
+
+ Orb of Dragon's Breath (2/Day)
+ Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.
+ Orb of Dragon's Breath|5|5d8
+
+
+
+
+
+ Dragonsoul
+ M
+ humanoid (human)
+ neutral evil
+ 16 (studded leather)
+ 110 (17d8+34)
+ 30 ft.
+ 111814131216
+ Wis +4
+ Deception +6, Stealth +7
+ one of the following: acid, cold, fire, lightning or poison
+
+
+
+
+ 11
+ Common, Draconic, Infernal
+ 7
+
+ Source
+ The Rise of Tiamat p. 89
+
+
+ Dragon Fanatic
+ The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
+
+
+ Fanatic Advantage
+ Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
+ Fanatic Advantage||3d6
+
+
+ Limited Flight
+ The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
+
+
+ Pack Tactics
+ The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Multiattack
+ The Dragonsoul attacks twice with its shortsword.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+10 (3d6) damage of the type to which the dragonsoul has resistance.
+ Shortsword|5|1d6+3+3d6
+
+
+ Orb of Dragon's Breath (3/Day)
+ Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.
+ Orb of Dragon's Breath|7|6d8
+
+
+
+
+
+ Dragonwing
+ M
+ humanoid (human)
+ neutral evil
+ 14 (leather armor)
+ 33 (6d8+6)
+ 30 ft.
+ 111613111113
+ Wis +2
+ Deception +3, Stealth +5
+ one of the following: acid, cold, fire, lightning, or poison
+
+
+
+
+ 10
+ Common, Draconic
+ 2
+
+ Source
+ The Rise of Tiamat p. 90
+
+
+ Dragon Fanatic
+ The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
+
+
+ Fanatic Advantage
+ Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.
+ Fanatic Advantage||2d6
+
+
+ Limited Flight
+ The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
+
+
+ Pack Tactics
+ The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Multiattack
+ The dragonwing attacks twice with its scimitar.
+
+
+ Scimitar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.
+ Scimitar|5|1d6+3+1d6
+
+
+
+
+
+ Dralmorrer Borngray
+ M
+ humanoid (high elf)
+ neutral evil
+ 16 (studded leather, shield)
+ 52 (7d10+14)
+ 30 ft.
+ 18141416108
+ Str +6, Con +4
+ Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
+ 3
+
+ Source
+ Hoard of the Dragon Queen p. 90
+
+
+ Fey Ancestry
+ Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
+
+
+ Spellcasting
+ Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
+
+ • Cantrips (at will): fire bolt, prestidigitation, shocking grasp
+
+ • 1st level (4 slots): longstrider, magic missile, shield, thunderwave
+
+ • 2nd level (2 slots): magic weapon, misty step
+
+
+ War Magic
+ When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
+
+
+ Weapon Bond
+ Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.
+
+
+ Multiattack
+ Dralmorrer attacks twice, either with his longsword or dagger.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d8+4) slashing damage.
+ One Handed|6|1d8+4
+ Two Handed|6|1d10+4
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 6 (1d4+4) piercing damage.
+ Dagger|6|1d4+4
+
+ fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step
+ 4, 2
+
+
+ Drannin Splithelm
+ M
+ humanoid (shield dwarf)
+ neutral evil
+ 18 (plate)
+ 93 (11d8+44)
+ 25 ft.
+ 19101811812
+
+ Athletics +7, Intimidation +4
+ cold, poison
+
+
+
+ darkvision 60 ft.
+ 9
+ Common, Dwarvish
+ 7
+
+ Source
+ Princes of the Apocalypse p. 209
+
+
+ Action Surge (Recharges after a Short or Long Rest)
+ Drannin takes an additional action on his turn.
+
+
+ Brute
+ A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
+
+
+ Dwarven Resilience
+ Drannin has advantage on saving throws against poison.
+
+
+ Indomitable (Recharges after a Short or Long Rest)
+ Drannin can reroll a saving throw that he fails. He must use the new roll.
+
+
+ Second Wind (Recharges after a Short or Long Rest)
+ Drannin can use a bonus action to regain 16 (1d10+11) hit points.
+ Second Wind||1d10+11
+
+
+ Special Equipment
+ Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
+
+
+ Multiattack
+ Drannin makes three attacks with his greataxe.
+
+
+ Greataxe
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
+ Greataxe|7|2d12+4
+
+
+
+
+
+ Dread Warrior
+ M
+ undead
+ neutral evil
+ 18 (chain mail, shield)
+ 37 (5d8+15)
+ 30 ft.
+ 151116101210
+ Wis +3
+ Athletics +4, Perception +3
+
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 13
+ Common
+ 1
+
+ Source
+ Tales from the Yawning Portal, p. 233
+
+
+ Undead Nature
+ A dread warrior doesn't require air, food, drink, or sleep.
+
+
+ Undead Fortitude
+ If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken , unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to l hit point instead.
+
+
+ Multiattack
+ The dread warrior makes two melee attacks.
+
+
+ Battleaxe
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.
+ Battleaxe|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ 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.
+ Javelin|4|1d6+2
+
+
+
+
+
+ Droki
+ S
+ humanoid (derro)
+ chaotic evil
+ 15 (studded leather)
+ 31 (7d6+7)
+ 30 ft. (60 ft. with boots of speed)
+ 11161310516
+
+ Stealth +5
+
+
+
+
+ darkvision 120 ft.
+ 7
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 231
+
+
+ Special Equipment
+ Droki wears boots of speed.
+
+
+ Insanity
+ Droki has advantage on saving throws against being charmed or frightened.
+
+
+ Innate Spellcasting
+ Droki's innate spellcasting 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
+
+
+ Sneak Attack (1/Turn)
+ Droki deals an extra 7 (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.
+ Sneak Attack||2d6
+
+
+ Magic Resistance
+ Droki has advantage on saving throws against spells and other magical effects.
+
+
+ Sunlight Sensitivity
+ While in sunlight, Droki has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ Droki makes two attacks with his shortsword.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (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 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
+ Shortsword|5|1d6+3
+ Venom| |3d6
+
+
+ Parry
+ Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.
+
+ minor illusion, darkness, fear, shatter
+
+
+
+ Drow Spore Servant
+ M
+ plant
+ unaligned
+ 15 (chain shirt)
+ 13 (3d8)
+ 20 ft.
+ 101410261
+
+
+
+
+
+ blinded, charmed, frightened, paralyzed
+ blindsight 30 ft. (blind beyond this radius)
+ 8
+
+ 1/8
+
+ Source
+ Out of the Abyss p. 229
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+
+
+
+ Drowned Ascetic
+ M
+ undead
+ chaotic evil
+ 13
+ 75 (10d8+30)
+ 30 ft.
+ 121616395
+ Dex +5
+
+
+
+ poison
+ poisoned
+ darkvision 60ft.
+ 9
+ understands the languages it knew in life but can’t speak
+ 3
+
+ Source
+ Ghosts of Saltmarsh p. 233
+
+
+ Bottom Treader
+ The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
+
+
+ Bound Together
+ The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
+
+
+ Undead Fortitude
+ If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned ascetic drops to 1 hit point instead.
+
+
+ Multiattack
+ The drowned ascetic makes three unarmed strikes.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+ Unarmed Strike|5|1d8+3
+
+
+ Dexterous Target
+ The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.
+
+
+
+ underwater, swamp
+
+
+ Drowned Assassin
+ M
+ undead
+ chaotic evil
+ 14 (leather armor)
+ 67 (9d8+27)
+ 30 ft.
+ 1516169916
+ Dex +5, Con +5
+ Intimidation +5, Stealth +5
+
+
+ poison
+ poisoned
+ darkvision 60ft.
+ 9
+ understands the languages it knew in life but can’t speak
+ 4
+
+ Source
+ Ghosts of Saltmarsh p. 234
+
+
+ Bottom Treader
+ The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
+
+
+ Bound Together
+ The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
+
+
+ Undead Fortitude
+ If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead.
+
+
+ Multiattack
+ The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+ Hand Crossbow|5|1d8+3
+
+
+ Dagger
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+ Dagger|5|1d4+3
+
+
+ Reveal (1/Day)
+ The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
+
+
+ Dexterous Target
+ The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.
+
+
+
+ underwater, swamp
+
+
+ Drowned Blade
+ M
+ undead
+ chaotic evil
+ 10 (leather armor)
+ 45 (6d8+18)
+ 30 ft.
+ 16816395
+
+
+
+
+ poison
+ poisoned
+ darkvision 60ft.
+ 9
+ understands the languages it knew in life but can’t speak
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 235
+
+
+ Bottom Treader
+ The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
+
+
+ Bound Together
+ The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
+
+
+ Undead Fortitude
+ If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned blade drops to 1 hit point instead.
+
+
+ Multiattack
+ The drowned blade makes two rusted longsword attacks.
+
+
+ Rusted Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+ Rusted Longsword|7|1d8+3
+
+
+
+ underwater, swamp
+
+
+ Drowned Master
+ M
+ undead
+ chaotic evil
+ 14 (natural armor)
+ 157 (21d8+63)
+ 30 ft.
+ 17121691412
+ Con +7, Wis +6
+ Perception +10
+
+
+ poison
+ poisoned
+ darkvision 60ft.
+ 20
+ understands the languages it knew in life but can’t speak
+ 9
+
+ Source
+ Ghosts of Saltmarsh p. 235
+
+
+ Bound Together
+ The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
+
+
+ Cold Aura
+ At the start of each of the drowned master’s turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage
+
+
+ Undead Fortitude
+ If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned master drops to 1 hit point instead.
+
+
+ Multiattack
+ The drowned master makes two attacks: one with its greatsword and one with its Life-Draining tentacles
+
+
+ Greatsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+ Greatsword|7|1d8+3+4d6
+
+
+ Life-Draining Tentacle
+ Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to a 0. This reduction lasts until the target finishes a long rest. On a failed saved, the target also contracts bluerot.
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+
+
+ Necrotic Ink (Recharge 5-6)
+ The drowned master discharges foul ink in front of itself in a 3O-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" sidebar).
+ Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
+ The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
+ At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
+
+ underwater, swamp
+
+
+ Duergar Darkhaft
+ M
+ humanoid (dwarf)
+ lawful evil
+ 16 (scale mail, shield)
+ 26 (4d8+4)
+ 25 ft.
+ 14111411109
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 226
+
+
+ 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
+
+
+ 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 on 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.
+ War Pick|4|1d8+2
+ Enalrged|4|2d8+2
+
+
+ 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.
+ Javelin|4|1d6+2
+ Enlarged|4|2d6+2
+
+
+ Invisibility (Recharges on 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.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+ friends, mage hand, disguise self, sleep
+
+
+
+ Duergar Keeper of the Flame
+ M
+ humanoid (dwarf)
+ lawful evil
+ 16 (scale mail, shield)
+ 26 (4d8+4)
+ 25 ft.
+ 14111411109
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 226
+
+
+ Innate Spellcasting (Psionics)
+ The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:
+
+ 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
+
+
+ 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 on 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.
+ War Pick|4|1d8+2
+ Enalrged|4|2d8+2
+
+
+ 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.
+ Javelin|4|1d6+2
+ Enlarged|4|2d6+2
+
+
+ Invisibility (Recharges on 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.
+
+ friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon
+ 4, 2
+
+
+ Duergar Spore Servant
+ M
+ plant
+ unaligned
+ 16 (scale mail, shield)
+ 26 (4d8+4)
+ 15 ft.
+ 141114261
+
+
+ poison
+
+
+ blinded, charmed, frightened, paralyzed
+ blindsight 30 ft. (blind beyond this radius)
+ 8
+
+ 1/2
+
+ Source
+ Out of the Abyss p. 229
+
+
+ War Pick
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ War Pick|4|1d8+2
+
+
+
+
+
+ Duergar Spy
+ M
+ humanoid (dwarf)
+ lawful evil
+ 15 (studded leather)
+ 33 (6d8+6)
+ 25 ft.
+ 101612121013
+
+ Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7
+ poison
+
+
+
+ darkvision 120 ft.
+ 14
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 234
+
+
+ Cunning Action
+ On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
+
+
+ Duergar Resilience
+ The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
+
+
+ Sneak Attack
+ Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The spy makes two shortsword attacks.
+
+
+ Enlarge (Recharges after a Short or Long Rest)
+ For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.
+ Shortsword|5|1d6+3
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +5 to hit, range 30/120 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Hand Crossbow|5|1d6+3
+
+
+ Invisibility (Recharges after a Short or Long Rest)
+ The spy magically turns invisible until it attacks, deals damage, 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 spy wears or carries is invisible with it.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+
+
+
+ Duvessa Shane
+ M
+ humanoid (Illuskan human)
+ lawful good
+ 10
+ 9 (2d8)
+ 30 ft.
+ 101110161416
+
+ Deception +5, Insight +4, Persuasion +5
+
+
+
+
+
+ 12
+ Common, Dwarvish, Giant, Orc
+
+
+ Source
+ Storm King's Thunder, p. 248
+
+
+ Roleplaying Information
+ The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.
+
+ Ideal: "The people of Icewind Dale are survivors. They can weather any storm."
+
+ Bond: "My mother taught me what it means to be a good leader. I won't disappoint her."
+
+ Flaw: "I don't give an inch in any argument or conflict."
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger.
+ Dagger|2|1d4
+
+
+ Parry
+ Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.
+
+
+
+
+
+ Eblis
+ L
+ monstrosity
+ neutral evil
+ 13
+ 26 (4d10+4)
+ 30 ft., fly 40 ft.
+ 111612121411
+
+ Perception +4
+
+
+
+
+
+ 14
+ Auran, Common
+ 1
+
+ Source
+ Tomb of Annihilation, p. 219
+
+
+ Innate Spellcasting
+ The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
+
+ 1/day each: blur, hypnotic pattern, minor illusion
+
+
+ Multiattack
+ The eblis attacks twice with its beak.
+
+
+ Beak
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
+ Beak|5|1d4+3
+
+ blur, hypnotic pattern, minor illusion
+ 0
+
+
+ Elizar Dryflagon
+ M
+ humanoid (human)
+ neutral evil
+ 14 (hide)
+ 71 (11d8+22)
+ 30 ft.
+ 131514111810
+
+ Arcana +3, Deception +3
+
+
+
+
+
+ 14
+ Common, Druidic
+ 5
+
+ Source
+ Princes of the Apocalypse p. 202
+
+
+ Spellcasting
+ Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:
+
+ • Cantrips (at will): druidcraft, guidance, poison spray, produce flame
+
+ • 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
+
+ • 2nd level (3 slots): flame blade, spike growth
+
+ • 3rd level (3 slots): dispel magic, stinking cloud
+
+ • 4th level (2 slots): blight, wall of fire
+
+
+ Summon Mephits (Recharges after a Long Rest)
+ By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.
+
+
+ Dagger +1
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Dagger +1|6|1d4+3
+
+ druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire
+ 4, 3, 3, 2
+
+
+ Eternal Flame Guardian
+ M
+ humanoid (human)
+ chaotic evil
+ 17 (breastplate, shield; 15 while using a crossbow)
+ 45 (7d8+14)
+ 30 ft.
+ 15131481113
+
+ Intimidation +3, Perception +2
+ fire
+
+
+
+
+ 12
+ Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 200
+
+
+ Flaming Weapon (Recharges after a Short or Long Rest)
+ As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
+ Flaming Weapon||1d6
+
+
+ Multiattack
+ The guard makes two melee attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
+ One Handed|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
+ Heavy Crossbow|3|1d10+1
+
+
+
+
+
+ Eternal Flame Priest
+ M
+ humanoid (human)
+ neutral evil
+ 12 (15 with mage armor)
+ 52 (8d8+16)
+ 30 ft.
+ 121514101116
+
+ Deception +5, Intimidation +5, Religion +2
+ fire
+
+
+
+
+ 10
+ Common, Ignan
+ 3
+
+ Source
+ Princes of the Apocalypse p. 200
+
+
+ Spellcasting
+ The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion
+
+ • 1st level (4 slots): burning hands, expeditious retreat, mage armor
+
+ • 2nd level (3 slots): blur, scorching ray
+
+ • 3rd level (2 slots): fireball
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+ control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball
+ 4, 3, 2
+
+
+ Evil Mage
+ M
+ humanoid (human)
+ lawful evil
+ 12
+ 22 (5d8)
+ 30 ft.
+ 91411171211
+ Int +5, Wis +3
+ Arcana +5, History +5
+
+
+
+
+
+ 11
+ Common, Draconic, Dwarvish, Elvish
+ 1
+
+ Source
+ Lost Mines of Phandelver p. 57
+
+
+ Spellcasting
+ The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
+
+ • Cantrips (at will): light, mage hand, shocking grasp
+
+ • 1st Level (4 slots): charm person, magic missile
+
+ • 2nd Level (3 slots): hold person, misty step
+
+
+ Quarterstaff
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage.
+ One Handed|1|1d6-1
+ Two Handed|1|1d8-1
+
+ light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step
+ 4, 3
+
+
+ Ezmerelda d'Avenir
+ M
+ humanoid (human)
+ chaotic good
+ 17 (studded leather armor +1)
+ 82 (11d8+33)
+ 30 ft.
+ 141916161117
+ Wis +3
+ Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6
+
+
+
+
+
+ 16
+ Common, Elvish
+ 8
+
+ Source
+ Curse of Strahd p. 231
+
+
+ Special Equipment
+ In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
+
+
+ Spellcasting
+ Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:
+
+ • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
+
+ •1st level (4 slots): protection from good and evil, magic missile, shield
+
+ •2nd level (3 slots): darkvision, knock, mirror image
+
+ •3rd level (3 slots): clairvoyance, lightning bolt, magic circle
+
+ •4th level (1 slot): greater invisibility
+
+
+ Multiattack
+ Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.
+
+
+ Rapier +1
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
+ Rapier|8|1d8+5
+
+
+ Handaxe +1
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.
+ Hand Axe|8|1d6+3
+
+
+ Silvered Shortsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Shortsword|7|1d6+4
+
+
+ Curse (Recharges after a Long Rest)
+ Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
+
+
+ Evil Eye (Recharges after a Short or Long Rest)
+ Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
+
+ fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility
+ 4, 3, 3, 1
+
+
+ Fathomer
+ M
+ humanoid (human)
+ neutral evil
+ 10 (13 with mage armor)
+ 52 (8d8+16)
+ 30 ft.
+ 141114111115
+
+ Arcana +2, Perception +4, Stealth +4
+
+
+
+
+
+ 14
+ Aquan, Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 207
+
+
+ Shapechanger (2/day)
+ The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.
+ While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.
+
+
+ Olhydra's Armor (Human Form Only)
+ The fathomer can cast mage armor at will, without expending material components.
+
+
+ Spellcasting (Human Form Only)
+ The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:
+
+ • Cantrips (at will): chill touch, eldritch blast, mage hand
+
+ • 1st level: armor of Agathys, expeditious retreat, hex
+
+ • 2nd level: invisibility
+
+ • 3rd level: Vampiric touch
+
+
+ Constrict (Serpent Form Only)
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|4|2d6+2
+
+
+ Dagger (Human Form Only)
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+ chill touch, eldritch blast, mage hand, armor of Agathys, expeditious retreat, hex, invisibility, vampiric touch
+ , , 2
+
+
+ Feathergale Knight
+ M
+ humanoid (human)
+ lawful evil
+ 16 (scale)
+ 33 (6d8+6)
+ 30 ft.
+ 141412111014
+
+ Animal Handling +2, History +2
+
+
+
+
+
+ 10
+ Auran, Common
+ 1
+
+ Source
+ Princes of the Apocalypse p. 189
+
+
+ Spellcasting
+ The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell:
+
+ • Cantrips (at will): gust, light, message, ray of frost
+
+ • 1st level (2 slots): expeditious retreat, feather fall
+
+
+ Multiattack
+ The knight makes two melee attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
+ One Handed|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ One Handed|4|1d6+2
+ Two Handed|4|1d8+2
+
+ gust, light, message, ray of frost, expeditious retreat, feather fall
+ 2
+
+
+ Fire Giant (Variant)
+ H
+ giant
+ lawful evil
+ 18 (plate)
+ 162 (13d12+78)
+ 30 ft.
+ 25923101413
+ Dex +3, Con +10, Cha +5
+ Athletics +11, Perception +6
+
+
+ fire
+
+
+ 16
+ Giant
+ 9
+
+ Source
+ Monster Manual, p. 154
+
+
+ Variant: Siege Monster
+ The giant deals double damage to objects and structures.
+
+ Storm King's Thunder, p. 246
+
+
+ Variant: Tackle
+ When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.
+
+ Storm King's Thunder, p. 245
+
+
+ Multiattack
+ The giant makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.
+ |11|6d6+7
+
+
+ Rock
+ Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
+ |11|4d10+7
+
+
+
+ mountain, underdark
+
+
+ Flamewrath
+ M
+ humanoid (human)
+ chaotic evil
+ 12 (15 with mage armor)
+ 105 (14d8+42)
+ 30 ft.
+ 101416111016
+
+ Arcana +3, Religion +3
+
+
+ fire
+
+
+ 10
+ Common, Ignan
+ 6
+
+ Source
+ Princes of the Apocalypse p. 201
+
+
+ Spellcasting
+ The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): control flames, fire bolt, friends, light, minor illusion
+
+ • 1st level (4 slots): burning hands, color spray, mage armor
+
+ • 2nd level (3 slots): scorching ray, suggestion
+
+ • 3rd level (3 slots): fireball, hypnotic pattern
+
+ • 4th level (1 slot): fire shield (see Wreathed in Flame)
+
+
+ Wreathed in Flame
+ For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|5|1d4+2
+
+ control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield
+ 4, 3, 3, 1
+
+
+ Flying Monkey
+ S
+ beast
+ unaligned
+ 12
+ 3 (1d6)
+ 30 ft., climb 20 ft., fly 30 ft.
+ 814115126
+
+
+
+
+
+
+
+ 11
+
+ 0
+
+ Source
+ Tomb of Annihilation, p. 220
+
+
+ Pack Tactics
+ The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Bite
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage.
+ Bite|1|1d4-1
+
+
+
+
+
+ Frulam Mondath
+ M
+ humanoid (human)
+ lawful evil
+ 16 (chain mail)
+ 44 (8d8+8)
+ 30 ft.
+ 141013111815
+ Wis +6, Cha +4
+ Deception +4, History +2, Religion +2
+
+
+
+
+
+ 14
+ Common, Draconic, Infernal
+ 2
+
+ Source
+ Hoard of the Dragon Queen p. 90
+
+
+ Spellcasting
+ Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
+
+ • Cantrips (at will): light, sacred flame, thaumaturgy
+
+ • 1st level (4 slots): command, cure wounds, healing word, sanctuary
+
+ • 2nd level (3 slots): calm emotions, hold person, spiritual weapon
+
+ • 3rd level (2 slots): mass healing word, spirit guardians
+
+
+ Multiattack
+ Frulam attacks twice with her halberd.
+
+
+ Halberd
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
+ Halberd|5|1d10+2
+
+ light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians
+ 4, 3, 2
+
+
+ Gar Shatterkeel
+ M
+ humanoid (human)
+ neutral evil
+ 16 (natural armor)
+ 30 (15d8+45)
+ 30 ft., swim 30 ft.
+ 151516121813
+
+ Nature +8, Survival +8
+ cold
+
+
+
+
+ 14
+ Aquan, Common
+ 9
+
+ Source
+ Princes of the Apocalypse p. 208
+
+
+ Amphibious
+ Gar can breathe air and water.
+
+
+ Legendary Resistance (2/Day)
+ If Gar fails a saving throw, he can choose to succeed instead.
+
+
+ Spellcasting
+ Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:
+
+ • Cantrips (at will): mending, resistance, shape water
+
+ • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
+
+ • 2nd level (3 slots): darkvision, hold person, protection from poison
+
+ • 3rd level (3 slots): call lightning, sleet storm, tidal wave
+
+ • 4th level (3 slots): control water, ice storm
+
+ • 5th level (1 slot): scrying
+
+
+ Water Walk
+ Gar can stand and move on liquid surfaces as if they were solid ground.
+
+
+ Watery Fall
+ When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.
+
+
+ Multiattack
+ Gar makes two melee attacks, one with his claw and one with Drown.
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Claw|6|2d6+2
+
+
+ Drown
+ Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 4 (1d8) cold damage.
+ One Handed|7|1d6+3+1d8
+ Two Handed|7|1d8+3+1d8
+
+ mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying
+ 4, 3, 3, 3, 1
+
+
+ Ghald
+ L
+ humanoid (sahuagin)
+ lawful evil
+ 15 (natural armor)
+ 102 (12d10+36)
+ 30 ft., swim 50 ft.
+ 191716141317
+ Dex +6, Con +6, Int +5, Wis +4
+ Insight +4, Perception +7
+
+
+
+
+ darkvision 120 ft.
+ 17
+ Common, Sahuagin
+ 7
+
+ Source
+ Princes of the Apocalypse p. 209
+
+
+ Assassinate
+ During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.
+
+
+ Limited Amphibiousness
+ Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ Ghald can magically command any shark within 120 feet of him, using a limited telepathy.
+
+
+ Sneak Attack
+ Ghald deals an extra 14 (4d6) 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 Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.
+ Sneak Attack||4d6
+
+
+ Multiattack
+ Ghald makes three attacks, one with his bite and two with his shortswords.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage.
+ Bite|7|2d4+4
+
+
+ Shortsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage.
+ Shortsword|7|2d6+4
+
+
+ Garrote
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Garrote|7|2d4+4
+
+
+
+
+
+ Ghelryn Foehammer
+ M
+ humanoid (shield dwarf)
+ lawful good
+ 14 (breastplate, shield)
+ 30 (4d8+12)
+ 25 ft.
+ 18717101111
+
+ Athletics +6, Intimidation +2, Perception +2
+ poison
+
+
+
+
+ 12
+ Common, Dwarvish
+
+
+ Source
+ Storm King's Thunder, p. 255
+
+
+ Dwarven Resilience
+ Ghelryn has advantage on saving throws against poison.
+
+
+ Giant Slayer
+ Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit .
+
+
+ Roleplaying Information
+ The blacksmith Ghelryn has a good heart, but he hates orcs and giants — hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!
+
+ Ideal: "It is incumbent upon every dwarf to forge a legacy."
+
+ Bond: "I stand for Clan Foehammer and all dwarvenkind."
+
+ Flaw: "I never run from a fight, especially if it involves killing orcs or giants."
+
+
+ Multiattack
+ Ghelryn makes two battleaxe attacks .
+
+
+ Battleaxe
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
+ One Handed|6|1d8+4
+ Two Handed|6|1d10+4
+
+
+
+
+
+ Giant Coral Snake
+ L
+ beast
+ unaligned
+ 13
+ 90 (12d10+24)
+ 30 ft., swim 30ft.
+ 1216142103
+
+ Perception +2
+
+
+
+
+ blindsight 10 ft
+ 12
+
+ 4
+
+ Source
+ Ghosts of Saltmarsh p. 236
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes.
+ Bite|5|2d4+3
+
+
+
+ swamp, underwater
+
+
+ Giant Crayfish
+ L
+ beast
+ unaligned
+ 15 (natural armor)
+ 45 (7d10+7)
+ 30 ft., swim 30 ft.
+ 151313193
+
+ Stealth +3
+
+
+
+
+ blindsight 30 ft.
+ 9
+
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 235
+
+
+ Amphibious
+ The giant crayfish can breathe air and water.
+
+
+ Multiattack
+ The giant crayfish makes two claw attacks.
+
+
+ Claw
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d100 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Claw|4|1d100+2
+
+
+
+
+
+ Giant Four-Armed Gargoyle
+ L
+ elemental
+ chaotic evil
+ 17 (natural armor)
+ 147 (14d10+70)
+ 30 ft., fly 60 ft.
+ 1911206119
+ Wis +4
+ Perception +4
+ bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
+
+ poison
+ exhaustion, petrified, poisoned
+ darkvision 60 ft.
+ 14
+ Terran
+ 10
+
+ Source
+ Tomb of Annihilation, p. 221
+
+
+ False Appearance
+ While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
+
+
+ Multiattack
+ The gargoyle makes five attacks: one with its bite and four with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
+ Bite|8|2d6+4
+
+
+ Claw
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
+ Claw|8|2d4+4
+
+
+
+
+
+ Giant Ice Toad
+ L
+ monstrosity
+ neutral
+ 14 (natural armor)
+ 52 (7d10+14)
+ 30 ft.
+ 1613148106
+
+
+
+
+ cold
+
+ darkvision 60 ft.
+ 10
+ Ice Toad
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 235
+
+
+ Amphibious
+ The toad can breathe air and water.
+
+
+ Cold Aura
+ Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage.
+
+
+ Standing Leap
+ The toad'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: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|5|2d6+3
+
+
+ Swallow
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, 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 toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
+ If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Swallow|5|2d6+3
+
+
+
+
+
+ Giant Lightning Eel
+ L
+ beast
+ unaligned
+ 13
+ 42 (5d10+15)
+ 5 ft., swim 30 ft.
+ 1117162123
+
+
+ lightning
+
+
+
+ blindsight 60 ft.
+ 11
+
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 236
+
+
+ Water Breathing
+ The eel can breathe only underwater.
+
+
+ Multiattack
+ The eel makes two bite attacks.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.
+ Bite|5|2d6+3+1d8
+
+
+ Lightning jolt (Recharge 5-6)
+ One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+
+
+ Giant Sea Eel
+ L
+ beast
+ unaligned
+ 14 (natural armor)
+ 19 (3d10+3)
+ 0 ft., swim 40ft.
+ 1114127107
+ Dex +4
+ Perception +2, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 237
+
+
+ Water Breathing
+ The eel can breathe only underwater
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
+ Bite|4|2d10+2
+
+
+
+ swamp, underwater
+
+
+ Giant Skeleton
+ H
+ undead
+ neutral evil
+ 17 (natural armor)
+ 115 (10d12+50)
+ 30 ft.
+ 211020466
+
+
+
+ bludgeoning
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 8
+ understands Giant but can't speak
+ 7
+
+ Source
+ Tales from the Yawning Portal, p. 236
+
+
+ Undead Nature
+ A skeleton doesn't require air, food, drink, or sleep.
+
+
+ Evasion
+ If the skeleton 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.
+
+
+ Magic Resistance
+ The skeleton has advantage on saving throws against spells and other magical effects.
+
+
+ Turn Immunity
+ The skeleton is immune to effects that turn undead.
+
+
+ Multiattack
+ The skeleton makes three scimitar attacks.
+
+
+ Scimitar
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: l 5 (3d6 + 5) slashing damage.
+ Scimitar|8|3d6+5
+
+
+
+
+
+ Giant Snapping Turtle
+ L
+ beast
+ unaligned
+ 17 (natural armor, 12 while prone)
+ 75 (10d10+20)
+ 30 ft., swim 40 ft.
+ 1910142125
+
+
+
+
+
+
+ darkvision 60 ft.
+ 11
+
+ 3
+
+ Source
+ Tomb of Annihilation, p. 222
+
+
+ Amphibious
+ The turtle can breathe air and water.
+
+
+ Stable
+ Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
+ Bite|6|4d6+4
+
+
+
+
+
+ Giant Subterranean Lizard
+ H
+ beast
+ unaligned
+ 14 (natural armor)
+ 66 (7d12+21)
+ 30 ft., swim 50 ft.
+ 219172107
+
+ Stealth +3
+
+
+
+
+
+ 10
+
+ 4
+
+ Source
+ Tales from the Yawning Portal, p. 236
+
+
+ Multiattack
+ The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|7|2d10+5
+
+
+ Tail
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Tail|7|2d6+5
+
+
+ Swallow
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, 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 lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.
+ If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Swallow|7|2d10+5
+
+
+
+
+
+ Girallon Zombie
+ L
+ undead
+ chaotic evil
+ 11 (natural armor)
+ 59 (7d10+21)
+ 30 ft., climb 30 ft.
+ 181216375
+
+
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 8
+
+ 3
+
+ Source
+ Tomb of Annihilation, p. 222
+
+
+ Aggressive
+ As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
+
+
+ Undead Fortitude
+ If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
+
+
+ Multiattack
+ The zombie makes five attacks: one with its bite and four with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
+ Bite|6|1d6+4
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
+ Claw|6|1d4+4
+
+
+
+
+
+ Greater Zombie
+ M
+ undead
+ neutral evil
+ 15 (natural armor)
+ 97 (13d8+39)
+ 30 ft.
+ 181017466
+ Wis +1
+
+ cold, necrotic
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ darkvision 60 ft.
+ 8
+ understands the languages it knew in life but can't speak
+ 5
+
+ Source
+ Tales from the Yawning Portal, p. 237
+
+
+ Undead Nature
+ A zombie doesn't require air, food, drink, or sleep.
+
+
+ Turn Resistance
+ The zombie has advantage on saving throws against any effect that turns undead.
+
+
+ Undead Fortitude
+ If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
+
+
+ Multiattack
+ The zombie makes two melee attacks.
+
+
+ Empowered Slam
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.
+ Empowered Slam|7|1d6+4
+
+
+
+
+
+ Grisha
+ M
+ humanoid (Damaran human)
+ chaotic evil
+ 18 (chain mail, shield)
+ 33 (6d8+6)
+ 30 ft.
+ 141212111416
+ Wis +4, Cha +5
+ Persuasion +5, Religion +2
+
+
+
+
+
+ 12
+ Common, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 232
+
+
+ Spellcasting
+ Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, light, sacred flame, thaumaturgy
+ 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith
+ 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon
+ 3rd level (3 slots): bestow curse, dispel magic, spirit guardian
+
+
+ Multiattack
+ Grisha makes two attacks with his +1 flail.
+
+
+ +1 Flail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8+3) bludgeoning damage
+ +1 Flail|5|1d8+3
+
+ guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardian
+ 4, 3, 3
+
+
+ Guardian Portrait
+ M
+ construct
+ unaligned
+ 5 (natural armor)
+ 22 (5d8)
+ 0 ft.
+ 1110141010
+
+
+
+
+ poison
+ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 10
+ Common, plus up to two other languages
+ 1
+
+ Source
+ Curse of Strahd p. 227
+
+
+ Constructed Nature
+ An animated object doesn't require air, food, drink, or sleep.
+ The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
+
+
+ Antimagic Susceptibility
+ The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
+
+
+ Innate Spellcasting
+ The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:
+
+ 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
+
+
+ False Appearance
+ While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.
+
+ counterspell, crown of madness, hypnotic pattern, telekinesis
+
+
+
+ Harpy Matriarch
+ M
+ monstrosity
+ chaotic evil
+ 14 (natural armor)
+ 88 (16d8+16)
+ 20 ft., fly 40 ft.
+ 13161291016
+ Dex +6, Cha +6
+ Perception +3
+
+
+
+
+ darkvision 60ft.
+ 13
+ Common
+ 5
+
+ Source
+ Ghosts of Saltmarsh p. 237
+
+
+ Luring Maestro
+ While within 60 feet of matriach, creatures have disadvantage on saving throws against the matriach’s Luring Song
+
+
+ Magic Resistance
+ The matriarch has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The harpy makes two claw attacks.
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
+ Claws|6|3d6+3
+
+
+ Fleeting Form
+ The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
+
+
+ Luring Song
+ The matriarch sings a magical melody. Every humanoid and giant within 300 ft. of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
+ While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the matriarch, the target must move on its turn toward the matriarch by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarchy, a target can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
+ A target that successfully saves is immune to this matriarch's song for the next 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Visage of Desire (1/Day)
+ The matriarch projects a vision into the minds of creatures within 30 ft. of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.
+
+
+
+ coastal, forest, hill, mountain
+
+
+ Hellenrae
+ M
+ humanoid (human)
+ lawful evil
+ 16
+ 78 (12d8+24)
+ 30 ft.
+ 131814101513
+
+ Acrobatics +7, Athletics +4, Insight +5, Perception +5
+
+
+ poison
+ blinded, poisoned
+ blindsight 60 ft. (blind beyond this radius)
+ 15
+ Common, Terran
+ 5
+
+ Source
+ Princes of the Apocalypse p. 198
+
+
+ Evasion
+ If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
+
+
+ Stunning Strike (Recharge 5-6)
+ When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Unarmored Defense
+ While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
+
+
+ Unarmored Movement
+ While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).
+
+
+ Multiattack
+ Hellenrae makes three melee attacks.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
+ Unarmed Strike|7|1d10+4
+
+
+ Parry and Counter
+ Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.
+
+
+
+
+
+ Hommet Shaw
+ M
+ humanoid (human)
+ neutral
+ 12 (15 with mage armor)
+ 19 (3d6+9)
+ 30 ft.
+ 111416161010
+ Int +5, Wis +2
+
+
+
+
+
+
+ 10
+ Common, Dwarvish, Elvish, Infernal
+ 2
+
+ Source
+ Sword Coast Legends NPCs (wizards.com)
+
+
+ Spellcasting
+ Hommet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). Hommet has the following wizard spells prepared:
+
+ Cantrips (at will): chill touch, light, shocking grasp
+ 1st level (4 slots): detect magic, mage armor, magic missile, ray of sickness
+ 2nd level (2 slots): misty step, ray of enfeeblement
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
+ Quarterstaff|2|1d8
+
+ chill touch, light, shocking grasp, detect magic, mage armor, magic missile, ray of sickness, misty step, ray of enfeeblement
+ 4, 2
+
+
+ Hook Horror Spore Servant
+ M
+ plant
+ unaligned
+ 15 (natural armor)
+ 75 (10d10+10)
+ 20 ft., climb 20 ft.
+ 181015261
+
+
+ poison
+
+
+ blinded, charmed, frightened, paralyzed
+ blindsight 30 ft. (blind beyond this radius)
+ 8
+
+ 3
+
+ Source
+ Out of the Abyss p. 229
+
+
+ Multiattack
+ The spore servant makes two hook attacks.
+
+
+ Hook
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.
+ Hook|6|2d6+4
+
+
+
+
+
+ Howling Hatred Initiate
+ M
+ humanoid (human)
+ neutral evil
+ 13 (leather)
+ 9 (2d8)
+ 30 ft.
+ 10151010911
+
+ Deception +2, Religion +2, Stealth +4
+
+
+
+
+
+ 9
+ Common
+ 1/8
+
+ Source
+ Princes of the Apocalypse p. 190
+
+
+ Guiding Wind (Recharges after a Short or Long Rest)
+ As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
+
+
+ Hold Breath
+ The initiate can hold its breath for 30 minutes.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+
+
+
+
+ Howling Hatred Priest
+ M
+ humanoid (human)
+ neutral evil
+ 15 (studded leather)
+ 45 (10d8)
+ 30 ft.
+ 121610141014
+
+ Acrobatics +5, Intimidation +4, Religion +4
+
+
+
+
+
+ 10
+ Auran, Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 190
+
+
+ Hold Breath
+ The priest can hold its breath for 30 minutes.
+
+
+ Spellcasting
+ The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp
+
+ • 1st level (4 slots): feather fall, shield, witch bolt
+
+ • 2nd level (3 slots): dust devil, gust of wind
+
+ • 3rd level (2 slots): gaseous form
+
+
+ Multiattack
+ The priest makes two melee attacks or two ranged attacks.
+
+
+ Scimitar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Scimitar|5|1d6+3
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Dagger|5|1d4+3
+
+ blade ward, gust, light, prestidigitation, shocking grasp, feather fall, shield, witch bolt, dust devil, gust of wind, gaseous form
+ 4, 3, 2
+
+
+ Hulking Crab
+ H
+ beast
+ unaligned
+ 17 (natural armor)
+ 76 (8d12+24)
+ 20 ft., swim 30 ft.
+ 198163113
+
+ Stealth +2
+
+
+
+
+ blindsight 30 ft.
+ 10
+
+ 5
+
+ Source
+ Storm King's Thunder, p. 240
+
+
+ Amphibious
+ The crab can breathe air and water.
+
+
+ Shell Camouflage
+ While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.
+
+
+ Multiattack
+ The crab makes two attacks with its claws.
+
+
+ Claw
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
+ Claw|7|3d10+4
+
+
+
+
+
+ Hurricane
+ M
+ humanoid (human)
+ lawful evil
+ 14
+ 33 (6d8+6)
+ 45 ft.
+ 121613101210
+
+ Acrobatics +5
+
+
+
+
+
+ 11
+ Auran, Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 191
+
+
+ Spellcasting
+ The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): blade ward, gust, light, prestidigitation
+
+ • 1st level (4 slots): feather fall, jump, thunderwave
+
+ • 2nd level (2 slots): gust of wind
+
+
+ Unarmored Defense
+ While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Unarmored Movement
+ While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).
+
+
+ Multiattack
+ The hurricane makes two melee attacks.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Unarmed Strike|5|1d6+3
+
+
+ Deflect Missiles
+ When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10+9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.
+
+ blade ward, gust, light, prestidigitation, feather fall, jump, thunderwave, gust of wind
+ 4, 2
+
+
+ Ice Toad
+ M
+ monstrosity
+ neutral
+ 12 (natural armor)
+ 32 (5d8+10)
+ 30 ft., swim 30 ft.
+ 1310148106
+
+ Perception +2
+
+
+ cold
+
+ darkvision 60 ft.
+ 12
+ Ice Toad
+ 1
+
+ Source
+ The Rise of Tiamat p. 90
+
+
+ Amphibious
+ The toad can breathe air or water.
+
+
+ Cold Aura
+ Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
+ Cold Aura||1d6
+
+
+ Standing Leap
+ The toad'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 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Bite|3|1d8
+
+
+
+
+
+ Illydia Maethellyn
+ M
+ humanoid (moon elf)
+ chaotic good
+ 15 (chain shirt)
+ 13 (3d8)
+ 30 ft.
+ 91610121414
+ Wis +4, Cha +4
+
+
+
+
+
+ darkvision 60 ft.
+ 14
+ Celestial, Common, Draconic, Dwarvish, Elvish, Sylvan
+ 2
+
+ Source
+ Sword Coast Legends NPCs (wizards.com)
+
+
+ Spellcasting
+ Illydia is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Illydia has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, sacred flame, spare the dying
+ 1st level (4 slots): command, cure wounds, guiding bolt, identify, sanctuary
+ 2nd level (2 slots): augury, lesser restoration, prayer of healing, suggestion
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortsword|5|1d8+3
+
+
+ Longbow
+ Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Longbow|5|1d8+3
+
+
+ Turn Undead (Recharges after a Short or Long Rest)
+ Illydia presents her holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear her within 30 feet of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Illydia as it can, and it can't willingly move to a space within 30 feet of her. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
+
+ guidance, sacred flame, spare the dying, command, cure wounds, guiding bolt, identify, sanctuary, augury, lesser restoration, prayer of healing, suggestion
+ 4, 2
+
+
+ Imix
+ H
+ elemental
+ neutral evil
+ 17
+ 325 (26d12+156)
+ 50 ft., fly 50 ft.
+ 192422151623
+ Dex +14, Con +13, Cha +13
+
+ bludgeoning, piercing, and slashing from nonmagical weapons
+
+ fire, poison
+ charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
+ blindsight 120 ft.
+ 13
+ Common, Ignan
+ 19
+
+ Source
+ Princes of the Apocalypse p. 214
+
+
+ Empowered Attacks
+ Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
+
+
+ Fire Aura
+ At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him
+ Fire Aura||5d6
+
+
+ Fire Form
+ Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
+
+
+ Illumination
+ Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
+
+
+ Legendary Resistance (3/Day)
+ If Imix fails a saving throw, he can choose to succeed instead.
+
+
+ Innate Spellcasting
+ Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+ • At will: fireball, wall of fire
+
+ • 3/day each: fire storm, haste, teleport
+
+
+ Magic Resistance
+ Imix has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ Imix makes two slam attacks or two flame blast attacks.
+
+
+ Slam
+ Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 18 (5d6) fire damage.
+ Slam|12|2d10+7+5d6
+
+
+ Flame Blast
+ Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.
+ Flame Blast|12|10d6
+
+
+ Summon Elementals (1/Day)
+ Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.
+
+
+ Legendary Actions (3/Turn)
+ Imix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Imix regains spent legendary actions at the start of his turn.
+
+
+ Heat Wave
+ Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
+
+ Exhaustion:
+ Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
+
+ Level — Effect:
+ 1 —Disadvantage on ability checks
+ 2 —Speed halved
+ 3 —Disadvantage on attack rolls and saving throws
+ 4 —Hit point maximum halved
+ 5 —Speed reduced to 0
+ 6 —Death
+
+ If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
+ A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
+ An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
+ Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
+ Heat Wave||2d8
+
+
+ Teleport (Costs 2 Actions)
+ Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.
+
+
+ Combustion (Costs 3 Actions)
+ Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.
+ Combustion||20d6
+
+ fireball, wall of fire, fire storm, haste, teleport
+
+
+
+ Ixitxachitl
+ S
+ aberration
+ chaotic evil
+ 15 (natural armor)
+ 18 (4d6+4)
+ 0 ft., swim 30 ft.
+ 12161312137
+
+
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Abyssal, Ixitxachitl
+ 1/4
+
+ Source
+ Out of the Abyss p. 225
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
+ Bite|3|1d6+1
+
+
+ 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 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Barbed Tail|5|1d8+3
+
+
+
+
+
+ Ixitxachitl Cleric
+ S
+ aberration
+ chaotic evil
+ 15 (natural armor)
+ 18 (4d6+4)
+ 0 ft., swim 30 ft.
+ 12161312137
+
+
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Abyssal, Ixitxachitl
+ 1/4
+
+ Source
+ Out of the Abyss p. 226
+
+
+ Spellcasting
+ The ixitxachitl 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.
+ Bite|3|1d6+1
+
+
+ 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 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Barbed Tail|5|1d8+3
+
+ guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues
+ 4, 3, 2
+
+
+ Iymrith (Giant Form)
+ H
+ giant
+ lawful evil
+ 16 (scale mail)
+ 481 (26d20+208)
+ 50 ft., swim 50 ft.
+ 291420181721
+ Str +14, Con +10, Wis +8, Cha +10
+ Perception +17, Stealth +7
+ cold
+
+ lightning, thunder
+
+
+ 27
+ Common, Draconic, Giant, Terran
+ 23
+
+ Source
+ Storm King's Thunder, p. 241
+
+
+ Legendary Resistance (3/Day)
+ If Iymrith fails a saving throw, she can choose to succeed instead.
+
+
+ Amphibious
+ Iymrith can breathe air and water.
+
+
+ Innate Spellcasting
+ Iymrith's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, feather fall, levitate, light
+ 3/day each: control weather, water breathing
+
+
+ Multiattack
+ Iymrith makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
+ Greatsword|14|6d6+9
+
+
+ Rock
+ Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
+ Rock|14|4d12+9
+
+
+ Lightning Strike (Recharge 5-6)
+ Iymrith hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Strike||12d8
+
+
+ Change Shape
+ Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
+ In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.
+
+ detect magic, feather fall, levitate, light, control weather, water breathing
+
+
+
+ Iymrith the Dragon
+ G
+ dragon
+ lawful evil
+ 22 (natural armor)
+ 481 (26d20+208)
+ 40 ft., burrow 40 ft., fly 80 ft.
+ 291027181721
+ Dex +7, Con +15, Wis +10, Cha +12
+ Perception +17, Stealth +7
+
+
+ lightning
+
+ blindsight 60 ft., darkvision 120 ft.
+ 27
+ Common, Draconic, Giant, Terran
+ 23
+
+ Source
+ Storm King's Thunder, p. 241
+
+
+ Legendary Resistance (3/Day)
+ If Iymrith fails a saving throw, she can choose to succeed instead.
+
+
+ Innate Spellcasting
+ Iymrith's spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
+
+ 1/day each: counterspell, detect magic, ice storm, stone shape, teleport
+
+
+ Multiattack
+ Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
+
+
+ Bite
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.
+ Bite|16|2d10+9+2d10
+
+
+ Claw
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.
+ Claw|16|2d6+9
+
+
+ Tail
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.
+ Tail|16|2d8+9
+
+
+ Frightful Presence
+ Each creature of Iymrith's choice that is within 120 feet of her and aware of her must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Lightning Breath (Recharge 5-6)
+ Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Breath||16d10
+
+
+ Change Shape
+ Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
+ In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.
+
+
+ Legendary Actions (3/Turn)
+ Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Iymrith regains spent legendary actions at the start of her turn.
+
+
+ Detect
+ Iymrith makes a Wisdom (Perception) check.
+
+
+ Tail Attack
+ Iymrith makes a tail attack.
+
+
+ Wing Attack (Costs 2 Actions)
+ Iymrith beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
+
+ counterspell, detect magic, ice storm, stone shape, teleport
+
+
+
+ Izek Strazni
+ M
+ humanoid (human)
+ neutral evil
+ 14 (studded leather armor)
+ 112 (15d8+45)
+ 30 ft.
+ 18151610915
+
+ Intimidation +8, Perception +2
+
+
+
+
+
+ 12
+ Common
+ 5
+
+ Source
+ Curse of Strahd p. 231
+
+
+ Brute
+ A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).
+
+
+ Multiattack
+ Izek makes two attacks with his battleaxe.
+
+
+ Battleaxe
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands.
+ One Handed|7|2d8+4
+ Two Handed|7|2d10+4
+
+
+ Hurl Flame
+ Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.
+ Hurl Flame|5|3d6
+
+
+
+
+
+ Jaculi
+ L
+ beast
+ unaligned
+ 14 (natural armor)
+ 16 (3d10)
+ 30 ft., climb 20 ft.
+ 151411283
+
+ Athletics +4, Perception +1, Stealth +4
+
+
+
+
+ blindsight 30 ft.
+ 11
+
+ 1/2
+
+ Source
+ Tomb of Annihilation, p. 225
+
+
+ Camouflage
+ The jaculi has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Keen Smell
+ The jaculi has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
+ Bite|4|2d6+2
+
+
+ Spring
+ The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.
+
+
+
+
+
+ Jamna Gleamsilver
+ S
+ humanoid (gnome)
+ neutral
+ 15 (leather armor)
+ 22 (4d6+8)
+ 25 ft.
+ 81714151012
+ Dex +5, Int +4
+ Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7
+
+
+
+
+ darkvision 60 ft.
+ 14
+ Common, Gnomish, Goblin, Sylvan
+ 1
+
+ Source
+ Hoard of the Dragon Queen p. 91
+
+
+ Cunning Action
+ Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
+
+
+ Gnome Cunning
+ Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.
+
+
+ Spellcasting
+ Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.
+
+ • Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
+
+ • 1st level (3 slots): charm person, color spray, disguise self, longstrider
+
+
+ Multiattack
+ Jamna attacks twice with her shortswords.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) piercing damage, or 9 (1d6+3 plus 1d6) piercing damage if the target is Medium or larger.
+ Shortsword|5|1d6+3+1d6
+
+ mage hand, minor illusion, prestidigitation, ray of frost, charm person, color spray, disguise self, longstrider
+ 3
+
+
+ Jarhild Stoneforge
+ M
+ humanoid (shield dwarf)
+ lawful good
+ 17 (scale mail, shield, defense fighting style)
+ 25 (3d10+9)
+ 25 ft.
+ 161016121310
+ Str +5, Con +5
+
+ poison
+
+
+
+ darkvision 60 ft.
+ 11
+ Common, Dwarvish
+ 2
+
+ Source
+ Sword Coast Legends NPCs (wizards.com)
+
+
+ Dwarven Resilience
+ Jarhild has advantage on saving throws against poison.
+
+
+ Improved Critical
+ Jarhild's weapon attacks score a critical hit on a roll of 19 or 20.
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+ Longsword|5|1d8+3
+
+
+ Handaxe
+ Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Handaxe|5|1d6+3
+
+
+
+
+
+ Juvenile Kraken
+ H
+ monstrosity
+ chaotic evil
+ 16 (natural armor)
+ 207 (18d12+90)
+ 20ft., swim 50ft.
+ 241120191517
+ Str +12, Dex +5, Con +10, Int +9, Wis +7
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning
+ frightened, paralyzed
+ truesight 120ft.
+ 12
+ understands Abyssal, Celestial, Infernal and Primordial but can’t speak; telepathy 60ft.
+ 14
+
+ Source
+ Ghosts of Saltmarsh p. 238
+
+
+ Amphibious
+ The kraken can breathe air and water.
+
+
+ Freedom of Movement
+ The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can sped 5ft. of movement to escape from nonmagical restraints of being grappled.
+
+
+ Multiattack
+ The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.
+
+
+ Bite
+ Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 20 (3d8+7) piercing damage. If the target is a Medium of smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.
+ If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of the turn or regurgitate all swallowed creatures, which fall prone in spaces within 10ft. of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape the corpse using 10ft. of movement, exiting prine.
+ Bite|12|3d8+7
+
+
+ Tentacle
+ Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit 17 (3d6+7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
+ Tentacle|12|3d6+7
+
+
+ Fling
+ One Medium or smaller object held of creature grappled by the kraken is thrown up to 40 ft. in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
+
+
+ Lightning
+ The kraken magically creates a bolt of lightning, which can strike a target the kraken can see within 90 ft. of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+ Legendary Actions (3/Turn)
+ The kraken can take 3 legendary actions, choosing from the operations below. Only one legendary action option can be used at a time and only a the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
+
+
+ Tentacle Attacks (Costs 2 Actions)
+ The kraken makes one tentacle attack
+
+
+ Fling
+ The kraken uses Fling
+
+
+ Ink Cloud (Costs 3 Actions
+ While underwater, the karekn expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save of half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
+
+
+
+ underwater
+
+
+ Kalka-Kylla
+ L
+ monstrosity
+ neutral
+ 15 (natural armor)
+ 85 (10d10+30)
+ 30 ft., swim 30 ft.
+ 171216151612
+
+ Deception +3, Insight +5, Stealth +3
+
+
+
+
+ blindsight 30 ft.
+ 13
+ Olman
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 238
+
+
+ Amphibious
+ Kalka-Kylla can breathe air and water.
+
+
+ False Appearance
+ While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
+
+
+ Shell
+ Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.
+
+
+ Multiattack
+ Kalka-Kylla makes two claw attacks.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Claw|5|2d6+3
+
+
+
+
+
+ Kamadan
+ L
+ monstrosity
+ unaligned
+ 13
+ 67 (9d10+18)
+ 30 ft.
+ 16161431410
+
+ Perception +4, Stealth +7
+
+
+
+
+
+ 14
+
+ 4
+
+ Source
+ Tomb of Annihilation, p. 225
+
+
+ Keen Smell
+ The kamadan has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pounce
+ If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks — one with its bite and one with its snakes — against it as a bonus action.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Multiattack
+ The kamadan makes two attacks: one with its bite or claw and one with its snakes.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Bite|5|1d6+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
+ Claw|5|1d6+3
+
+
+ Snakes
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
+ Snakes|5|1d6+3
+
+
+ Sleep Breath (Recharges after a Short or Long Rest)
+ The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+
+
+
+ Kasimir Velikov
+ M
+ humanoid (elf)
+ neutral
+ 12 (15 with mage armor)
+ 40 (9d8)
+ 30 ft.
+ 91411171211
+ Int +6, Wis +4
+ Arcana +6, History +6
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Common, Elvish, two other languages
+ 6
+
+ Source
+ Curse of Strahd p. 232
+
+
+ Spellcasting
+ Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared:
+
+ • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
+
+ • 1st level (4 slots): detect magic, mage armor, magic missile, shield
+
+ • 2nd level (3 slots): misty step, suggestion
+
+ • 3rd level (3 slots): counterspell, fireball, fly
+
+ • 4th level (3 slots): greater invisibility, ice storm
+
+ • 5th level (1 slot): cone of cold
+
+
+ Special Equipment
+ Kasimir wears a ring of warmth and carries a spellbook containing his prepared spells plus arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone.
+
+
+ Fey Ancestry
+ Kasimir has advantage on saving throws against being charmed, and magic can't put him to sleep.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ |5|1d4+2
+
+ fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold
+ 4, 3, 3, 3, 1
+
+
+ Kelpie
+ M
+ plant
+ neutral evil
+ 14 (natural armor)
+ 67 (9d8+27)
+ 10 ft., swim 30 ft.
+ 14141671210
+
+ Perception +3, Stealth +4
+ bludgeoning, fire, piercing
+
+
+ blinded, deafened, exhaustion
+ blindsight 60 ft.
+ 13
+ Common, Sylvan
+ 4
+
+ Source
+ Tales from the Yawning Portal, p. 238
+
+
+ Amphibious
+ The kelpie can breathe air and water.
+
+
+ Seaweed Shape
+ The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies.
+
+
+ False Appearance
+ While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.
+
+
+ Multiattack
+ The kelpie makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Slam|4|2d8+2
+
+
+ Drowning Hypnosis
+ The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell).
+ The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water.
+ If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.
+ Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
+ A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+
+
+
+
+ Koalinth
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 14 (scale mail)
+ 16 (3d8+3)
+ 30 ft., swim 20 ft.
+ 131112111011
+ Dex +2
+ Athletics +3, Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Goblin
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 238
+
+
+ Amphibious
+ The koalinth can breathe air and water.
+
+
+ Martial Advantage
+ Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the koalinth that isn’t incapacitated.
+
+
+ Trident
+ Melee or Range Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
+ Trident|3|1d6+1
+ Trident|5|1d8+1
+
+
+
+ underwater
+
+
+ Koalinth Sergeant
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 14 (scale mail)
+ 33 (6d8+6)
+ 30 ft., swim 30 ft.
+ 141112111012
+ Dex +2, Wis +2
+ Athletics +4, Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Goblin
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 239
+
+
+ Amphibious
+ The koalinth can breathe air and water.
+
+
+ Martial Advantage
+ Once per turn, the sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the sergeant that isn’t incapacitated.
+
+
+ Multiattack
+ The sergeant makes two melee attacks with its trident
+
+
+ Trident
+ Melee or Range Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ Trident|4|1d6+2
+ Trident|6|1d8+2
+
+
+ Hooked Net
+ Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit 4 (1d4+2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free iteself or another creature in a hooked net, ending the effect on a success. Dealing 5 damage (AC 12) frees the target without harming it and destroys the net.
+
+
+ Spear the Helpless (2/Day)
+ Whenever a creature within 30 ft. of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature it can make a melee attack against it.
+
+
+
+ underwater
+
+
+ Kysh
+ M
+ humanoid (triton)
+ lawful good
+ 13
+ 27 (5d8+5)
+ 30 ft., swim 30 ft.
+ 141612101314
+
+ Persuasion +4, Survival +3
+
+
+
+
+ darkvision 60ft.
+ 11
+ Common, Primordial
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 240
+
+
+ Amphibious
+ Kysh can breathe air and water
+
+
+ Emmisary of the Sea
+ Kysh can communicate simple ideas with ambphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return.
+
+
+ Innate Spellcasting
+ Kysh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components:
+ 1/Day: Fog Cloud
+
+
+ Multiattack
+ Kysh makes two melee attacks with his spear.
+
+
+ Spear
+ Melee of Range Weapon Attack: +4 to hit, reach 5ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing samage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ Spear|4|1d6+2
+ Spear|5|1d6+2
+
+
+
+ underwater
+
+
+ Langdedrosa Cyanwrath
+ M
+ humanoid (half-dragon)
+ lawful evil
+ 17 (splint)
+ 57 (6d12+18)
+ 30 ft.
+ 191316101412
+ Str +6, Con +5
+ Athletics +6, Intimidation +3, Perception +4
+ lightning
+
+
+
+ blindsight 10 ft., darkvision 60 ft.
+ 14
+ Common, Draconic
+ 4
+
+ Source
+ Hoard of the Dragon Queen p. 91
+
+
+ Action Surge (Recharges on a Short or Long Rest)
+ On his turn, Langdedrosa can take one additional action.
+
+
+ Improved Critical
+ Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.
+
+
+ Multiattack
+ Langdedrosa attacks twice, either with his greatsword or spear.
+
+
+ Greatsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
+ Greatsword|6|2d6+4
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ One Handed|6|1d6+4
+ Two Handed|6|1d8+4
+
+
+ Lightning Breath (Recharge 5-6)
+ Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Breath|0|4d10
+
+
+
+
+
+ Larethar Gulgrin
+ M
+ humanoid (gold dwarf)
+ neutral
+ 15 (studded leather)
+ 19 (3d8+6)
+ 25 ft.
+ 12161414109
+ Dex +5, Int +4
+
+ poison
+
+
+
+ darkvision 60 ft.
+ 10
+ Common, Dwarvish, Thieves' Cant
+ 2
+
+ Source
+ Sword Coast Legends NPCs (wizards.com)
+
+
+ Dwarven Resilience
+ Larethar has advantage on saving throws against poison.
+
+
+ Sneak Attack (1/Turn)
+ Larethar deals an extra 7 (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 Larethar that isn't incapacitated and Larethar doesn't have disadvantage on the attack roll.
+ Sneak Attack||2d6
+
+
+ Cunning Action/Fast Hands
+ Larethar can take a bonus action on each of his turns in combat. This action can be used to take the Dash, Disengage, Hide, or Use an Object actions. He can also use this action to make a Dexterity (Sleight of Hand) check with a +5 bonus, or to use his thieves' tools to disarm a trap or open a lock.
+
+
+ Thief
+ Larethar gets a +7 to Dexterity checks he can make while using his thieves' tools.
+
+
+ Multiattack
+ Larethar makes two attacks: one with his dagger and one with his shortsword.
+
+
+ Dagger
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Dagger||5|1d4+3
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortsword|5|1d6+3
+
+
+ Light Crossbow
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Light Crossbow|5|1d8+3
+
+
+
+
+
+ Lava Child
+ M
+ humanoid
+ neutral
+ 11
+ 60 (8d8+24)
+ 25 ft.
+ 181316111010
+ Athletics +6, Survival +2
+ fire, bludgeoning, piercing, and slashing from metal weapons
+ darkvision 60ft.
+ 10
+ Common, Ignan
+ 3
+
+ Source
+ Waterdeep - Dungeon of the Mad Mage, p. 313
+
+
+ Metal Immunity
+ The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield.
+
+
+ Multiattack
+ The lava child makes two attacks- one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6+4) piercing damage
+ Bite|6|2d6+4
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage
+ Claws|7|1d6+4
+
+
+
+ Underdark
+
+
+ Liara Portyr
+ M
+ humanoid (human)
+ lawful evil
+ 15 (studded leather, shield)
+ 84 (13d8+26)
+ 30 ft.
+ 161215141416
+ Con +4, Wis +4
+ Athletics +5, Deception +5, Insight +4, Intimidation +5
+
+
+
+
+
+ 12
+ Common, Draconic, Dwarvish
+ 4
+
+ Source
+ Tomb of Annihilation, p. 227
+
+
+ Brave
+ Liara has advantage on saving throws against being frightened.
+
+
+ Flaming Fury
+ Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target.
+
+
+ Multiattack
+ Liara makes three melee attacks.
+
+
+ Battleaxe
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands.
+ Battleaxe|5|1d8+3
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d1[0-100]+[0-100]) piercing damage.
+ Heavy Crossbow|3|1d10+1
+
+
+
+
+
+ Lifferlas
+ H
+ plant
+ unaligned
+ 13 (natural armor)
+ 59 (7d12+14)
+ 20 ft.
+ 1961510107
+
+
+ bludgeoning, piercing
+ fire
+
+
+
+ 10
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 250
+
+
+ False Appearance
+ While Lifferlas remains motionless, it is indistinguishable from a normal tree.
+
+
+ Roleplaying Information
+ A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that.
+
+ Ideal: "I exist to protect the people and plants of Goldenfields."
+
+ Bond: "Children are wonderful. I would do anything to make them feel happy and safe."
+
+ Flaw: "I can't remember people's names and often get them mixed up."
+
+
+ Multiattack
+ Lifferlas makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
+ Slam|6|3d6+4
+
+
+
+
+
+ Living Iron Statue
+ M
+ construct
+ unaligned
+ 16 (natural armor)
+ 102 (12d8+48)
+ 20 ft.
+ 1614186105
+
+
+
+ acid
+ lightning, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages of its creator but can’t speak
+ 5
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+
+ Immutable Form
+ The status is immune to any spell or effect that would alter its form
+
+
+ Multiattack
+ The statue makes two attacks: one with its blade and one with its hammer
+
+
+ Blade
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage
+ Blade|6|2d6+3
+
+
+ Hammer
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is knocked prone.
+ Hammer|6|2d6+3
+
+
+ Whirl (Recharge 5-6)
+ The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10+3) bludgeoning damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Lizardfolk Commoner
+ M
+ humanoid (lizardfolk)
+ neutral
+ 13 (natural armor)
+ 16 (3d8+3)
+ 30 ft., swim 30 ft.
+ 1510127127
+
+ Perception +3, Stealth +2, Survival +3
+
+
+
+
+
+ 13
+ Draconic
+ 1/4
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+
+ forest, swamp
+
+
+ Lizardfolk Render
+ L
+ humanoid (lizardfolk)
+ neutral
+ 15 (natural armor)
+ 52 (7d10+14)
+ 30 ft., swim 30 ft.
+ 1610147127
+
+ Athletics +5, Perception +3, Survival +5
+
+
+
+
+
+ 13
+ Draconic
+ 3
+
+ Source
+ Ghosts of Saltmarsh p. 241
+
+
+ Blood Frenzy
+ The render has advantage on melee attack rolls against any creatire that doesn’t have all its hit points.
+
+
+ Hold Breath
+ The render can hold its breath for 15 minutes.
+
+
+ Multiattack
+ The render makes two melee attacks, one with a claws and one with its bite.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage.
+ Claw|5|2d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Rend the Field (Recharge 5-6)
+ The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 strength saving throw or be knocked prone.
+
+
+
+ forest, swamp
+
+
+ Lizardfolk Scaleshield
+ M
+ humanoid (lizardfolk)
+ neutral
+ 16 (scale mail, shield)
+ 32 (5d8+10)
+ 30 ft., swim 30 ft.
+ 1510147127
+
+ Athletics +4, Perception +4, Survival +5
+
+
+
+
+
+ 13
+ Draconic
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 241
+
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Multiattack
+ The scaleshield makes two melee attacks: eacg one with a different weapon
+
+
+ Morningstar
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Morningstar|4|1d8+2
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+ Spiked Shield
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage
+ Spiked Shield|5|1d6+2
+
+
+
+ forest, swamp
+
+
+ Lizardfolk Subchief
+ M
+ humanoid (lizardfolk)
+ neutral
+ 14 (natural armor)
+ 52 (8d8+16)
+ 30 ft., swim 30 ft.
+ 141214101612
+
+ Athletics +4, Perception +5, Survival +5
+
+
+
+
+
+ 15
+ Draconic
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 242
+
+
+ Hold Breath
+ The lizardfolk can hold its breath for 15 minutes.
+
+
+ Spellcasting
+ The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
+
+ • Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
+
+ • 1st Level (4 slots): command, guiding bolt, purify food and drink
+
+ • 2nd Level (3 slots): hold person, lesser restoration, silence
+
+ • 3rd Level (2 slots): bestow curse, dispel magic
+
+
+ Tooth Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Tooth Dagger|4|1d4+2
+
+
+ Jaws of Semuanya (Recharge 5-6)
+ The subchiefinvokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.
+
+ light, sacred flame, spare the dying, thaumaturgy, command, guiding bolt, purify food and drink, hold person, lesser restoration, silence, bestow curse, dispel magic
+ 4, 3, 2
+ forest, swamp
+
+
+ Locathah
+ M
+ humanoid (locathah)
+ neutral
+ 13 (natural armor)
+ 22 (4d8+4)
+ 30 ft., swim 30 ft.
+ 131212111011
+ Dex +5
+ Athletics +3, Perception +2
+
+
+
+
+
+ 12
+ Aquan, Common
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 243
+
+
+ Leviathan Will
+ The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep
+
+
+ Limited Amphibiousness
+ The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
+
+
+ Multiattack
+ The locathah makes two melee attacks with its spear.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
+ Spear|3|1d6+1
+ Spear|3|1d8+1
+
+
+
+ swamp, underwater
+
+
+ Locathah Hunter
+ M
+ humanoid (locathah)
+ neutral
+ 14 (natural armor)
+ 88 (16d8+16)
+ 30 ft., 30 ft. swim
+ 131412111411
+ Dex +4, Wis +4
+ Athletics +3, Perception +4
+
+
+
+
+
+ 14
+ Aquan, Common
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 243
+
+
+ Leviathan Will
+ The hunter has advantage on saving throws against spells and effects that control its actions
+
+
+ Limited Amphibiousness
+ The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
+
+
+ Multiattack
+ The hutner makes two attacks with its envenonmed crossbow.
+
+
+ Envenomed Crossbow
+ Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 11 (2d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
+ Envenomed Crossbow|4|2d8+2
+
+
+ Club
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning damage
+ Club|3|1d6+1
+
+
+
+ swamp, underwater
+
+
+ Madam Eva
+ M
+ humanoid (human)
+ chaotic neutral
+ 10
+ 88 (16d8+16)
+ 20 ft.
+ 81112172018
+ Con +5
+ Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7
+
+
+
+
+
+ 19
+ Abyssal, Common, Elvish, Infernal
+ 10
+
+ Source
+ Curse of Strahd p. 233
+
+
+ Spellcasting
+ Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:
+
+ • Cantrips (at will): light, mending, sacred flame, thaumaturgy
+
+ •1st level (4 slots): bane, command, detect evil and good, protection from evil and good
+
+ •2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
+
+ •3rd level (3 slots): create food and water, speak with dead, spirit guardians
+
+ •4th level (3 slots): divination, freedom of movement, guardians of faith
+
+ •5th level (2 slots): greater restoration, raise dead
+
+ •6th level (1 slot): find the path, harm, true seeing
+
+ •7th level (1 slot): fire storm, regenerate
+
+ •8th level (1 slot): earthquake
+
+
+ Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
+ Dagger|4|1d4
+
+
+ Curse (Recharges after a Long Rest)
+ Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.
+
+
+ Evil Eye (Recharges after a Short or Long Rest)
+ Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
+
+ light, mending, sacred flame, thaumaturgy, bane, command, detect evil and good, protection from evil and good, lesser restoration, protection from poison, spiritual weapon, create food and water, speak with dead, spirit guardians, divination, freedom of movement, guardians of faith, greater restoration, raise dead, find the path, harm, true seeing, fire storm, regenerate, earthquake
+ 4, 3, 3, 3, 2, 1, 1, 1
+
+
+ Maegera the Dawn Titan
+ G
+ elemental
+ chaotic neutral
+ 16
+ 341 (22d20+110)
+ 50 ft.
+ 212220101019
+ Con +12, Wis +7, Cha +11
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ fire, poison
+ charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ blindsight 120 ft.
+ 10
+ Ignan
+ 23
+
+ Source
+ Storm King's Thunder, p. 241
+
+
+ Empowered Attacks
+ Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.
+
+
+ Fire Aura
+ At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.
+
+
+ Fire Form
+ Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
+
+
+ Illumination
+ Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet.
+
+
+ Innate Spellcasting
+ Maegera can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's innate spellcasting ability is Charisma.
+
+
+ Magic Resistance
+ Maegera has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ Maegera makes three slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 35 (10d6) fire damage.
+ Slam|12|3d6+5+10d6
+
+
+ Legendary Actions (3/Turn)
+ Maegera can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn.
+
+
+ Quench Magic
+ Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Maegera's next turn.
+
+
+ Smoke Cloud (Costs 2 Actions)
+ Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely within the cloud are blinded and can't be seen.
+
+
+ Create Fire Elemental (Costs 3 Actions)
+ Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire elemental appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera's commands and fights until destroyed.
+
+ fireball
+
+
+
+ Malformed Kraken
+ H
+ monstrosity
+ chaotic evil
+ 17 (natural armor)
+ 172 (15d12+75)
+ 20 ft., swim 40 ft.
+ 251120111515
+ Str +11, Con +9, Int +4, Wis +6, Cha +6
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning
+ frightened, paralyzed
+ truesight 60 ft.
+ 12
+ understands Common but can't speak; telepathy 60 ft.
+ 10
+
+ Source
+ Tales from the Yawning Portal, p. 239
+
+
+ Amphibious
+ The kraken can breathe air and water.
+
+
+ Siege Monster
+ The kraken deals double damage to objects and structures.
+
+
+ Multiattack
+ The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling.
+
+
+ Bite
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
+ Bite|11|2d8+7
+
+
+ Tentacle
+ Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacle|11|2d6+7
+
+
+ Fling
+ One Medium or smaller object held or creature grappled by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Lightning Storm
+ The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Mantrap
+ L
+ plant
+ unaligned
+ 12
+ 45 (7d10+7)
+ 5 ft.
+ 1514121102
+
+
+
+
+
+ blinded, deafened, exhaustion, prone
+ tremorsense 30 ft.
+ 10
+
+ 1
+
+ Source
+ Tomb of Annihilation, p. 227
+
+
+ Attractive Pollen (1/Day)
+ When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+
+ False Appearance
+ While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.
+
+
+ Engulf
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Engulf|4|4d6
+
+
+
+
+
+ Markham Southwell
+ M
+ humanoid (Turami human)
+ lawful good
+ 17 (splint)
+ 58 (9d8+18)
+ 30 ft.
+ 151314111614
+
+ Perception +5, Survival +5
+
+
+
+
+
+ 15
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 248
+
+
+ Roleplaying Information
+ Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.
+
+ Ideal: "All people deserve to be treated with dignity."
+
+ Bond: "Duvessa is a natural leader, but she needs help. That's my job."
+
+ Flaw: "I bury my emotions and have no interest in small talk."
+
+
+ Multiattack
+ Markham makes two melee attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
+ One Handed|4|1d8+2
+ Two Handed|4|1d10+2
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts.
+ Heavy Crossbow|3|1d10+1
+
+
+
+
+
+ Marlos Urnrayle
+ M
+ monstrosity
+ neutral evil
+ 15 (natural armor)
+ 136 (16d8+64)
+ 30 ft.
+ 171118121317
+
+ Arcana +4, Deception +6, Perception +4
+ acid
+
+
+
+ darkvision 60 ft., tremorsense 60 ft.
+ 14
+ Common, Terran
+ 8
+
+ Source
+ Princes of the Apocalypse p. 199
+
+
+ Earthen Defeat
+ When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
+
+
+ Earth Passage
+ Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.
+
+
+ Legendary Resistance (2/Day)
+ If Marlos fails a saving throw, he can choose to succeed instead.
+
+
+ Petrifying Gaze
+ When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
+ Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
+ If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.
+
+ Petrified:
+ • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
+
+ • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
+
+ • Attack rolls against the creature have advantage.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • The creature has resistance to all damage.
+
+ • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Multiattack
+ Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
+
+
+ Snake Hair
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 14 (4d6) poison damage.
+ Snake Hair|6|1d8+3+4d6
+
+
+ Ironfang
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) thunder damage.
+ Ironfang|9|1d8+3+1d8
+
+
+
+
+
+ Maw of Sekolah
+ H
+ monstrosity
+ neutral evil
+ 12 (natural armor)
+ 114 (12d12+36)
+ 0 ft., 50 ft. swim
+ 2112172147
+ Str +8, Con +6
+ Athletics +8, Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin, telepathy 100 ft.
+ 7
+
+ Source
+ Ghosts of Saltmarsh p. 244
+
+
+ Legendary Resistance (2/Day)
+ If the maw of Sekolah fails a saving throw, it can choose to succeed instead.
+
+
+ Water Breathing
+ The maw of Sekolah can breathe only underwater
+
+
+ Multiattack
+ The maw of Sekolah makes one attack with its bite and one attack with its tail smash.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
+ Bite|8|2d10+5
+
+
+ Tail Smash
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 9 (1d8+5) bludgeoning damage.
+
+
+ Legendary Actions
+ The maw of Sekolah can take 3. legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The maw regains spent legendary actions at the start of its turn.
+
+
+ Detect
+ The maw of Sekolah makes a Wisdom (Perception) check.
+
+
+ Speed of Sekolah
+ The maw of Sekolah moves up to its speed.
+
+
+ Feed (Costs 2 Actions)
+ The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.
+
+
+
+ underdark
+
+
+ Merfolk Salvager
+ M
+ humanoid (merfolk)
+ neutral
+ 12
+ 22 (4d8+4)
+ 10 ft., swim 40 ft.
+ 121412111013
+ Dex +4
+ Athletics +3, Perception +2
+
+
+
+
+
+ 12
+ Aquan, Common
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 244
+
+
+ Amphibious
+ The salvager can breathe air and water.
+
+
+ Multiattack
+ The salvager makes two attacks with its coral rapier.
+
+
+ Coral Rapier
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.
+ Coral Rapier|4|1d8+2
+
+
+ Inject Toxin (2/Day)
+ Melee Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.
+
+
+
+ coastal, underwater
+
+
+ Minotaur Living Crystal
+ L
+ construct
+ unaligned
+ 15 (natural armor)
+ 136 (16d10+48)
+ 30 ft.
+ 189166105
+
+
+
+ force
+ lightning, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages of its creator but can’t speak
+ 6
+
+ Source
+ Ghosts of Saltmarsh p. 245
+
+
+ Immutable Form
+ The statue is immune to any spell or effect that would alter its form.
+
+
+
+ Multiattack
+ The statue makes two attacks, one with its greataxe and one gore attack
+
+
+ Greataxe
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
+ Greataxe|6|2d12+4
+
+
+ Gore
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Gore|6|2d8+4
+
+
+ Flying Shards
+ In reaponse to a creature hitting the statue with a melee weapon attack the statue deals 11 (2d10) piercing damage to the attacker.
+
+
+
+
+
+
+ Miraj Vizann
+ M
+ humanoid (earth genasi)
+ neutral evil
+ 10 (13 with mage armor)
+ 82 (11d8+33)
+ 30 ft.
+ 121017131118
+
+ Arcana +4, Deception +7
+
+
+
+
+
+ 10
+ Common, Primordial
+ 6
+
+ Source
+ Princes of the Apocalypse p. 198
+
+
+ Earth Walk
+ Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
+
+
+ Innate Spellcasting
+ Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components:
+
+ • 1/day: pass without trace
+
+
+ Spellcasting
+ Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:
+
+ • Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth
+
+ • 1st level (4 slots): chromatic orb, mage armor, magic missile
+
+ • 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion
+
+ • 3rd level (3 slots): counterspell, erupting earth
+
+ • 4th level (3 slots): polymorph, stoneskin
+
+ • 5th level (2 slots): wall of stone
+
+ • 6th level (1 slot): move earth
+
+
+ Staff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage when used with two hands.
+ One Handed|4|1d6+1
+ Two Handed|4|1d8+1
+
+ pass without trace, acid splash, blade ward, friends, light, message, mold earth, chromatic orb, mage armor, magic missile, Maximilian's earthen grasp, shatter, suggestion, counterspell, erupting earth, polymorph, stoneskin, wall of stone, move earth
+ 4, 3, 3, 3, 2, 1
+
+
+ Miros Xelbrin
+ M
+ humanoid (Damaran human)
+ neutral good
+ 10
+ 22 (4d8+4)
+ 30 ft.
+ 161015111214
+
+ Intimidation +4, Perception +3
+
+
+
+
+
+ 13
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 251
+
+
+ Roleplaying Information
+ Innkeeper Mires is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.
+
+ Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist."
+
+ Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees!"
+
+ Flaw: "When something upsets me, I have a tendency to fly into a rage."
+
+
+ Bearhug
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4+3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Mires cannot make attacks while grappling a creature.
+ Bearhug|5|1d4+3
+
+
+ Club
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
+ Club|5|1d4+3
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Miros carries ten crossbow bolts.
+ Heavy Crossbow|2|1d10
+
+
+
+
+
+ Mongrelfolk
+ M
+ humanoid (mongrelfolk)
+ any alignment
+ 11 (natural armor)
+ 26 (4d8+8)
+ 20 ft.
+ 129159106
+
+ Deception +2, Perception +2, Stealth +3
+
+
+
+
+
+ 12
+ Common
+ 1/4
+
+ Source
+ Curse of Strahd p. 234
+
+
+ Extraordinary Feature
+ The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:
+
+ 1-3 — Amphibious: The mongrelfolk can breathe air and water.
+
+ 4-9 — Darkvision: The mongrelfolk has darkvision out to a range of 60 feet.
+
+ 10 — Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet.
+
+ 11-15 — Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.
+
+ 16-17 — Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+ 18-19 — Standing Leap: The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.
+
+ 20 — Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
+
+
+ Mimicry
+ The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
+
+
+ Multiattack
+ The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Bite|3|1d4+1
+
+
+ Claw
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
+ Claw|3|1d4+1
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Dagger|3|1d4+1
+
+
+
+
+
+ Monstrous Peryton
+ L
+ monstrosity
+ chaotic evil
+ 14 (natural armor)
+ 144 (17d10+51)
+ 20 ft., fly 60 ft.
+ 19141691410
+ Str +9, Dex +6, Wis +6
+ Perception +6
+
+
+
+
+ darkvision 60 ft.
+ 16
+ understands Common and Elvish but can’t speak
+ 11
+
+ Source
+ Ghosts of Saltmarsh p. 245
+
+
+ Flyby
+ The peryton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach
+
+
+ Keen Sight and Smell
+ The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell
+
+
+ Legendary Resistance (3/Day)
+ If the peryton failes a saving throw, it can choose to succeed instead.
+
+
+ Multiattack
+ The peryton makes two attacks, one with its gore and one with its talons.
+
+
+ Gore
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6+5) piercing damage.
+ Gore|9|2d6+5
+
+
+ Talons
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (2d10+5) slashing damage.
+ Talons|9|2d10+5
+
+
+ Warp Shadow
+ The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours.
+
+
+ Legendary Actions
+ The peryton can take 3 legendary actions, choose from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The peryton regains spent legendary actions at the start of its turn.
+
+
+ Detect
+ The peryton makes a Wisdom (Perception) check.
+
+
+ Talons Attack
+ The peryton makes one attack with its talons
+
+
+ Dive Attack (Costs 2 Actions)
+ The peryton moves up to its speed towards one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit.
+
+
+
+
+
+
+ Mormesk the Wraith
+ M
+ undead
+ neutral evil
+ 13
+ 45 (6d8+18)
+ 0 ft., fly 60 ft.
+ 61616121415
+
+
+ acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
+
+ necrotic, poison
+ charmed, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 12
+ Common, Infernal
+ 3
+
+ Source
+ Lost Mines of Phandelver p. 59
+
+
+ Incorporeal Movement
+ The wraith can move through an object or another creature, but can't stop there.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
+
+
+ Life Drain
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8+3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.
+ Life Drain|5|3d8+3
+
+
+
+
+
+ Mwaxanaré
+ M
+ humanoid (human)
+ lawful neutral
+ 10
+ 13 (3d8)
+ 30 ft.
+ 61011131216
+
+ Deception +5, Nature +3, Persuasion +5, Religion +3
+
+
+
+
+
+ 11
+ Auran, Common, telepathy 30 ft.
+ 1/8
+
+ Source
+ Tomb of Annihilation, p. 228
+
+
+ Spellcasting
+ Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast, mage hand
+
+ 1st level (2 slots): charm person, protection from evil and good, unseen servant
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
+ Dagger|2|1d4
+
+ eldritch blast, mage hand, charm person, protection from evil and good, unseen servant
+ 2
+
+
+ Naergoth Bladelord
+ M
+ undead
+ neutral evil
+ 18 (plate)
+ 135 (18d8+54)
+ 30 ft.
+ 201216121416
+ Dex +5, Wis +4
+ Perception +6, Stealth +5
+ necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 16
+ Common, Draconic
+ 11
+
+ Source
+ The Rise of Tiamat p. 90
+
+
+ Sunlight Sensitivity
+ While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.
+
+
+ Life Drain
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
+ Life Drain|9|5d6+3
+
+
+ Longsword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) if used with two hands, plus 10 (3d6) necrotic damage.
+ One Handed|9|1d8+5+3d6
+ Two Handed|9|1d10+5+3d6
+
+
+ Longbow
+ Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage plus 10 (3d6) necrotic damage.
+ Longbow|5|1d8+1+3d6
+
+
+
+
+
+ Narrak
+ S
+ humanoid (derro)
+ chaotic evil
+ 12 (15 with mage armor)
+ 40 (9d6+9)
+ 30 ft.
+ 9141314516
+
+ Arcana +4, Stealth +4
+
+
+
+
+ darkvision 120 ft.
+ 7
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 232
+
+
+ Insanity
+ Narrak has advantage on saving throws against being charmed or frightened.
+
+
+ Magic Resistance
+ Narrak has advantage on saving throws against spells and other magical effects.
+
+
+ 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 a short 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: hold person, ray of enfeeblement, spider climb
+
+
+ Sunlight Sensitivity
+ While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ 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.
+ Shortsword|4|1d6+2
+
+
+ One with Shadows
+ While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+ eldritch blast, friends, poison spray, armor of agathys, charm person ,hex, hold person, ray of enfeeblement, spider climb
+ , 2
+
+
+ Narth Tezrin
+ M
+ humanoid (Tethyrian Human)
+ chaotic good
+ 12
+ 18 (4d8)
+ 30 ft.
+ 101510121416
+
+ Insight +4, Investigation +3, Perception +6, Persuasion +5
+
+
+
+
+
+ 16
+ Common, Dwarvish
+
+
+ Source
+ Storm King's Thunder, p. 254
+
+
+ Cunning Action
+ On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.
+
+
+ Roleplaying Information
+ Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.
+
+ Ideal: "The bigger the risk, the greater the reward."
+
+ Bond: "I adore my colleague Alaestra, and I'd like to do something to impress her."
+
+ Flaw: "I'll risk life and limb to become a legend."
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts.
+ Hand Crossbow|4|1d6+2
+
+
+
+
+
+ Naxene Drathkala
+ M
+ humanoid (Turami human)
+ neutral good
+ 10 (13 with mage armor)
+ 27 (6d8)
+ 30 ft.
+ 81111171211
+
+ Arcana +5, History +5
+
+
+
+
+
+ 11
+ Common, Draconic, Dwarvish, Elvish
+
+
+ Source
+ Storm King's Thunder, p. 252
+
+
+ Spellcasting
+ Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence {spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared:
+
+ Cantrips {at will): fire bolt, light, mage hand, prestidigitation
+
+ 1st level (4 slots): mage armor, magic missile, shield
+
+ 2nd level (3 slots): misty step, suggestion
+
+ 3rd level (3 slots): fly, lightning bolt
+
+
+ Roleplaying Information
+ Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.
+
+ Ideal: "There's no problem that can't be solved with magic."
+
+ Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land."
+
+ Flaw: "I'm too smart to be wrong about anything."
+
+
+ Staff
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ One Handed|1|1d6-1
+ Two Handed|1|1d8-1
+
+ fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, misty step, suggestion, fly, lightning bolt
+ 4, 3, 3
+
+
+ Nereid
+ M
+ fey
+ any chaotic alignment
+ 13
+ 44 (8d8+8)
+ 30 ft., swim 60 ft.
+ 101712131416
+
+
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Aquan, Common, Elvish, Sylvan
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 240
+
+
+ Amphibious
+ The nereid can breathe air and water.
+
+
+ Aquatic Invisibility
+ If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
+
+
+ Mantle Dependent
+ The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
+
+
+ Shape Water
+ The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
+
+
+ Speak with Animals
+ The nereid can comprehend and verbally communicate with beasts.
+
+
+ Blinding Acid
+ Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+ Blinding Acid|5|2d12+3
+
+
+ Drowning Kiss (Recharge 5-6)
+ The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
+
+
+ Water Lash
+ The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+
+
+
+ Neronvain
+ M
+ humanoid (elf)
+ neutral evil
+ 17
+ 117 (18d8+36)
+ 30 ft.
+ 81715161318
+ Con +6, Wis +5
+ Arcana +7, Perception +5
+
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 60 ft.
+ 15
+ Common, Draconic, Elvish, Infernal
+ 9
+
+ Source
+ The Rise of Tiamat p. 91
+
+
+ Draconic Majesty
+ Neronvain adds his Charisma bonus to his AC (included).
+
+
+ Fey Ancestry
+ Magic can't put Neronvain to sleep.
+
+
+ Multiattack
+ Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.
+
+
+ Shortsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage.
+ Shortsword|7|1d6+3+3d8
+
+
+ Eldritch Arrow
+ Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage.
+ Eldritch Arrow|7|2d10+2d8
+
+
+ Poisonous Cloud (2/Day)
+ Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+
+
+
+ Nezznar the Black Spider
+ M
+ humanoid (elf)
+ neutral evil
+ 11 (14 with mage armor)
+ 27 (6d8)
+ 30 ft.
+ 91310161413
+ Int +5, Wis +4
+ Arcana +5, Perception +4, Stealth +3
+
+
+
+
+ darkvision 120 ft.
+ 14
+ Elvish, Undercommon
+ 2
+
+ Source
+ Lost Mines of Phandelver p. 59
+
+
+ Special Equipment
+ Nezznar has a spider staff.
+
+
+ Fey Ancestry
+ Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
+
+
+ Sunlight Sensitivity
+ Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
+
+
+ Innate Spellcasting
+ Nezznar can innately cast the following spells, requiring no material components:
+
+ • At will: dancing lights
+
+ • 1/day each: darkness, faerie fire (save DC 12)
+
+
+ Spellcasting
+ Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:
+
+ • Cantrips (at will): mage hand, ray of frost, shocking grasp
+
+ • 1st Level (4 slots): mage armor, magic missile, shield
+
+ • 2nd Level (3 slots): invisibility, suggestion
+
+
+ Spider Staff
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.
+ One Handed|1|1d6-1+1d6
+ Two Handed|1|1d8-1+1d6
+
+ dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion
+ 4, 3
+
+
+ Nimblewright
+ M
+ construct
+ unaligned
+ 18 (natural armor)
+ 45 (6d8+18)
+ 60 ft.
+ 1218178106
+ Dex +6
+ Acrobatics +8, Perception +2
+ bludgeoning, piercing and slashing from nonmagical attacks
+
+
+ exhaustion, frightened, petrified, poisoned
+ darkvision 60 ft.
+ 12
+ understands one language known by its creator but can’t speak
+ 4
+
+ Source
+ Waterdeep: Draon Heist p. 212
+
+
+ Magical Resistance
+ The nimblewright has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The nimblewright’s weapon attacks are magical.
+
+
+ Repairable
+ As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it
+
+
+ Sure-Footed
+ The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
+
+
+ Multiattack
+ The nimblewright makes three attacks: two with its rapier and one with its dagger.
+
+
+ Rapier
+ Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Rapier|6|1d8+4
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 6 (1d4+4) piercing damage.
+ Dagger|6|1d4+4
+
+
+ Parry
+ The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.
+
+
+
+
+
+
+ Nimir
+ H
+ giant
+ lawful good
+ 16 (scale mail)
+ 230 (20d12+100)
+ 50 ft., swim 50 ft.
+ 291420161818
+ Str +14, Con +10, Wis +9, Cha +9
+ Athletics +14, Insight +8, Perception +9
+ cold
+
+ lightning, thunder
+
+
+ 19
+ Common, Giant
+ 13
+
+ Source
+ Storm King's Thunder, p. 256
+
+
+ Amphibious
+ Nimir can breathe air and water.
+
+
+ Innate Spellcasting
+ Nimir's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, feather fall, levitate, light
+ 3/day each: control weather, water breathing
+
+
+ Roleplaying Information
+ Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.
+
+ Ideal: "It's the duty of the big to protect the small."
+
+ Bond: "I'd give my life to defend my king and his royal line."
+
+ Flaw: "I never question orders."
+
+
+ Multiattack
+ Nimir makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
+ Greatsword|14|6d6+9
+
+
+ Rock
+ Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
+ Rock|14|4d12+9
+
+
+ Lightning Strike (Recharge 5-6)
+ Nimir hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Strike||12d8
+
+ detect magic, feather fall, levitate, light, control weather, water breathing
+
+
+
+ Ogremoch
+ G
+ elemental
+ neutral evil
+ 20 (natural armor)
+ 526 (27d20+243)
+ 50 ft., burrow 50 ft.
+ 261128111522
+ Str +14, Con +15, Wis +8
+
+ bludgeoning, piercing, and slashing from nonmagical weapons
+
+ poison
+ charmed, frightened, paralyzed, petrified, poisoned, prone
+ blindsight 120 ft., tremorsense 120 ft.
+ 12
+ Common, Terran
+ 20
+
+ Source
+ Princes of the Apocalypse p. 216
+
+
+ Empowered Attacks
+ Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
+
+
+ Innate Spellcasting
+ Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+
+ • At will: meld into stone, move earth, wall of stone
+
+
+ Legendary Resistance (3/Day)
+ If Ogremoch fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Ogremoch has advantage on saving throws against spells and other magical effects.
+
+
+ Siege Monster
+ Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks.
+
+
+ Multiattack
+ Ogremoch makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
+ Slam|14|4d10+8
+
+
+ Boulder
+ Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10+8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Boulder|6|7d10+8
+
+
+ Summon Elementals (1/Day)
+ Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points.
+
+
+ Legendary Actions (3/Turn)
+ Ogremoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Ogremoch regains spent legendary actions at the start of his turn.
+
+
+ Illuminating Crystals
+ Ogremoch's crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
+
+
+ Stomp (Costs 2 Actions)
+ Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Create Gargoyle (Costs 3 Actions)
+ Ogremoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch's commands and fights until destroyed.
+
+ meld into stone, move earth, wall of stone
+
+
+
+ Olhydra
+ H
+ elemental
+ neutral evil
+ 18 (natural armor)
+ 324 (24d12+168)
+ 50 ft., swim 100 ft.
+ 212224171823
+ Str +11, Con +13, Wis +10
+
+ lightning; bludgeoning, piercing, and slashing from nonmagical weapons
+
+ acid, cold, poison
+ charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
+ blindsight 120 ft.
+ 14
+ Aquan
+ 18
+
+ Source
+ Princes of the Apocalypse p. 218
+
+
+ Empowered Attacks
+ Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
+
+
+ Innate Spellcasting
+ Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
+
+ • At will: wall of ice
+
+ • 3/day: ice storm
+
+ • 1/day: storm of vengeance
+
+
+ Legendary Resistance (3/Day)
+ If Olhydra fails a saving throw, she can choose to succeed instead.
+
+
+ Magic Resistance
+ Olhydra has advantage on saving throws against spells and other magical effects.
+
+
+ Water Form
+ Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Multiattack
+ Olhydra makes two slam attacks or two water jet attacks.
+
+
+ Slam
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Slam|11|3d10+5
+
+
+ Water Jet
+ Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Water Jet|12|6d6
+
+
+ Summon Elementals (1/Day)
+ Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.
+
+
+ Legendary Actions (3/Turn)
+ Olhydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Olhydra regains spent legendary actions at the start of her turn.
+
+
+ Crush
+ One creature that Olhydra is grappling is crushed for 21 (3d10+5) bludgeoning damage.
+ Crush||3d10+5
+
+
+ Fling (Costs 2 Actions)
+ Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.
+
+
+ Water to Acid (Costs 3 Actions)
+ Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn.
+ Contact||2d10
+ Grappled||4d10
+
+ wall of ice, ice storm, storm of vengeance
+
+
+
+ One-Eyed Shiver
+ M
+ humanoid (human)
+ chaotic evil
+ 12 (15 with mage armor)
+ 49 (9d8+9)
+ 30 ft.
+ 101412131317
+
+ Arcana +3, Perception +3, Intimidation +5
+
+
+ cold
+
+
+ 13
+ Common
+ 3
+
+ Source
+ Princes of the Apocalypse p. 207
+
+
+ Chilling Mist
+ While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage.
+ Chilling Mist||1d10
+
+
+ Spellcasting
+ The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): chill touch, mage hand
+
+ • 1st level (4 slots): fog cloud, mage armor, thunderwave
+
+ • 2nd level (3 slots): mirror image, misty step
+
+ • 3rd level (2 slots): fear
+
+
+ Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+
+ Eye of Frost
+ The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+ chill touch, mage hand, fog cloud, mage armor, thunderwave, mirror image, misty step, fear
+ 4, 3, 2
+
+
+ Ooze Master
+ H
+ undead
+ lawful evil
+ 9 (natural armor)
+ 138 (12d12+60)
+ 30 ft., climb 30 ft.
+ 16120171016
+ Int +7, Wis +4
+ Arcana +7, Insight +4
+ lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, cold, poison
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
+ blindsight 120 ft.
+ 10
+ Common, Primordial, Thayan
+ 10
+
+ Source
+ Tales from the Yawning Portal, p. 241
+
+
+ Undead Nature
+ The ooze master doesn't require air, food, drink, or sleep.
+
+
+ Corrosive Form
+ A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
+ The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
+
+
+ Instinctive Attack
+ When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action.
+
+
+ Spellcasting
+ The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will): acid splash, friends, mage hand, poison spray
+
+ 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness
+
+ 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion
+
+ 3rd level (3 slots):fear, slow, stinking cloud
+
+ 4th level (3 slots): confusion, Evard's black tentacles
+
+ 5th level (1 slot): cloudkill.
+
+
+ Spider Climb
+ The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Pseudopod
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage.
+ Pseudopod|7|3d6+3+3d6
+
+
+ Instinctive Charm
+ If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect.
+
+
+ acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill
+ 4,3,3,3,1
+
+
+ Oreioth
+ M
+ humanoid (human)
+ chaotic evil
+ 11 (14 with mage armor)
+ 39 (6d8+12)
+ 30 ft.
+ 8131416911
+ Wis +1
+ Arcana +5, Investigation +5, Medicine +1
+
+
+
+
+
+ 9
+ Abyssal, Common
+ 2
+
+ Source
+ Princes of the Apocalypse p. 211
+
+
+ Grim Harvest
+ Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level.
+
+
+ Spellcasting
+ Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
+
+ • Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
+
+ • 1st level (4 slots): false life, mage armor, magic missile, ray of sickness
+
+ • 2nd level (3 slots): crown of madness, misty step
+
+ • 3rd level (3 slots): animate dead, vampiric touch
+
+
+ Swift Animation (Recharges after a Long Rest)
+ When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time.
+
+
+ Dagger
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Dagger|3|1d4+1
+
+ chill touch, minor illusion, prestidigitation, shocking grasp, false life, mage armor, magic missile, ray of sickness, crown of madness, misty step, animate dead, vampiric touch
+ 4, 3, 3
+
+
+ Oren Yogilvy
+ S
+ humanoid (strongheart halfling)
+ chaotic good
+ 11
+ 9 (2d6+2)
+ 25 ft.
+ 81312111016
+
+ Perception +2, Performance +7, Persuasion +5
+ poison
+
+
+
+
+ 12
+ Common, Halfling
+
+
+ Source
+ Storm King's Thunder, p. 252
+
+
+ Halfling Nimbleness
+ Oren can move through the space of any creature that is of a size larger than his.
+
+
+ Lucky
+ When Oren rolls a l on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
+
+
+ Stout Resilience
+ Oren has advantage on saving throws against poison.
+
+
+ Roleplaying Information
+ Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.
+
+ Ideal: "Music is food for the soul."
+
+ Bond: "You had me at 'Can I buy you a drink?'"
+
+ Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!"
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Oren carries four daggers.
+ Dagger|3|1d4+1
+
+
+
+
+
+ Orlekto
+ H
+ giant
+ chaotic evil
+ 16 (scale mail)
+ 230 (20d12+100)
+ 50 ft., swim 50 ft.
+ 291420161818
+ Str +14, Con +10, Wis +9, Cha +9
+ Athletics +14, Deception +14, Perception +9
+ cold
+
+ lightning, thunder
+
+
+ 19
+ Common, Giant
+ 13
+
+ Source
+ Storm King's Thunder, p. 256
+
+
+ Amphibious
+ Orlekto can breathe air and water.
+
+
+ Innate Spellcasting
+ Orlekto's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, feather fall, levitate, light
+ 3/day each: control weather, water breathing
+
+
+ Roleplaying Information
+ Orlekto is in love with Princess Mirran and wants to see her become Queen of the lyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature.
+
+ Ideal: "Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!"
+
+ Bond: "I serve Princess Mirran and her alone."
+
+ Flaw: "For Mirran's love or my revenge, I'd betray my king and my honor."
+
+
+ Multiattack
+ Orlekto makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
+ Greatsword|14|6d6+9
+
+
+ Rock
+ Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
+ Rock|14|4d12+9
+
+
+ Lightning Strike (Recharge 5-6)
+ Orlekto hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Strike||12d8
+
+ detect magic, feather fall, levitate, light, control weather, water breathing
+
+
+
+ Othovir
+ M
+ humanoid (Illuskan human)
+ lawful neutral
+ 10 (13 with mage armor)
+ 16 (3d8+3)
+ 30 ft.
+ 111013121416
+
+ Deception +5, Insight +4, Persuasion +5
+
+
+
+
+
+ 12
+ Common, Elvish
+
+
+ Source
+ Storm King's Thunder, p. 255
+
+
+ Spellcasting
+ Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared:
+
+ Cantrips (at will): blade ward, fire bolt, mending, prestidigitation
+
+ 1st level (3 slots): mage armor, thunderwave, witch bolt
+
+
+ Roleplaying Information
+ Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.
+
+ Ideal: "Find what you do well, and do it to the best of your ability."
+
+ Bond: "I won't allow my name to be tarnished."
+
+ Flaw: "I get angry when others pry into my private life."
+
+
+ Rapier
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
+ Rapier|2|1d8
+
+
+ Parry
+ Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon.
+
+ blade ward, fire bolt, mending, prestidigitation, mage armor, thunderwave, witch bolt
+ 3
+
+
+ Phantom Warrior
+ M
+ undead
+ any alignment
+ 16
+ 45 (6d8+18)
+ 30 ft.
+ 16111681015
+
+ Perception +2, Stealth +4
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ cold, necrotic, poison
+ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 12
+ any languages it knew in life
+ 1
+
+ Source
+ Curse of Strahd p. 235
+
+
+ Ethereal Sight
+ The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
+
+
+ Incorporeal Movement
+ The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
+
+
+ Spectral Armor and Shield
+ The phantom warrior's AC accounts for its spectral armor and shield.
+
+
+ Multiattack
+ The phantom warrior makes two attacks with its spectral longsword.
+
+
+ Spectral Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.
+ Spectral Longsword|5|1d8+3
+
+
+ Etherealness
+ The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
+
+
+
+
+
+ Pharblex Spattergoo
+ M
+ humanoid (bullywug)
+ chaotic evil
+ 15 (studded leather armor, shield)
+ 59 (7d8+28)
+ 20 ft., swim 40 ft.
+ 15121811167
+ Str +4, Con +6
+ Perception +5, Religion +2, Stealth +3
+
+
+
+
+
+ 15
+ Common, Bullywug
+ 3
+
+ Source
+ Hoard of the Dragon Queen p. 91
+
+
+ Amphibious
+ Pharblex can breathe air and water.
+
+
+ Poison Strike (3/Day)
+ Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
+ Poison Strike||2d8
+
+
+ Spellcasting
+ Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:
+
+ • Cantrips (at will): druidcraft, guidance, poison spray
+
+ • 1st level (4 slots): cure wounds, entangle, healing word, thunderwave
+
+ • 2nd level (3 slots): barkskin, beast sense, spike growth
+
+ • 3rd level (3 slots): plant growth, water walk
+
+
+ Standing Leap
+ As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
+
+
+ Swamp Camouflage
+ Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
+
+
+ Multiattack
+ Pharblex attacks twice. Once with his bite and once with his spear.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage.
+ Bite|5|1d4+2
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ One Handed|5|1d6+2
+ Two Handed|5|1d8+2
+
+ druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk
+ 4, 3, 3
+
+
+ Pidlwick II
+ S
+ construct
+ neutral evil
+ 14 (natural armor)
+ 10 (3d6)
+ 30 ft.
+ 10141181310
+
+ Performance +3
+
+
+ poison
+ paralyzed, petrified, poisoned
+
+ 11
+ understands Common but doesn't speak and can't read or write
+ 1/4
+
+ Source
+ Curse of Strahd p. 236
+
+
+ Ambusher
+ During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.
+
+
+ Club
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
+ Club|2|1d4
+
+
+ Dart
+ Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dart|4|1d4+2
+
+
+
+
+
+ Pirate Bosun
+ M
+ humanoid (any race)
+ any
+ 12 (studded leather)
+ 27 (5d8+5)
+ 30 ft.
+ 161113111013
+
+ Athletics +5, Intimidation +3
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh p. 247
+
+
+ Cargo Hauler
+ The bosun has advantage on Strength checks.
+
+
+ Sea Legs
+ The bosun has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Light Hammer
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d4+3) bludgeoning damage.
+ Light Hammer|5|1d4+3
+
+
+ Hook
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) piercing damage, and the target is grappled (escape DC 13).
+ Hook|5|1d8+3
+
+
+
+
+
+ Pirate Captain
+ M
+ humanoid (any race)
+ any
+ 14 (studded leather)
+ 45 (7d8+14)
+ 30 ft.
+ 161414111014
+
+ Athletics +5, Intimidation +4
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 2
+
+ Source
+ Ghosts of Saltmarsh p. 247
+
+
+ Flourish
+ The captain adds its Charisma modifier to the damage for its longsword attacks (included in the attack).
+
+
+ Sea Legs
+ The captain has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Multiattack
+ The captain makes two attacks, one with its hand crossbow and one with its longsword.
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6+2) piercing damage.
+ Hand Crossbow|5|1d6+2
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands.
+ Longsword|5|1d8+5
+ Longsword|5|1d10+5
+
+
+ Shape Up, Ye Dog (2/day)
+ Whenever a friendly crearure within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
+
+
+
+
+
+ Pirate Deck Wizard
+ M
+ humanoid (any race)
+ any
+ 12 (15 with mage armor)
+ 32 (5d8+10)
+ 30 ft.
+ 101414161311
+
+ Arcana +5, Perception +3
+
+
+
+
+
+ 13
+ any one language (usually Common)
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 248
+
+
+ Sea Legs
+ The wizard has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Spellcasting
+ The deck wizard is a 4th-level spellcaster, its spellcasting ability is Intelligence (spell save DC 11, +5 to hit with spell attacks). It has the following wizard spells prepared:
+ Cantrips (at will): friends, mage hand, prestidigitation, ray of frost.
+ 1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt.
+ 2nd level (3 slots): gust of wind, Melf’s acid arrow, misty step.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage.
+ Quarterstaff|2|1d6
+
+ friends, mage hand, prestidigitation, ray of frost, disguise self, fog cloud, mage armor, witch bolt, gust of wind, Melf’s acid arrow, misty step
+ 4,3
+
+
+ Pirate First Mate
+ M
+ humanoid (any race)
+ any
+ 16 (chain mail)
+ 26 (4d8+8)
+ 30 ft.
+ 141114111013
+
+ Athletics +4, Intimidation +3
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 1
+
+ Source
+ Ghosts of Saltmarsh p. 248
+
+
+ Sea Legs
+ The first mate has advantage on ability checks and saving throws to resist being knocked prone.
+
+
+ Multiattack
+ The first mate makes two attacks with its longsword.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.
+ Longsword|4|1d8+2
+ Longsword|4|1d10+2
+
+
+
+
+
+ Pterafolk
+ L
+ monstrosity
+ neutral evil
+ 12 (natural armor)
+ 26 (4d10+4)
+ 30 ft., fly 50 ft.
+ 15131291011
+
+ Perception +2, Survival +2
+
+
+
+
+
+ 12
+ Common
+ 1
+
+ Source
+ Tomb of Annihilation, p. 229
+
+
+ Terror Dive
+ If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Multiattack
+ The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
+ Bite|4|2d4+2
+
+
+ Claw
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
+ Claw|4|1d6+2
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
+ Javelin|4|2d6+2
+
+
+
+
+
+ Purple Wormling
+ L
+ monstrosity
+ unaligned
+ 12 (natural armor)
+ 42 (5d10+15)
+ 20 ft.
+ 16716162
+
+
+
+
+
+
+ blindsight 30 ft., tremorsense 30 ft.
+ 8
+
+ 2
+
+ Source
+ Storm King's Thunder, p. 242
+
+
+ Multiattack
+ The wormling makes two attacks: one with its bite and one with its stinger.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the worm ling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
+ Bite|5|1d8+3
+
+
+ Tail Stinger
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
+ Tail Stinger|5|1d4+3
+
+
+
+
+
+ Rahadin
+ M
+ humanoid (elf)
+ lawful evil
+ 18 (studded leather)
+ 135 (18d8+54)
+ 35 ft.
+ 142217151618
+ Con +7, Wis +7
+ Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14
+
+
+
+
+ darkvision 60 ft.
+ 21
+ Common, Elvish
+ 10
+
+ Source
+ Curse of Strahd p. 237
+
+
+ Deathly Choir
+ Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
+ Deathly Choir||3d10
+
+
+ Fey Ancestry
+ Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.
+
+
+ Innate Spellcasting
+ Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:
+
+ 3/day: misty step, phantom steed
+
+ 1/day: magic weapon, nondetection
+
+
+ Mask of the Wild
+ Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
+
+
+ Multiattack
+ Rahadin attacks three times with his scimitar, or twice with his poisoned darts.
+
+
+ Scimitar
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.
+ Scimitar|10|1d6+6
+
+
+ Poisoned Dart
+ Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage.
+ Poisoned Dart|10|1d4+6+2d4
+
+ misty step, phantom steed, magic weapon, nondetection
+
+
+
+ Ras Nsi
+ M
+ monstrosity (shapechanger
+ yuan-ti), neutral evil
+ 15 (bracers of defense)
+ 127 (17d8+51)
+ 30 ft.
+ 171617181821
+ Con +6, Wis +7
+ Deception +8, Persuasion +8, Religion +7, Stealth +6
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 14
+ Abyssal, Common, Draconic
+ 7
+
+ Source
+ Tomb of Annihilation, p. 230
+
+
+ Death Curse
+ Having died and been brought back to life, Ras Nsi is suffering from the death curse. His hit point maximum is reduced to 107, and decreases by 1 for each day that passes during the adventure.
+
+
+ Special Equipment
+ Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
+
+
+ Shapechanger
+ Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.
+
+
+ Innate Spellcasting
+ Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only)
+
+ 3/day each: suggestion.
+
+
+ Spellcasting
+ Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared:
+
+ Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray
+
+ 1st level (4 slots): expeditious retreat, false life, magic missile, shield
+
+ 2nd level (3 slots): blindness/deafness, hold person, misty step
+
+ 3rd level (3 slots): animate dead, counterspell, fireball
+
+ 4th level (3 slots): blight, polymorph
+
+ 5th level (2 slots): contact other plane, geas
+
+ 6th level (1 slot): create undead.
+
+
+ Magic Resistance
+ Ras Nsi has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ Ras Nsi makes three melee attacks, but can use Constrict only once.
+
+
+ Bite (Snake Form Only)
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
+ Bite|6|1d4+3+2d6
+
+
+ Constrict
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|6|2d6+3
+
+
+ Flame Tongue Longsword (Yuan-ti Form Only)
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage when used with two hands, plus 7 (2d6) fire damage.
+ Flame Tongue Longsword|6|1d8+3
+
+ chill touch, fire bolt, mage hand, mending, poison spray, expeditious retreat, false life, magic missile, shield, blindness/deafness, hold person, misty step, animate dead, counterspell, fireball, blight, polymorph, contact other plane, geas, create undead, animal friendship, suggestion
+ 4,3,3,3,2,1
+
+
+ Rath Modar
+ M
+ humanoid (human)
+ lawful evil
+ 13 (16 with mage armor)
+ 71 (11d8+22)
+ 30 ft.
+ 111614181410
+ Int +7, Wis +5
+ Arcana +7, Deception +3, Insight +5, Stealth +6
+
+
+
+
+
+ 12
+ Common, Draconic, Infernal, Primordial, Thayan
+ 6
+
+ Source
+ Hoard of the Dragon Queen p. 92
+
+
+ Special Equipment
+ Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.
+
+
+ Spellcasting
+ Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
+
+ • Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
+
+ • 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
+
+ • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
+
+ • 3rd level (3 slots): counterspell, fireball, major image
+
+ • 4th level (3 slots): confusion, greater invisibility
+
+ • 5th level (2 slots): mislead, seeming
+
+ • 6th level (1 slot): globe of invulnerability
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
+ One Handed|4|1d6
+ Two Handed|4|1d8
+
+
+ Illusory Self (Recharges on a Short or Long Rest)
+ When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
+
+ fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability
+ 4, 3, 3, 3, 2, 1
+
+
+ Razerblast
+ M
+ humanoid (human)
+ chaotic evil
+ 17 (splint)
+ 112 (15d8+75)
+ 30 ft.
+ 16111691013
+
+ Intimidation +4, Perception +3
+
+
+ fire
+
+
+ 13
+ Common, Ignan
+ 5
+
+ Source
+ Princes of the Apocalypse p. 201
+
+
+ Searing Armor
+ The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn.
+ Searing Armor||1d10
+
+
+ Shrapnel Explosion
+ When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
+
+
+ Multiattack
+ The razerblast makes three melee attacks.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
+ One Handed|6|1d6+3+1d6
+ Two Handed|6|1d8+3+1d6
+
+
+
+
+
+ Redbrand Ruffian
+ M
+ humanoid (human)
+ neutral evil
+ 14 (studded leather armor)
+ 16 (3d8+3)
+ 30 ft.
+ 1114129911
+
+ Intimidation +2
+
+
+
+
+
+ 9
+ Common
+ 1/2
+
+ Source
+ Lost Mines of Phandelver p. 61
+
+
+ Multiattack
+ The ruffian makes two melee attacks.
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+
+
+
+ Rezmir
+ M
+ humanoid (half-black dragon)
+ neutral evil
+ 13 (15 with the Black Dragon Mask)
+ 90 (12d8+36)
+ 30 ft.
+ 181616151214
+ Dex +6, Wis +4
+ Arcana +5, Stealth +9
+
+
+ acid
+ charmed, frightened
+ blindsight 10 ft., darkvision 120 ft.
+ 11
+ Common, Draconic, Infernal, Giant, Netherese
+ 7
+
+ Source
+ Hoard of the Dragon Queen p. 93
+
+
+ Special Equipment
+ Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.
+
+
+ Amphibious
+ Rezmir can breathe air and water.
+
+
+ Dark Advantage
+ Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
+ Dark Advantage||3d6
+
+
+ Draconic Majesty
+ While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
+
+
+ Immolation
+ When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
+
+
+ Legendary Resistance (1/Day)
+ If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
+
+
+ Greatsword (Hazirawn)
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
+ Greatsword|9|2d6+6+2d6
+
+
+ Caustic Bolt
+ Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
+ Caustic Bolt|8|4d8
+
+
+ Acid Breath (Recharge 5-6)
+ Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
+ Acid Breath|0|5d8
+
+
+ Legendary Actions (3/Turn)
+ Rezmir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rezmir regains spent legendary actions at the start of her turn.
+
+
+ Darkness (Costs 2 Actions)
+ If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.
+ A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
+
+
+ Attack
+ Rezmir makes one melee attack.
+
+
+ Hide
+ Rezmir takes the Hide action.
+
+
+
+
+
+ Rictavio
+ M
+ humanoid (human)
+ lawful good
+ 12 (leather armor)
+ 77 (14d8+14)
+ 30 ft.
+ 91213161816
+ Con +4, Wis +7
+ Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
+
+
+
+
+
+ 17
+ Abyssal, Common, Elvish, Infernal
+ 5
+
+ Source
+ Curse of Strahd p. 238
+
+
+ Special Equipment
+ In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
+
+
+ Spellcasting
+ Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:
+
+ • Cantrips (at will): guidance, light, mending, thaumaturgy
+
+ •1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
+
+ •2nd level (3 slots): augury, lesser restoration, protection from poison
+
+ •3rd level (3 slots): magic circle, remove curse, speak with dead
+
+ •4th level (3 slots): death ward, freedom of movement
+
+ •5th level (1 slot): dispel evil and good
+
+
+ Undead Slayer
+ When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.
+
+
+ Multiattack
+ Rictavio makes two attacks with his sword cane.
+
+
+ Sword Cane
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).
+ Sword Cane|4|1d6+1
+
+ guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good
+ 4, 3, 3, 3, 1
+
+
+ Rip Tide Priest
+ M
+ humanoid (human)
+ neutral evil
+ 13 (chain shirt)
+ 52 (8d8+16)
+ 151114101116
+
+ Deception +5, Religion +2, Stealth +2
+
+
+
+
+
+ 10
+ aquan, common
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 248
+
+
+ Spellcasting
+ The priest is a 5th-level spellcast. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorceror spells:
+ Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost.
+ 1st level (4 slots): expeditious retreat, magic missile, shield.
+ 2nd level (3 slots): blur, hold person.
+ 3rd level (2 slots): sleet storm.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
+ Quarterstaff|4|1d8+2
+
+ chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, magic missile, shield, blur, hold person, sleet storm
+ 4,3,2
+
+
+
+ Sacred Stone Monk
+ M
+ humanoid (human)
+ lawful evil
+ 14
+ 22 (4d8+4)
+ 40 ft.
+ 13151210149
+
+ Acrobatics +4, Athletics +3, Perception +4
+
+
+
+
+ tremorsense 10 ft.
+ 14
+ Common
+ 1/2
+
+ Source
+ Princes of the Apocalypse p. 196
+
+
+ Unarmored Defense
+ While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Unarmored Movement
+ While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
+
+
+ Multiattack
+ The monk makes two melee attacks.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
+ Unarmed Strike|4|1d6+2
+
+
+ Parry
+ The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.
+
+
+
+
+
+ Sahuagin Blademaster
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 20 (plate armor and shield)
+ 97 (15d8+30)
+ 30 ft., swim 40 ft.
+ 161214121112
+ Str +6, Con +6
+ Athletics +6, Intimidation +4
+
+
+
+
+ darkvision 120 ft.
+ 10
+ Sahuagin
+ 6
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+
+ Blood Frenzy
+ The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.
+
+
+ Wavecutter Blade
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.
+ Wavecutter Blade|7|2d8+3
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|8|1d10+3
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+ Claws|6|1d8+3
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Champion
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 16 (natural armor)
+ 71 (13d8+13)
+ 30 ft., swim 40 ft.
+ 16141212139
+
+ Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+
+ Blood Frenzy
+ The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The champion can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The champion makes three attacks with its spear, or one attack attack with its bite and two with its claws.
+
+
+ Spear
+ Melee Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.
+ Spear|5|1d6+3
+ Spear|5|1d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Bite|5|1d4+3
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Claws|5|1d6+3
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Coral Smasher
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 14 (natural armor)
+ 33 (6d8+6)
+ 30 ft., swim 40 ft.
+ 16121212139
+
+ Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin
+ 1
+
+ Source
+ Ghosts of Saltmarsh, p. 249
+
+
+ Blood Frenzy
+ The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Siege Monster
+ The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.
+
+
+ Warhammer
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) bludgeoning damage.
+ Warhammer|5|1d8+3
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
+ Bite|5|1d4+3
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) slashing damage.
+ Claws|5|1d4+3
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Deep Diver
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 15 (natural armor)
+ 91 (14d8+28)
+ 30 ft., swim 40 ft.
+ 14161512139
+ Con +5, Wis +3
+ Perception +5, Stealth +5
+
+
+
+
+ darkvision 120 ft.
+ 16
+ Sahuagin
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 250
+
+
+ Blood Frenzy
+ The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Brine Lurker
+ The deep diver hs advantage on Dexterity (Stealth) checks made while submerged in water.
+
+
+ Limited Amphibiousness
+ The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Lure
+ The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
+
+
+ Shark Telepathy
+ The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Multiattack
+ The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
+
+
+ Glaive
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 13 (2d10+2) slashing damage.
+ Glaive|4|2d10+2
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.
+ Bite|4|1d10+2
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
+ Claws|4|1d8+2
+
+
+ Light of Sekolah
+ The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.
+
+
+
+ coastal, underwater
+
+
+ Sahuagin Hatchling Swarm
+ T
+ beast (sahuagin)
+ chaotic evil
+ 14
+ 52 (8d10+8)
+ 0 ft., swim 40 ft.
+ 918123103
+
+
+ bludgeoning, piercing, slashing
+
+
+ charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
+ darkvision 120 ft.
+ 10
+
+ 3
+
+ Source
+ Ghosts of Saltmarsh, p. 250
+
+
+ Blood Frenzy
+ The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Seething
+ Once is enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points.
+
+
+ Swarm
+ The swarm can occupy another creatures space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.
+
+
+ Water Breathing
+ The swarm can only breathe underwater.
+
+
+ Bites
+ Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit 14 (4d6) piercing or 7 (2d6) piercing if the swarm has half of its hit points or fewer.
+ Bites|6|4d6
+ Bites|6|2d6
+
+
+
+ coastal, underwater
+
+
+ Sahuagin High Priestess
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 14 (natural armor)
+ 71 (11d8+22)
+ 30 ft., swim 40 ft.
+ 141214121610
+ Wis +6
+ Insight +6, Perception +6
+
+
+
+
+ darkvision 120 ft.
+ 16
+ Sahuagin
+ 5
+
+ Source
+ Ghosts of Saltmarsh, p. 251
+
+
+ Blood Frenzy
+ The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The high priestess can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The high priestess can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Spellcasting
+ The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, mending, resistance, thaumaturgy
+
+ 1st level (4 slots): bless, detect magic, guiding bolt
+
+ 2nd level (3 slots): hold person, spiritual weapon (trident)
+
+ 3rd level (3 slots): bestow curse, fear, mass healing word, tongues
+
+ 4th level (1 slots): banishment
+
+
+ Multiattack
+ The high priestess makes two attacks with her toothsome staff or one with her bite and one with her claws.
+
+
+ Toothsome Staff
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
+ Toothsome Staff|5|2d8+2
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
+ Bite|5|1d4+2
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
+ Claws|5|1d4+2
+
+ guidance, mending, resistance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues, banishment
+ 4, 3, 3, 1
+ coastal, underwater
+
+
+ Sahuagin Wave Shaper
+ M
+ humanoid (sahuagin)
+ lawful evil
+ 14 (natural armor)
+ 60 (11d8+11)
+ 30 ft., swim 40 ft.
+ 101212161412
+ Int +6
+ Arcana +6, Intimidation +4, Perception +5
+
+
+
+
+ darkvision 120 ft.
+ 15
+ Sahuagin
+ 5
+
+ Source
+ Ghosts of Saltmarsh, p. 251
+
+
+ Blood Frenzy
+ The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Limited Amphibiousness
+ The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
+
+
+ Shark Telepathy
+ The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
+
+
+ Innate Spellcasting
+ The wave shaper’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components:
+
+ At will: message
+
+ 1/day: comprehend languages
+
+
+ Multiattack
+ The wave shaper makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) piercing damage plus 13 (3d8) cold damage
+ Bite|4|2d8+1+3d8
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) slashing damage plus 13 (3d8) cold damage
+ Claws|4|2d8+1+3d8
+
+
+ Whirlpool (1/day)
+ The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check.
+ When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvan· tage on the Strength (Athletics) check to do so.
+ The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.
+
+ message, comprehend languages
+ 1
+ coastal, underwater
+
+
+ Scaladar
+ H
+ construct
+ unaligned
+ 19 (natural armor)
+ 94 (7d12+49)
+ 30 ft., climb 20 ft.
+ 1910251121
+
+ fire, bludgeoning, piercing, and slashing from nonmagical attacks
+ force, lightning, poison
+ charmed, paralyzed, poisoned
+ darkvision 60ft.
+ 11
+
+ 8
+
+ Source
+ Waterdeep - Dungeon of the Mad Mage, p. 315
+
+
+ Lightning Absorption
+ Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn
+
+
+ Sadar Link
+ The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage
+
+
+ Multiattack
+ The scaladar makes three attacks- two with its claws and one with its sting
+
+
+ Claw
+ Meee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 10 (1d12+4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target.
+ Claw|7|1d12+4
+
+
+ Sting
+ Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage plus 11 (2d10) lightning damage.
+ Sting|7|1d10+4
+ Lightning|7|2d10
+
+
+
+ Underdark
+
+
+ Sea Lion
+ L
+ monstrosity
+ unaligned
+ 15 (natural armor)
+ 90 (12d10+24)
+ 10 ft., swim 40 ft.
+ 1715153128
+
+ Perception +4, Stealth +5
+
+
+
+
+
+ 14
+
+ 5
+
+ Source
+ Tales from the Yawning Portal, p. 242
+
+
+ Amphibious
+ The sea lion can breathe air and water.
+
+
+ Keen Smell
+ The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pack Tactics
+ The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Swimming Leap
+ With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet.
+
+
+ Multiattack
+ The sea lion makes three attacks: one bite attack and two claw attacks.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
+ Bite|6|2d8+3
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage
+ Claw|6|2d8+3
+
+
+
+
+
+ Sea Lion
+ L
+ beast
+ unaligned
+ 16 (natural armor)
+ 15 (2d10+4)
+ 15 ft., swim 30 ft.
+ 17101451012
+ Dex +2, Con +4
+ Athletics +5, Perception +2
+
+
+
+
+
+ 12
+
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh, p. 252
+
+
+ Hold Breath
+ The sea lion can hold its breath for 15 minutes.
+
+
+ Multiattack
+ The sea lion makes three attacks: one bite attack and two claw attacks.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashin damage, and the target is pushed up to 5 feet away from the sea lion.
+ Claws|5|1d4+3
+
+
+
+
+
+ Severin
+ M
+ humanoid (human)
+ neutral evil
+ 16
+ 150 (20d8+60)
+ 30 ft.
+ 101316171220
+ Dex +5, Wis +5
+ Arcana +7, Religion +7
+ While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
+
+ While wearing the mask of the Dragon Queen: fire
+ While wearing the mask of the Dragon Queen: charmed, frightened, poisoned
+ While wearing the Mask of the Dragon Queen: darkvision 60 ft.
+ 11
+ Common, Draconic, Infernal
+ 11
+
+ Source
+ The Rise of Tiamat p. 92
+
+
+ Special Equipment
+ Severin has the Mask of the Dragon Queen.
+
+
+ Draconic Majesty
+ Severin adds his Charisma bonus to his AC (included).
+
+
+ Ignite Enemy
+ If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
+ Ignite Enemy||1d10
+
+
+ Legendary Resistance (5/Day)
+ While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
+
+
+ Burning Touch
+ Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage.
+ Burning Touch|5|4d8
+
+
+ Flaming Orb
+ Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage.
+ Flaming Orb|5|9d8
+
+
+ Scorching Burst
+ Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
+ Scorching Burst|0|4d8
+
+
+ Legendary Actions (3/Turn)
+ Severin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.
+
+
+ Legendary Actions (3/Turn)
+ If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.
+ Severin makes one attack.
+
+
+ Fiery Teleport (Costs 2 Actions)
+ Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10O) fire damage.
+ Fiery Teleport|0|1d10
+
+
+ Hellish Chains (Costs 3 Actions)
+ Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Hellish Chains|0|6d6
+
+
+
+
+
+ Shaldoor
+ H
+ giant
+ chaotic good
+ 16 (scale mail)
+ 230 (20d12+100)
+ 50 ft., swim 50 ft.
+ 291420161818
+ Str +14, Con +10, Wis +9, Cha +9
+ Animal Handling +9, Athletics +14, Perception +9
+ cold
+
+ lightning, thunder
+
+
+ 19
+ Common, Giant
+ 13
+
+ Source
+ Storm King's Thunder, p. 256
+
+
+ Amphibious
+ Shaldoor can breathe air and water.
+
+
+ Innate Spellcasting
+ Shaldoor's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, feather fall, levitate, light
+ 3/day each: control weather, water breathing
+
+
+ Roleplaying Information
+ A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict!
+
+ Ideal: "Giants are made for war — storm giants most of all!"
+
+ Bond: "Ostoria is gone, yet I long for the return of a mighty giant empire."
+
+ Flaw: "I like to rain destruction down upon my enemies, and I never show them mercy."
+
+
+ Multiattack
+ Shaldoor makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
+ Greatsword|14|6d6+9
+
+
+ Rock
+ Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
+ Rock|14|4d12+9
+
+
+ Lightning Strike (Recharge 5-6)
+ Shaldoor hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Strike||12d8
+
+ detect magic, feather fall, levitate, light, control weather, water breathing
+
+
+
+ Shalvus Martholio
+ M
+ humanoid (Turami human)
+ neutral
+ 13 (leather)
+ 27 (6d8)
+ 30 ft.
+ 101510121414
+
+ Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4
+
+
+
+
+
+ 12
+ Common, Elvish
+
+
+ Source
+ Storm King's Thunder, p. 250
+
+
+ Sneak Attack (1/Turn)
+ Shalvus deals an extra 7 (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 Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll.
+
+
+ Roleplaying Information
+ Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.
+
+ Ideal: "I'll do what it takes to prove myself to the Zhentarim."
+
+ Bond: "I love animals, and I'm very protective of them."
+
+ Flaw: "I can't resist taking risks to feed my ambitions."
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
+ One Handed|2|1d6
+ Two Handed|2|1d8
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.
+ Hand Crossbow|4|1d6+2
+
+
+
+
+
+ Sharwyn Hucrele
+ M
+ humanoid (human)
+ neutral evil
+ 16 (Barkskin trait)
+ 13 (2d8+4)
+ 30 ft.
+ 11131416149
+
+ Arcana +5, Insight +4, Persuasion +1
+
+
+
+
+
+ 12
+ Common, Draconic, Goblin
+ 1/2
+
+ Source
+ Tales from the Yawning Portal, p. 242
+
+
+ Barkskin
+ Sharwyn's AC can't be lower than 16.
+
+
+ Special Equipment
+ Sharwyn has a spell book that contains the spells listed in her Spellcasting trait, plus detect magic and silent image.
+
+
+ Spellcasting
+ Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:
+
+ Cantrips (at will): light, prestidigitation, ray of frost
+
+ 1st level (2 slots): color spray, magic missile, shield, sleep.
+
+
+ Tree Thrall
+ If the Gulthias Tree dies, Sharwyn dies 24 hours later.
+
+
+ Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
+ Dagger|4|1d4+2
+
+ light, prestidigitation, ray of frost, color spray, magic missile, shield, sleep
+ 2
+
+
+ Shell Shark
+ M
+ monstrosity
+ unaligned
+ 18 (shell plate armor)
+ 32 (5d8+10)
+ 0 ft., swim 40 ft.
+ 1512143107
+ Str +6
+ Athletics +6
+ acid
+
+
+
+
+ 10
+
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 252
+
+
+ Blood Frenzy
+ The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
+
+
+ Magic Resistance
+ The shark has advantage on saving throws against spells or other magical effects.
+
+
+ Water Breathing
+ The shark can only breathe underwater.
+
+
+ Multiattack
+ The shark makes two bite attacks.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2d10+2) piercing damage.
+ Bite|4|2d10+2
+
+
+
+
+
+ Shoalar Quanderil
+ M
+ humanoid (water genasi)
+ lawful evil
+ 10 (13 with mage armor)
+ 60 (8d8+24)
+ 30 ft., swim 30 ft.
+ 111216141017
+
+ Arcana +4, Deception +5, Insight +2, Persuasion +5
+ acid
+
+
+
+
+ 10
+ Aquan, Common
+ 4
+
+ Source
+ Princes of the Apocalypse p. 208
+
+
+ Amphibious
+ Shoalar can breathe air and water.
+
+
+ Innate Spellcasting
+ Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
+
+ • At will: shape water
+
+ • 1/day: create or destroy water
+
+
+ Spellcasting
+ Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:
+
+ • Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
+
+ • 1st level (4 slots): disguise self, mage armor, magic missile
+
+ • 2nd level (3 slots): hold person, misty step
+
+ • 3rd level (2 slots): tidal wave
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Dagger|3|1d4+1
+
+ shape water, create or destroy water, acid splash, chill touch, friends, prestidigitation, ray of frost, disguise self, mage armor, magic missile, hold person, misty step, tidal wave
+ 4, 3, 2
+
+
+ Sildar Hallwinter
+ M
+ humanoid (human)
+ neutral good
+ 16 (chain mail)
+ 27 (5d8+5)
+ 30 ft.
+ 131012101110
+ Str +3, Con +3
+ Perception +2
+
+
+
+
+
+ 12
+ Common
+ 1
+
+ Source
+ Lost Mines of Phandelver p. 61
+
+
+ Multiattack
+ Sildar makes two melee attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.
+ One Handed|3|1d8+1
+ Two Handed|3|1d10+1
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.
+ Heavy Crossbow|2|1d10
+
+
+ Parry
+ When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.
+
+
+
+
+
+ Sir Baric Nylef
+ M
+ humanoid (Illuskan human)
+ lawful good
+ 18 (plate)
+ 52 (8d8+16)
+ 30 ft.
+ 181114111515
+
+ Insight +4, Investigation +2, Medicine +4, Survival +4
+
+
+
+
+
+ 12
+ Common
+
+
+ Source
+ Storm King's Thunder, p. 249
+
+
+ Brave
+ Baric has advantage on saving throws against being frightened.
+
+
+ Roleplaying Information
+ As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weevil" Forkbeard, who is rumored to be hiding in lcewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.
+
+ Ideal: "Evil must not be allowed to thrive in this world."
+
+ Bond: "Tyr is my lord; the order, my family. Through my actions, I shall honor both."
+
+ Flaw: "I'm not afraid to die. When Tyr finally calls me, I'll go to him happily."
+
+
+ Maul
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
+ Maul|6|2d6+4
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Baric carries twenty crossbow bolts.
+ Heavy Crossbow|2|1d10
+
+
+
+
+
+ Sir Braford
+ M
+ humanoid (human)
+ neutral evil
+ 18 (chain mail, shield)
+ 19 (3d8+6)
+ 30 ft.
+ 16914101314
+
+ Athletics +5, Perception +3
+
+
+
+
+
+ 13
+ Common
+ 1/2
+
+ Source
+ Tales from the Yawning Portal, p. 243
+
+
+ Barkskin
+ Sir Braford's AC can't be lower than 16.
+
+
+ Special Equipment
+ Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.
+
+
+ Tree Thrall
+ If the Gulthias Tree dies, Sir Bra ford dies 24 hours later.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10O + 4) slashing damage if used with two hands.
+ Longsword|6|1d8+4
+ Two Handed|6|1d10+4
+
+
+ Protection
+ When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.
+
+
+
+
+
+
+ Sirac of Suzail
+ M
+ humanoid (Chondathan human)
+ lawful good
+ 14 (leather)
+ 22 (5d8)
+ 30 ft.
+ 141711121316
+
+ Athletics +4, Insight +3, Survival +3
+
+
+
+
+
+ 11
+ Common, Orc
+
+
+ Source
+ Storm King's Thunder, p. 247
+
+
+ Roleplaying Information
+ An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.
+
+ Ideal: "Without duty or loyalty, a man is nothing."
+
+ Bond: "Icewind Dale is where I belong for the rest of my life."
+
+ Flaw: "I am honest to a fault."
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortsword|5|1d6+3
+
+
+ Dart
+ Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 3) piercing damage. Sirac carries six darts.
+ Dart|5|1d4+3
+
+
+ Parry
+ Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.
+
+
+
+
+
+ Siren
+ M
+ fey
+ chaotic good
+ 14
+ 38 (7d8+7)
+ 30 ft., swim 30 ft.
+ 101812131416
+
+ Medicine +4, Nature +3, Stealth +6, Survival +4
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Elvish, Sylvan
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 243
+
+
+ Amphibious
+ Siren can breathe air and water.
+
+
+ Innate Spellcasting
+ Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
+
+ 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only).
+
+
+ Magic Resistance
+ Siren has advantage on saving throws against spells and other magical effects.
+
+
+ Shortsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
+ Shortsword|6|1d6+4
+
+
+ Stupefying Touch
+ Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ charm person, fog cloud, greater invisibility, polymorph
+
+
+
+ Skeletal Alchemist
+ M
+ undead
+ lawful evil
+ 11
+ 32 (5d8+10)
+ 30 ft.
+ 9131514109
+
+ Arcana +4
+
+ bludgeoning
+ posion
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 10
+ understands all languages it spoke in life but can't speak
+ 1/2
+
+ Source
+ Ghosts of Saltmarsh, p. 253
+
+
+ Magic Resistance
+ The skeletal alchemist has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The skeletal alchemist makes two Lob Acid attacks.
+
+
+ Claws
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
+ Claws|3|1d6+1
+
+
+ Lob Acid
+ Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 5 (1d8+1) acid damage.
+ Lob Acid|3|1d8+1
+
+
+
+ urban
+
+
+ Skeletal Juggernaut
+ L
+ undead
+ lawful evil
+ 13 (armor scraps)
+ 142 (19d10+38)
+ 30 ft.
+ 161415685
+
+
+
+ bludgeoning
+ posion
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 9
+
+ 5
+
+ Source
+ Ghosts of Saltmarsh, p. 253
+
+
+ Disassemble
+ If the juggernaut is reduced to 0 hit points, twelve skeletons rises from its remains.
+
+
+ Falling Apart
+ If the juggernaut does not have all of its hit points at the start of its turn it loses 10 hit points.
+
+
+ Multiattack
+ The skeletal juggernaut makes two claw attacks.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage.
+ Claws|4|2d8+3
+
+
+ Avalanche of Bones (Recharges 5-6)
+ The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
+
+
+
+ urban
+
+
+ Skeletal Swarm
+ M
+ undead
+ lawful evil
+ 13 (armor scraps)
+ 60 (8d10+16)
+ 30 ft.
+ 121415685
+
+
+ slashing, piercing
+ bludgeoning
+ posion
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned
+ darkvision 60 ft.
+ 9
+
+ 2
+
+ Source
+ Ghosts of Saltmarsh, p. 254
+
+
+ Defeaning Clatter
+ Creatures are defeaned while in the swarm’s space.
+
+
+ Swarms
+ The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points.
+
+
+ Slash
+ Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8+2) slashing damage, or 6 (1d8+2) slashing damage if the swarm has half of its hit points or fewer.
+ Slash|4|2d8+2
+
+
+
+ urban
+
+
+ Skum
+ M
+ aberration
+ lawful evil
+ 14 (natural armor)
+ 93 (11d8+44)
+ 20 ft., swim 40 ft.
+ 1911187129
+
+ Perception +4
+ psychic
+
+
+
+ darkvision 120 ft.
+ 14
+ Common, Deep Speech, Telepathy 60 ft.
+ 5
+
+ Source
+ Ghosts of Saltmarsh, p. 254
+
+
+ Abolethic Vassal
+ THe skum is permanently charmed by its aboleth master.
+
+
+ Amphibious
+ The skum can breathe air and water.
+
+
+ Psychic Conditioning
+ The skum is immune to the frightened and charmed conditions unless they are effects created by the aboleth.
+
+
+ Water Dependency
+ The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water.
+
+
+ Multiattack
+ The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch
+
+
+ Trident
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage.
+ Trident|7|1d6+4
+
+
+ Mind-Breaking Touch
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 18 (4d8) psychic damage and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
+ Mind-Breaking Touch|7|4d8
+
+
+
+
+
+ Skyweaver
+ M
+ humanoid (human)
+ chaotic evil
+ 12 (15 with mage armor)
+ 44 (8d8+8)
+ 30 ft.
+ 81412111016
+
+ Deception +5, Persuasion +5
+
+
+
+
+
+ 10
+ Auran, Common
+ 3
+
+ Source
+ Princes of the Apocalypse p. 191
+
+
+ Spellcasting
+ The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
+
+ • 1st level (4 slots): feather fall, mage armor, witch bolt
+
+ • 2nd level (3 slots): gust of wind, invisibility
+
+ • 3rd level (3 slots): fly, lightning bolt
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Dagger|4|1d4+1
+
+ blade ward, light, message, ray of frost, shocking grasp, feather fall, mage armor, witch bolt, gust of wind, invisibility, fly, lightning bolt
+ 4, 3, 3
+
+
+ Stone Juggernaut
+ L
+ construct
+ unaligned
+ 15 (natural armor)
+ 157 (15d10+75)
+ 50 ft. (in one direction chosen at the start of its turn)
+ 221212113
+
+
+
+
+ poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
+ blindsight 120 ft.
+ 10
+
+ 12
+
+ Source
+ Tomb of Annihilation, p. 231
+
+
+ Devastating Roll
+ The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
+
+
+ Immutable Form
+ The juggernaut is immune to any spell or effect that would alter its form.
+
+
+ Regeneration
+ As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.
+
+
+ Siege Monster
+ The juggernaut deals double damage to objects and structures.
+
+
+ Slam
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Slam|10|3d12+6
+
+
+
+
+
+ Stonemelder
+ M
+ humanoid (human)
+ neutral evil
+ 17 (splint)
+ 75 (10d8+30)
+ 30 ft.
+ 151016121117
+
+ Intimidation +5, Perception +2
+
+
+
+
+ tremorsense 30 ft.
+ 12
+ Common, Terran
+ 4
+
+ Source
+ Princes of the Apocalypse p. 197
+
+
+ Death Burst
+ When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
+ Death Burst||2d10
+
+
+ Spellcasting
+ The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
+
+ • Cantrips (at will): acid splash, blade ward, light, mending, mold earth
+
+ • 1st level (4 slots): expeditious retreat, false life, shield
+
+ • 2nd level (3 slots): Maximilian's earthen grasp, shatter
+
+ • 3rd level (3 slots): erupting earth, meld into stone
+
+ • 4th level (1 slot): stoneskin
+
+
+ Black Earth Rod
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.
+ Black Earth Rod|5|1d6+2
+
+ acid splash, blade ward, light, mending, mold earth, expeditious retreat, false life, shield, Maximilian's earthen grasp, shatter, erupting earth, meld into stone, stoneskin
+ 4, 3, 3, 1
+
+
+ Strahd von Zarovich
+ M
+ undead (shapechanger)
+ lawful evil
+ 16 (natural armor)
+ 144 (17d8+68)
+ 30 ft.
+ 181818201518
+ Dex +9, Wis +7, Cha +9
+ Arcana +15, Perception +12, Religion +10, Stealth +14
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 120 ft.
+ 22
+ Abyssal, Common, Draconic, Elvish, Giant, Infernal
+ 15
+
+ Source
+ Curse of Strahd p. 239
+
+
+ Shapechanger
+ If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
+ While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
+ While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.
+
+
+ Legendary Resistance (3/Day)
+ If Strahd fails a saving throw, he can choose to succeed instead.
+
+
+ Misty Escape
+ When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.
+ While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.
+
+
+ Regeneration
+ Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
+
+
+ Spellcasting
+ Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:
+
+ • Cantrips (at will): mage hand, prestidigitation, ray of frost
+
+ •1st level (4 slots): comprehend languages, fog cloud, sleep
+
+ •2nd level (3 slots): detect thoughts, gust of wind, mirror image
+
+ •3rd level (3 slots): animate dead, fireball, nondetection
+
+ •4th level (3 slots): blight, greater invisibility, polymorph
+
+ •5th level (1 slot): animate objects, scrying
+
+
+ Spider Climb
+ Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Vampire Weaknesses
+ Strahd has the following flaws.
+ Forbiddance: He can't enter a residence without an invitation from one of the occupants.
+ Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
+ Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
+ Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
+
+
+ Multiattack (Vampire Form Only)
+ Strahd makes two attacks, only one of which can be a bite attack.
+
+
+ Unarmed Strike (Vampire Form Only)
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.
+ Unarmed Strike|9|1d8+4+4d6
+
+
+ Bite (Bat or Vampire Form Only)
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.
+ Bite|9|1d6+4+3d6
+
+
+ Charm
+ Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.
+ Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
+
+
+ Children of the Night (1/day)
+ Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.
+
+
+ Legendary Actions (3/Turn)
+ Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn.
+
+
+ Move
+ Strahd moves up to his speed without provoking opportunity attacks.
+
+
+ Unarmed Strike
+ Strahd makes one unarmed strike.
+
+
+ Bite (Costs 2 Actions)
+ Strahd makes one bite attack.
+
+ mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying
+ 4, 3, 3, 3, 1
+
+
+ Strahd Zombie
+ M
+ undead
+ unaligned
+ 8
+ 30 (4d8+12)
+ 20 ft.
+ 13616365
+ Wis +0
+
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 8
+ understands the languages it knew in life but can't speak
+ 1
+
+ Source
+ Curse of Strahd p. 241
+
+
+ Loathsome Limbs
+ Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
+
+ 1-8: One leg is severed from the zombie if it has any legs left.
+
+ 9-16: One arm is severed from the zombie if it has any arms left.
+
+ 17-20: The zombie is decapitated.
+
+ If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
+ A severed leg is unable to attack and has a speed of 5 feet.
+ A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
+ If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.
+ The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
+
+
+ Multiattack
+ The zombie makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
+ Bite|3|1d4+1
+
+
+ Claw
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
+ Claw|3|1d6+1
+
+
+
+
+
+ Strahd's Animated Armor
+ M
+ construct
+ lawful evil
+ 21 (natural armor)
+ 112 (15d8+45)
+ 30 ft.
+ 1713169109
+
+ Perception +3
+ cold, fire
+
+ lightning, poison
+ blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
+ blindsight 60 ft. (blind beyond this radius)
+ 13
+ understands Common but can't speak
+ 6
+
+ Source
+ Curse of Strahd p. 227
+
+
+ Constructed Nature
+ An animated object doesn't require air, food, drink, or sleep.
+ The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
+
+
+ Antimagic Susceptibility
+ The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
+
+
+ False Appearance
+ While the armor remains motionless, it is indistinguishable from a normal suit of armor.
+
+
+ Multiattack
+ The armor makes two melee attacks or uses Shocking Bolt twice.
+
+
+ Greatsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.
+ Greatsword|6|2d6+3+1d6
+
+
+ Shocking Bolt
+ Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.
+ Shocking Bolt|4|3d6
+
+
+
+
+
+ Su-Monster
+ M
+ monstrosity
+ chaotic evil
+ 12
+ 27 (5d8+5)
+ 30 ft., climb 30 ft.
+ 1415129139
+
+ Athletics +6, Perception +3
+
+
+
+
+
+ 13
+
+ 1
+
+ Source
+ Tomb of Annihilation, p. 232
+
+
+ Multiattack
+ The su-monster makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
+ Bite|4|1d4+2
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free.
+ Claws|4|2d4+2
+
+
+ Psychic Crush (Recharge 5-6)
+ The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+
+
+ Tabaxi Hunter
+ M
+ humanoid (tabaxi)
+ chaotic good
+ 14 (leather armor)
+ 40 (9d8)
+ 30 ft., climb 20 ft.
+ 101711131415
+
+ Athletics +2, Perception +4, Stealth +5, Survival +6
+
+
+
+
+ darkvision 60 ft.
+ 14
+ Common plus any one language
+ 1
+
+ Source
+ Tomb of Annihilation, p. 232
+
+
+ Feline Agility
+ When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.
+
+
+ Multiattack
+ The tabaxi makes two attacks with its claws, its shortsword, or its shortbow.
+
+
+ Claws
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
+ Claws|2|1d4
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
+ Shortsword|5|1d6+3
+
+
+ Shortbow
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Shortbow|5|1d6+3
+
+
+
+
+
+ Tabaxi Minstrel
+ M
+ humanoid (tabaxi)
+ chaotic good
+ 12
+ 22 (5d8)
+ 30 ft., climb 20 ft.
+ 101511141216
+
+ Perception +3, Performance +7, Persuasion +5, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Common plus any two languages
+ 1/4
+
+ Source
+ Tomb of Annihilation, p. 233
+
+
+ Feline Agility
+ When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.
+
+
+ Inspire (1/Day)
+ While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.
+
+
+ Multiattack
+ The tabaxi makes two claws attacks or two dart attacks.
+
+
+ Claws
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
+ Claws|2|1d4
+
+
+ Dart
+ Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
+ Dart|4|1d4+2
+
+
+
+
+
+ Talis the White
+ M
+ humanoid (half-elf)
+ lawful evil
+ 18 (scale mail +1, shield)
+ 58 (9d8+18)
+ 30 ft.
+ 141214101616
+ Wis +6, Cha +6
+ Deception +6, Insight +6, Perception +6, Persuasion +6
+
+
+
+
+ darkvision 60 ft.
+ 16
+ Common, Draconic, Elvish, Infernal
+ 5
+
+ Source
+ Hoard of the Dragon Queen p. 93
+
+
+ Special Equipment
+ Talis has +1 scale mail and a wand of winter.
+
+
+ Fey Ancestry
+ Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
+
+
+ Spellcasting
+ Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:
+
+ • Cantrips (at will): guidance, resistance, thaumaturgy
+
+ • 1st level (4 slots): command, cure wounds, healing word, inflict wounds
+
+ • 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
+
+ • 3rd level (3 slots): dispel magic, mass healing word, sending
+
+ • 4th level (3 slots): death ward, freedom of movement
+
+ • 5th level (1 slot): insect plague
+
+
+ Winter Strike (3/Day)
+ Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.
+ Winter Strike||2d8
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6+2) piercing damage.
+ One Handed|5|1d6+2
+ Two Handed|5|1d8+2
+
+ guidance, resistance, thaumaturgy, command, cure wounds, healing word, inflict wounds, blindness/deafness, lesser restoration, spiritual weapon, dispel magic, mass healing word, sending, death ward, freedom of movement, insect plague
+ 4, 3, 3, 3, 1
+
+
+ Tarul Var
+ M
+ undead
+ neutral evil
+ 16 (natural armor)
+ 105 (14d8+42)
+ 30 ft.
+ 111616191416
+ Con +8, Int +9, Wis +7
+ Arcana +9, History +9, Insight +7, Perception +7
+ cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ darkvision 60 ft.
+ 17
+ Abyssal, Common, Infernal, Primordial, Thayan
+ 13
+
+ Source
+ Tales from the Yawning Portal, p. 244
+
+
+ Undead Nature
+ A lich doesn't require air, food, drink, or sleep.
+
+
+ Focused Conjuration
+ While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
+
+
+ Legendary Resistance (3/Day)
+ If Var fails a saving throw, he can choose to succeed instead .
+
+
+ Rejuvenation
+ If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
+
+
+ Spellcasting
+ Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
+
+ Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
+
+ 1st level (4 slots): detect magic, magic missile, shield, unseen servant*
+
+ 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray
+
+ 3rd level (3 slots): counterspell, dispel magic, fireball
+
+ 4th level (3 slots): dimension door,* Evard's black tentacles*
+
+ 5th level (3 slots): cloudkill,* scrying
+
+ 6th level (1 slot): circle of death
+ *Conjuration spell of 1st level or higher.
+
+
+ Turn Resistance
+ Var has advantage on saving throws against any effect that turns undead .
+
+
+ Paralyzing Touch
+ Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Paralyzing Touch|9|3d6
+
+
+ Benign Transposition
+ Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.
+
+
+ Legendary Actions (3/Turn)
+ Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var regains spent legendary actions at the start of his turn.
+
+
+ Cantrip
+ Var casts a cantrip.
+
+
+ Paralyzing Touch (Costs 2 Actions)
+ Var uses Paralyzing Touch .
+
+
+ Frightening Gaze (Costs 2 Actions)
+ Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.
+
+ fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, magic missile, shield, unseen servant, detect thoughts, flaming sphere, mirror image, scorching ray, counterspell, dispel magic, fireball, dimension door, Evard's black tentacles, cloudkill, scrying, circle of death
+ 4,3,3,3,3,1
+
+
+ Tecuziztecatl
+ L
+ monstrosity
+ neutral
+ 13 (natural armor)
+ 102 (12d10+36)
+ 30 ft., climb 30 ft., swim 30 ft.
+ 171016151613
+
+ Deception +3, Stealth +2
+ bludgeoning from nonmagical attacks
+
+ acid
+
+ blindsight 30 ft.
+ 13
+ Olman, Primal
+ 4
+
+ Source
+ Tales from the Yawning Portal, p. 245
+
+
+ Amphibious
+ Tecuziztecatl can breathe air and water.
+
+
+ Glowing
+ Tecuziztecatl sheds dim light within 20 feet of itself.
+
+
+ Flexible
+ Tecuziztecatl can enter a space large enough for a Medium creature without squeezing.
+
+
+ Spider Climb
+ Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ Tecuziztecatl makes two pseudopod attacks.
+
+
+ Pseudopod
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
+ Pseudopod|5|2d8+3
+
+
+ Spit Acid (Recharge 4-6)
+ Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Thayan Apprentice
+ M
+ humanoid (human)
+ any non-good alignment
+ 12 (15 with mage armor)
+ 27 (5d8+5)
+ 30 ft.
+ 101412151311
+
+ Arcana +4
+
+
+
+
+
+ 11
+ Common, Thayan
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 245
+
+
+ Doomvault Devotion
+ Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened .
+
+
+ Spellcasting
+ The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will) : fire bolt, mage hand, prestidigitation, shocking grasp
+
+ 1st level (4 slots): burning hands, detect magic, mage armor, shield
+
+ 2nd level (3 slots) : blur, scorching ray
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
+ Dagger|4|1d4+2
+
+ fire bolt, mage hand, prestidigitation, shocking grasp, burning hands, detect magic, mage armor, shield , blur, scorching ray
+ 4,3
+
+
+ Thayan Warrior
+ M
+ humanoid (human)
+ any non-good alignment
+ 16 (chain shirt, shield)
+ 52 (8d8+16)
+ 30 ft.
+ 161314101111
+
+ Perception +2
+
+
+
+
+
+ 12
+ Common, Thayan
+ 2
+
+ Source
+ Tales from the Yawning Portal, p. 246
+
+
+ Doomvault Devotion
+ Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened .
+
+
+ Pack Tactics
+ The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Multiattack
+ The warrior makes two melee attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10O + 3) slashing damage if used with two hands.
+ Longsword|5|1d8+3
+ Two Handed|5|1d10+3
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Javelin|5|1d6+3
+
+
+
+
+
+ The Abbot
+ M
+ celestial
+ lawful evil
+ 17 (natural armor)
+ 136 (16d8+64)
+ 30 ft., fly 90 ft.
+ 181818172020
+ Wis +9, Cha +9
+ Insight +9, Perception +9
+ radiant; bludgeoning, piercing, and slashing from nonmagical weapons
+
+
+ charmed, exhaustion, frightened
+ darkvision 120 ft.
+ 19
+ all, telepathy 120 ft.
+ 10
+
+ Source
+ Curse of Strahd p. 225
+
+
+ Angelic Weapons
+ The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
+
+
+ Innate Spellcasting
+ The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:
+
+ At will: detect evil and good
+
+ 1/day each: commune, raise dead
+
+
+ Magic Resistance
+ The Abbot has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The Abbot makes two melee attacks.
+
+
+ Mace
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.
+ Mace|8|1d6+4+4d8
+
+
+ Healing Touch (3/Day)
+ The Abbot touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
+
+
+ Change Shape
+ The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
+ In a new form, the Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
+
+
+
+
+
+ The Pudding King
+ S
+ humanoid (gnome, shapechanger)
+ chaotic evil
+ 13 (16 with mage armor)
+ 49 (9d6+18)
+ 30 ft.
+ 10161412817
+ Con +5, Cha +6
+ Arcana +4, Perception +2, Stealth +6, Survival +2
+ acid, poison
+
+
+ poisoned
+ darkvision 60 ft.
+ 12
+ Abyssal, Gnomish, Terran, Undercommon
+ 4
+
+ Source
+ Out of the Abyss p. 233
+
+
+ Stone Camouflage
+ The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
+
+
+ Gnome Cunning
+ The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
+
+
+ Innate Spellcasting
+ The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components:
+
+ At will: nondetection (self only)
+ 1/day each: blindness/deafness, blur, disguise self
+
+
+ Insanity
+ The Pudding King has advantage on saving throws against being charmed or frightened.
+
+
+ Spellcasting
+ The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells:
+
+ Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
+ 1st level (4 slots): false life, mage armor, ray of sickness, shield
+ 2nd level (3 slots): crown of madness, misty step
+ 3rd level (3 slots): gaseous form, stinking cloud
+ 4th level (3 slots): blight, confusion
+ 5th level (1 slot): cloudkill
+
+
+ War Pick
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage.
+ War Pick|3|1d8
+
+
+ Change Shape
+ The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.
+
+
+ Create Green Slime (Recharges after a Long Rest)
+ The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.
+
+ acid splash, blindness/deafness, blur, disguise, light, mage hand, nondetection, poison spray, prestidigitation, false life, mage armor, ray of sickness, shield, crown of madness, misty step, gaseous form, stinking cloud, blight, confusion, cloudkill
+ 4, 3, 3, 3, 1
+
+
+ Thorn Slinger
+ L
+ plant
+ unaligned
+ 11
+ 32 (5d10+5)
+ 10 ft.
+ 1312121101
+
+
+
+
+
+ blinded, deafened, frightened
+ blindsight 60 ft. (blind beyond this radius)
+ 10
+
+ 1/2
+
+ Source
+ Tales from the Yawning Portal, p. 246
+
+
+ Adhesive Blossoms
+ The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
+ At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage.
+
+
+ False Appearance
+ While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.
+
+
+ Thorns
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
+ Thorns|3|2d6+1
+
+
+
+
+
+ Thurl Merosska
+ M
+ humanoid (human)
+ lawful evil
+ 16 (breastplate)
+ 71 (11d8+21)
+ 30 ft.
+ 161414111015
+
+ Animal Handling +2, Athletics +5, Deception +4, Persuasion +4
+
+
+
+
+
+ 10
+ Auran, Common
+ 3
+
+ Source
+ Princes of the Apocalypse p. 192
+
+
+ Spellcasting
+ Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells:
+
+ • Cantrips (at will): friends, gust, light, message, ray of frost
+
+ • 1st level (4 slots): expeditious retreat, feather fall, jump
+
+ • 2nd level (3 slots): levitate, misty step
+
+ • 3rd level (2 slots): haste
+
+
+ Multiattack
+ Thurl makes two melee attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
+ Greatsword|5|2d6+3
+
+
+ Lance
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.
+ Lance|5|1d12+3
+
+
+ Parry
+ Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.
+
+ friends, gust, light, message, ray of frost, expeditious retreat, feather fall, jump, levitate, misty step, haste
+ 4, 3, 2
+
+
+ Tiamat
+ G
+ fiend
+ chaotic evil
+ 25 (natural armor)
+ 615 (30d20+300)
+ 60 ft., fly 120 ft.
+ 301030262628
+ Str +19, Dex +9, Wis +17
+ Arcana +17, Perception +26, Religion +17
+
+
+ acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
+ blinded, charmed, deafened, frightened, poisoned, stunned
+ darkvision 240 ft., truesight 120 ft.
+ 36
+ Common, Draconic, Infernal
+ 30
+
+ Source
+ The Rise of Tiamat p. 92
+
+
+ Discorporation
+ When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
+
+
+ Innate Spellcasting (3/Day)
+ Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
+
+
+ Legendary Resistance (5/Day)
+ If Tiamat fails a saving throw, she can choose to succeed instead.
+
+
+ Limited Magic Immunity
+ Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
+
+
+ Magic Weapons
+ Tiamat's weapon attacks are magical.
+
+
+ Multiple Heads
+ Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
+
+
+ Regeneration
+ Tiamat regains 30 hit points at the start of her turn.
+
+
+ Multiattack
+ Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
+
+
+ Claw
+ Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage.
+ Claw|19|4d6+10
+
+
+ Tail
+ Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8+10) piercing damage.
+ Tail|19|4d8+10
+
+
+ Frightful Presence
+ Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Legendary Actions (3/Turn)
+ Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
+
+
+ Bite
+ Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
+ Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.
+ Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
+ Bite|19|4d10+10+4d6
+
+
+ Black Dragon Head: Acid Breath (Costs 2 Actions)
+ Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
+ Acid Breath|0|15d8
+
+
+ Blue Dragon Head: Lightning Breath (Costs 2 Actions)
+ Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Breath|0|16d10
+
+
+ Green Dragon Head: Poison Breath (Costs 2 Actions)
+ Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
+ Poison Breath|0|22d6
+
+
+ Red Dragon Head: Fire Breath (Costs 2 Actions)
+ Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
+ Fire Breath|0|26d6
+
+
+ White Dragon Head: Cold Breath (Costs 2 Actions)
+ Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
+ Cold Breath|0|16d8
+
+ divine word
+
+
+
+ Tree Blight
+ H
+ plant
+ neutral evil
+ 15 (natural armor)
+ 149 (13d12+65)
+ 30 ft.
+ 2310206103
+
+
+
+
+
+ blinded, deafened
+ blindsight 60 ft. (blind beyond this radius)
+ 10
+ understands Common and Druidic but doesn't speak
+ 7
+
+ Source
+ Curse of Strahd p. 230
+
+
+ False Appearance
+ While the blight remains motionless, it is indistinguishable from a dead tree.
+
+
+ Siege Monster
+ The blight deals double damage to objects and structures.
+
+
+ Multiattack
+ The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action.
+
+
+ Bite
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.
+ Bite|9|3d8+6
+
+
+ Branch
+ Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage.
+ Branch|9|3d6+6
+
+
+ Grasping Root
+ Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple.
+ Grasping Root|9|
+
+
+
+
+
+ Tressym
+ T
+ beast
+ chaotic neutral
+ 12
+ 5 (2d4)
+ 40 ft., climb 30 ft., fly 40 ft.
+ 31510111212
+
+ Perception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 15
+ understands Common but can't speak
+ 0
+
+ Source
+ Storm King's Thunder, p. 242
+
+
+ Detect Invisibility
+ Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.
+
+
+ Keen Smell
+ The tressym has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Poison Sense
+ A tressym can detect whether a substance is poisonous by taste, touch, or smell.
+
+
+ Claws
+ Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
+ Claws|0|1
+
+
+
+
+
+ Tri-Flower Frond
+ M
+ plant
+ unaligned
+ 10
+ 11 (2d8+2)
+ 5 ft.
+ 110121101
+
+
+
+
+
+ blinded, deafened, exhaustion, prone
+ blindsight 30 ft.
+ 10
+
+ 1/2
+
+ Source
+ Tomb of Annihilation, p. 234
+
+
+ Multiattack
+ The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
+
+
+ Orange Blossom
+ The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+ Yellow Blossom
+ The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.
+
+
+ Red Blossom
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Red Blossom|2|1d4
+
+
+
+
+
+ Troglodyte Champion of Laogzed
+ M
+ humanoid (troglodyte)
+ chaotic evil
+ 14 (natural armor)
+ 59 (7d8+28)
+ 30 ft.
+ 18121882312
+
+ Athletics +6, Intimidation +3, Stealth +3
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Troglodyte
+ 3
+
+ Source
+ Out of the Abyss p. 229
+
+
+ Chameleon Skin
+ The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Stench
+ Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
+ Bite|6|1d4+4
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage.
+ Claw|6|1d4+4
+
+
+ Greatclub
+ Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
+ Greatclub|6|1d8+4
+
+
+ Acid Spray (Recharge 6)
+ The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Tyrannosaurus Zombie
+ H
+ undead
+ unaligned
+ 11 (natural armor)
+ 136 (13d12+52)
+ 40 ft.
+ 25619135
+
+
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 6
+
+ 8
+
+ Source
+ Tomb of Annihilation, p. 241
+
+
+ Disgorge Zombie
+ As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.
+
+
+ Undead Fortitude
+ If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
+
+
+ Multiattack
+ The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
+
+
+ Bite
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can't bite another target or disgorge zombies.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|10|4d12+7
+
+
+ Tail
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
+ Tail|10|3d8+7
+
+
+
+
+
+ Urgala Meltimer
+ M
+ humanoid (Turami human)
+ lawful good
+ 12 (leather)
+ 58 (9d8+18)
+ 30 ft.
+ 161314121413
+
+ Athletics +5, Intimidation +3
+
+
+
+
+
+ 12
+ Common, Giant
+
+
+ Source
+ Storm King's Thunder, p. 254
+
+
+ Giant Slayer
+ Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit.
+
+
+ Roleplaying Information
+ A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.
+
+ Ideal: "We live in a violent world, and sometimes violence is necessary for survival."
+
+ Bond: "My home is my life. Threaten it, and I'll hurt you."
+
+ Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them — any of them."
+
+
+ Multiattack
+ Urgala makes two attacks with her morningstar or her shortbow.
+
+
+ Morningstar
+ Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Morningstar|5|1d8+3
+
+
+ Shortbow
+ Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1) piercing damage. Urgala carries a quiver of twenty arrows.
+ Shortbow|3|1d6+1
+
+
+
+
+
+ Uthgardt Shaman
+ M
+ humanoid (human)
+ neutral evil
+ 13 (hide armor)
+ 38 (7d8+7)
+ 30 ft.
+ 141213101512
+
+ Medicine +4, Nature +4, Perception +4, Survival +6
+
+
+
+
+
+ 14
+ Bothii, Common
+ 2
+
+ Source
+ Storm King's Thunder, p. 243
+
+
+ Innate Spellcasting
+ The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle:
+
+ At will: dancing lights, mage hand, message, thaumaturgy
+
+ 1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians
+
+
+ Tribal Spells
+ Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.
+
+ Black Lion: animate dead, chill touch, feign death, revivify
+
+ Black Raven: animal messenger (raven only) ,feather fall, polymorph (into a raven on.ly)
+
+ Blue Bear: enhance ability (bear's endurance only), heroism
+
+ Elk: expeditious retreat, find steed (elk only), haste
+
+ Gray Wolf. beast sense (wolf or dire wolf only), moonbeam, speak with animals (wolf or dire wolf only)
+
+ Great Worm: crusader's mantle, divine favor, hypnotic pattern
+
+ Griffon: feather fall, fly
+
+ Sky Pony: divine favor, feather fall, lightning bolt
+
+ Red Tiger: beast sense (tiger only), enhance ability (cat's grace only),jump
+
+ Thunderbeast: enhance ability (bull's strength only), pass without trace, stoneskin
+
+ Tree Ghost: barkskin, druidcraft, plant growth, speak with plants
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
+ One Handed|4|1d6+2
+ Two Handed|4|1d8+2
+
+
+ Shortbow
+ Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.
+ Shortbow|3|1d6+1
+
+ dancing lights, mage hand, message, thaumaturgy, augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians
+
+
+
+ Vaasha
+ H
+ giant
+ neutral
+ 16 (scale mail)
+ 230 (20d12+100)
+ 50 ft., swim 50 ft.
+ 291420161818
+ Str +14, Con +10, Wis +9, Cha +9
+ Athletics +14, Perception +9, Survival +14
+ cold
+
+ lightning, thunder
+
+
+ 19
+ Common, Giant
+ 13
+
+ Source
+ Storm King's Thunder, p. 256
+
+
+ Amphibious
+ Vaasha can breathe air and water.
+
+
+ Innate Spellcasting
+ Vaasha's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, feather fall, levitate, light
+ 3/day each: control weather, water breathing
+
+
+ Roleplaying Information
+ Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is.
+
+ Ideal: "I want this conflict over with so that I can return to the quiet stillness of the ocean depths."
+
+ Bond: "I'll protect this beautiful world from the ravages of evil with my dying breath."
+
+ Flaw: "I don't care if my words hurt others' feelings."
+
+
+ Multiattack
+ Vaasha makes two greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
+ Greatsword|14|6d6+9
+
+
+ Rock
+ Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
+ Rock|14|4d12+9
+
+
+ Lightning Strike (Recharge 5-6)
+ Vaasha hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Strike||12d8
+
+ detect magic, feather fall, levitate, light, control weather, water breathing
+
+
+
+ Vampiric Ixitxachitl
+ M
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 44 (8d8+8)
+ 0 ft., swim 30 ft.
+ 14181312137
+
+
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Abyssal, Ixitxachitl
+ 2
+
+ Source
+ Out of the Abyss p. 226
+
+
+ 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.
+ Bite|4|1d8+2
+
+
+ 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: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
+ Barbed Tail|6|1d10+4
+
+
+
+
+
+ Vampiric Ixitxachitl Cleric
+ M
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 44 (8d8+8)
+ 0 ft., swim 30 ft.
+ 14181312137
+
+
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Abyssal, Ixitxachitl
+ 2
+
+ Source
+ Out of the Abyss p. 226
+
+
+ Spellcasting
+ The ixitxachitl 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.
+ Bite|4|1d8+2
+
+
+ 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: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
+ Barbed Tail|6|1d10+4
+
+ guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues
+ 4, 3, 2
+
+
+ Vampiric Jade Statue
+ L
+ construct
+ unaligned
+ 14 (natural armor)
+ 114 (12d10+48)
+ 30 ft.
+ 1614186105
+
+
+
+ force
+ lightning, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands the language of its creator but can’t speak
+ 8
+
+ Source
+ Ghosts of Saltmarsh, p. 256
+
+
+ Immutable Form
+ The statue is immune to any spell or effect that would alter its form.
+
+
+ Legendary Resistance (3/Day)
+ If the statue fails a saving throw, it can choose to succeed instead.
+
+
+ Multiattack
+ The statue makes three attacks, one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed the statue has advantage on all attack against it.
+ Bite|6|2d6+3
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage.
+ Claws|6|2d6+3
+
+
+ The statue can take 3 legendary actions, choosing from the options nelpw. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn.
+
+
+ Bite
+ The statue makes one bite attack.
+
+
+ Blood Reaper
+ All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
+
+
+ Move
+ The statue moves up to its speed without provoking opportunity attacks.
+
+
+
+
+
+ Vanifer
+ M
+ humanoid (tiefling)
+ neutral evil
+ 15 (studded leather)
+ 112 (15d8+45)
+ 30 ft.
+ 111617121319
+
+ Arcana +5, Deception +8, Performance +8
+
+
+ fire
+
+ darkvision 60 ft.
+ 11
+ Common, Ignan, Infernal
+ 9
+
+ Source
+ Princes of the Apocalypse p. 203
+
+
+ Funeral Pyre
+ When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
+
+
+ Legendary Resistance (2/Day)
+ If Vanifer fails a saving throw, she can choose to succeed instead.
+
+
+ Spellcasting
+ Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:
+
+ • Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
+
+ • 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
+
+ • 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
+
+ • 3rd level (3 slots): counterspell, fireball, hypnotic pattern
+
+ • 4th level (3 slots): wall of fire
+
+ • 5th level (2 slots): dominate person
+
+
+ Multiattack
+ Vanifer makes two attacks.
+
+
+ Tinderstrike
+ Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage plus 7 (2d6) fire damage.
+ Tinderstrike|9|1d4+5+2d6
+
+ chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy, burning hands, chromatic orb, hellish rebuke, shield, darkness, detect thoughts, misty step, scorching ray, counterspell, fireball, hypnotic pattern, wall of fire, dominate person
+ 4, 3, 3, 3, 2
+
+
+ Vladimir Horngaard
+ M
+ undead
+ lawful evil
+ 17 (half plate)
+ 192 (16d8+64)
+ 30 ft.
+ 181418131618
+ Str +7, Con +7, Wis +6, Cha +7
+
+ necrotic, psychic
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, poisoned, stunned
+ darkvision 60 ft.
+ 13
+ Common, Draconic
+ 7
+
+ Source
+ Curse of Strahd p. 242
+
+
+ Regeneration
+ Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Rejuvenation
+ When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
+
+
+ Turn Immunity
+ Vladimir is immune to effects that turn undead.
+
+
+ Vengeful Tracker
+ Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.
+
+
+ Multiattack
+ Vladimir makes two fist attacks or two attacks with his +2 Greatsword.
+
+
+ Fist
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
+ Fist|7|2d6+4
+
+
+ Greatsword +2
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon.
+ Greatsword|9|4d6+4
+
+
+ Vengeful Glare
+ Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.
+
+
+
+
+
+ Volothamp “Volo” Geddarm
+ M
+ humanoid (human)
+ chaotic good
+ 11
+ 31 (7d8)
+ 30 ft.
+ 91210151116
+ Con +2, Wis +2
+ Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight of Hand +3, Survival +2
+
+
+
+
+
+ 12
+ Common, Dwarvish, Elvish
+ 1/4
+
+ Source
+ Tomb of Annihilation, p. 235
+
+
+ Spellcasting
+ Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
+
+ Cantrips (at will): friends, mending, prestidigitation
+
+ 1st level (2 slots): comprehend languages, detect magic, disguise self
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
+ Dagger|3|1d4+1
+
+ friends, mending, prestidigitation, comprehend languages, detect magic, disguise self
+ 2
+
+
+ Werebat
+ S
+ humanoid (goblin, shapechanger)
+ neutral evil
+ 13
+ 24 (7d6)
+ 30 ft. (climb 30 ft., fly 60 ft., in bat or hybrid form)
+ 8171010128
+
+ Perception +3, Stealth +5
+
+
+ bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered weapons
+
+ darkvision 60 ft.
+ 13
+ Goblin (can't speak in bat form)
+ 2
+
+ Source
+ Waterdeep - Dungeon of the Mad Mage p. 317
+
+
+ Shapechanger
+ The werebat can use its action to polymorph into a Medium bat-humanoid hybrid or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than size, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.
+
+
+ Echolocation (Bat or Hybrid Form Only)
+ The werebat has blindsight out to a range of 60 feet as long as it’s not deafened.
+
+
+ Keen Hearing
+ The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
+
+
+ Nimble Escape (Humanoid Form Only)
+ The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack (Humanoid or Hybrid Form Only)
+ In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack
+
+
+ Bite (Bat or Hybrid Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy
+ Bite|5|1d6+3
+
+
+ Scimitar (Humanoid or Hybrid Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.
+ Scimitar|5|1d6+3
+
+
+ Shortbow (Humanoid or Hybrid Form Only)
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Shortbow|5|1d6+3
+
+
+
+ Underdark
+
+
+ Wereraven
+ M
+ humanoid (human, shapechanger)
+ lawful good
+ 12
+ 31 (7d8)
+ 30 ft., fly 50 ft. in raven and hybrid forms
+ 101511131514
+
+ Insight +4, Perception +6
+
+
+ bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
+
+
+ 16
+ Common (can't speak in raven form)
+ 2
+
+ Source
+ Curse of Strahd p. 242
+
+
+ Shapechanger
+ The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.
+
+
+ Mimicry
+ The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
+
+
+ Multiattack (Human or Hybrid Form Only)
+ The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
+
+
+ Beak (Raven or Hybrid Form Only)
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.
+ Beak (Raven Form)|4|1
+ Beak (Hybrid Form)|4|1d4+2
+
+
+ Shortsword (Humanoid or Hybrid Form Only)
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Hand Crossbow (Humanoid or Hybrid Form Only)
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Hand Crossbow|4|1d6+2
+
+
+
+
+
+ White Maw
+ G
+ ooze
+ chaotic neutral
+ 5
+ 217 (14d20+70)
+ 10 ft.
+ 1812012103
+
+
+ acid, cold, fire
+
+ poison
+ blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
+ blindsight 60 ft. (blind beyond this radius)
+ 10
+ telepathy 50 ft.
+ 10
+
+ Source
+ Tales from the Yawning Portal, p. 248
+
+
+ Ooze Nature
+ White Maw doesn't require sleep.
+
+
+ Amorphous Form
+ White Maw can occupy another creature's space and vice versa.
+
+
+ Corrode Metal
+ Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage.
+ White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
+
+
+ False Appearance
+ While White Maw remains motionless, it is indistinguishable from white stone.
+
+
+ Killer Response
+ Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated.
+
+
+ Pseudopod
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
+ Pseudopod|8|4d8+4+2d8
+
+
+
+
+
+ Wiggan Nettlebee
+ S
+ humanoid (halfling)
+ neutral evil
+ 11 (16 with barkskin)
+ 36 (8d6+8)
+ 30 ft.
+ 81212141513
+
+ Deception +3, Insight +4
+
+
+
+
+
+ 12
+ Common, Halfling
+ 2
+
+ Source
+ Princes of the Apocalypse p. 211
+
+
+ Brave Devotion
+ Wiggan has advantage on saving throws against being charmed or frightened.
+
+
+ Spellcasting
+ Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
+
+ • Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy
+
+ • 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals
+
+ • 2nd Level (3 slots): barkskin, spike growth, spiritual weapon
+
+
+ Multiattack
+ Wiggan makes two attacks with his wooden cane.
+
+
+ Wooden Cane
+ Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4 — 1) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh.
+ Wooden Cane|0|1d4-1
+ Shillelagh|4|1d8+2
+
+ guidance, light, mending, shillelagh, thaumaturgy, animal friendship, cure wounds, healing word, inflict wounds, speak with animals, barkskin, spike growth, spiritual weapon
+ 4, 3
+
+
+ Windharrow
+ M
+ humanoid (half-elf)
+ neutral evil
+ 15 (studded leather)
+ 55 (10d8+10)
+ 30 ft.
+ 101612141017
+
+ Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Auran, Common, Elvish
+ 3
+
+ Source
+ Princes of the Apocalypse p. 192
+
+
+ Fey Ancestry
+ Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep.
+
+
+ Spellcasting
+ Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
+
+ • Cantrips (at will): friends, prestidigitation, vicious mockery
+
+ • 1st level (4 slots): disguise self, dissonant whispers, thunderwave
+
+ • 2nd level (3 slots): invisibility, shatter, silence
+
+ • 3rd level (3 slots): nondetection, sending, tongues
+
+ • 4th level (2 slots): confusion, dimension door
+
+
+ Multiattack
+ Windharrow makes two melee attacks.
+
+
+ Rapier
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage.
+ Rapier|5|1d8+3
+
+ friends, prestidigitation, vicious mockery, disguise self, dissonant whispers, thunderwave, invisibility, shatter, silence, nondetection, sending, tongues, confusion, dimension door
+ 4, 3, 3, 2
+
+
+ Xandala
+ M
+ humanoid (half-elf)
+ neutral evil
+ 13 (natural armor)
+ 71 (11d8+22)
+ 30 ft.
+ 101114181618
+ Int +7, Wis +6
+ Arcana +7, Deception +10, History +7, Insight +6, Survival +6
+
+
+
+
+
+ 13
+ Common, Draconic, Dwarvish, Elvish, Halfling
+ 7
+
+ Source
+ Tomb of Annihilation, p. 236
+
+
+ Spellcasting
+ Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared:
+
+ Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost
+
+ 1st level (4 slots): chromatic orb, feather fall, shield
+
+ 2nd level (4 slots): invisibility, misty step
+
+ 3rd level (3 slots): fireball, fly
+
+ 4th level (3 slots): ice storm, polymorph
+
+ 5th level (1 slot): dominate person
+
+
+ Quickened Spell (3/Day)
+ When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands.
+ Quarterstaff|3|1d6
+
+ acid splash, fire bolt, light, mage hand, ray of frost, chromatic orb, feather fall, shield, invisibility, misty step, fireball, fly, ice storm, polymorph, dominate person
+ 4,4,3,3,1
+
+
+ Yakfolk Priest
+ L
+ monstrosity
+ neutral evil
+ 12 (hide armor)
+ 52 (7d10+14)
+ 30 ft.
+ 161115141814
+
+ Deception +4, Medicine +6, Survival +6
+
+
+
+
+
+ 14
+ Common, Yikaria
+ 4
+
+ Source
+ Storm King's Thunder, p. 245
+
+
+ Spellcaster
+ The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared:
+
+ Cantrips (at will): light, mending, sacred flame, thaumaturgy
+
+ 1st level (4 slots): bane, command, cure wounds, sanctuary
+
+ 2nd level (3 slots): augury, hold person, spiritual weapon
+
+ 3rd level (3 slots): bestow curse, protection from energy, sending
+
+ 4th level (1 slot): banishment
+
+
+ Possession (Recharges after a Short or Long Rest)
+ The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
+ The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.
+
+
+ Multiattack
+ The yakfolk makes two melee attacks.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 10 (2d6+3) bludgeoning damage, or 12 (2d8+3) bludgeoning damage if used with two hands.
+ One Handed|5|2d6+3
+ Two Handed|5|2d8+3
+
+
+ Summon Earth Elemental (1/Day)
+ The yakfolk summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
+
+ flight, mending, sacred flame, thaumaturgy, bane, command, cure wounds, sanctuary, augury, hold person, spiritual weapon, bestow curse, protection from energy, sending, banishment
+ 4, 3, 3, 1
+
+
+ Yakfolk Warrior
+ L
+ monstrosity
+ neutral evil
+ 11 (leather armor)
+ 60 (8d10+16)
+ 30 ft.
+ 181115141514
+
+ Deception +4, Survival +4
+
+
+
+
+
+ 12
+ Common, Yikaria
+ 3
+
+ Source
+ Storm King's Thunder, p. 244
+
+
+ Possession (Recharges after a Short or Long Rest)
+ The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
+ The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.
+
+
+ Multiattack
+ The yakfolk makes two attacks, either with its greatsword or its longbow.
+
+
+ Greatsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage.
+ Greatsword|6|4d6+4
+
+
+ Longbow
+ Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.
+ Longbow|2|2d8
+
+
+
+
+
+ Yan-C-Bin
+ H
+ elemental
+ neutral evil
+ 22 (natural armor)
+ 283 (21d12+147)
+ 50 ft., fly 150 ft.
+ 182424162123
+ Dex +13, Wis +11, Cha +12
+
+ cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
+
+ lightning, poison, thunder
+ charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
+ blindsight 120 ft.
+ 15
+ Auran
+ 18
+
+ Source
+ Princes of the Apocalypse p. 220
+
+
+ Air Form
+ Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
+
+
+ Empowered Attacks
+ Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
+
+
+ Innate Spellcasting
+ Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+ • At will: gust of wind, invisibility, lightning bolt
+
+ • 2/day each: chain lightning, cloudkill, haste
+
+
+ Legendary Resistance (3/Day)
+ If Yan-C-Bin fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Yan-C-Bin has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ Yan-C-Bin makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) force damage plus 10 (3d6) lightning damage.
+ Slam|14|3d8+7+3d6
+
+
+ Thundercrack (Recharges after a Short or Long Rest)
+ Yan-C-Bin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn.
+
+ Deafened:
+ • A deafened creature can't hear and automatically fails any ability check that requires hearing.
+ Thundercrack||9d6
+
+
+ Change Shape
+ Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
+
+
+ Summon Elementals (1/Day)
+ Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points.
+
+
+ Legendary Actions (3/Turn)
+ Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Yan-C-Bin regains spent legendary actions at the start of his turn.
+
+
+ Peal of Thunder
+ Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage.
+ Peal of Thunder||1d10
+
+
+ Teleport (Costs 2 Actions)
+ Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
+
+
+ Suffocate (Costs 3 Actions)
+ Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn.
+
+ gust of wind, invisibility, lightning bolt, chain lightning, cloudkill, haste
+
+
+
+ Yellow Musk Creeper
+ M
+ plant
+ unaligned
+ 6
+ 60 (11d8+11)
+ 5 ft., climb 5 ft.
+ 123121103
+
+
+
+
+
+ blinded, deafened, exhaustion, prone
+ blindsight 30 ft.
+ 10
+
+ 2
+
+ Source
+ Tomb of Annihilation, p. 237
+
+
+ False Appearance
+ While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
+
+
+ Regeneration
+ The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate.
+
+
+ Touch
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
+ Touch|3|3d8
+
+
+ Yellow Musk (3/Day)
+ The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+
+
+
+ Yellow Musk Zombie
+ M
+ undead
+ unaligned
+ 9
+ 33 (6d8+6)
+ 20 ft.
+ 13912163
+
+
+
+
+
+ charmed, exhaustion
+ blindsight 30 ft.
+ 8
+
+ 1/4
+
+ Source
+ Tomb of Annihilation, p. 237
+
+
+ Undead Fortitude
+ If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
+
+
+ Slam
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
+ Slam|3|1d8+1
+
+
+
+
+
+ Yestabrod
+ L
+ monstrosity
+ chaotic evil
+ 15 (natural armor)
+ 75 (10d10+20)
+ 30 ft.
+ 121014131510
+
+
+
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 12
+ Abyssal, telepathy 60 ft.
+ 4
+
+ Source
+ Out of the Abyss p. 233
+
+
+ Legendary Resistance (1/Day)
+ If Yestabrod fails a saving throw, it can choose to succeed instead.
+
+
+ Slam
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage.
+ Slam|3|3d4+1+3d4
+
+
+ Caustic Spores (1/Day)
+ Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.
+ Caustic Spores||1d6
+
+
+ Infestation Spores (1/Day)
+ Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
+
+
+ Legendary Actions (2/Turn)
+ Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.
+
+
+ Corpse Burst
+ Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.
+ Corpse Burst||2d6
+
+
+ Foul Absorption
+ Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8+2 hit points
+ Foul Absorption||1d8+2
+
+
+
+
+
+ Yusdrayl
+ S
+ humanoid (kobold)
+ lawful evil
+ 12 (15 with mage armor)
+ 16 (3d6+6)
+ 30 ft.
+ 81514101016
+
+ Arcana +2, Insight +2, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Common, Draconic
+ 1
+
+ Source
+ Tales from the Yawning Portal, p. 248
+
+
+ Spellcasting
+ Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells:
+
+ Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
+
+ 1st level (4 slots): burning hands, chromatic orb, mage armor
+
+
+ Sunlight Sensitivity
+ While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Pack Tactics
+ Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Dagger
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
+ Dagger|4|1d4+2
+
+ mage hand, prestidigitation, ray of frost, shocking grasp, burning hands, chromatic orb, mage armor
+ 4
+
+
+ Zi Liang
+ M
+ humanoid (Shou human)
+ chaotic good
+ 16
+ 22 (5d8)
+ 40 ft.
+ 121511141611
+
+ Acrobatics +4, Athletics +3, Perception +5, Stealth +4
+
+
+
+
+
+ 15
+ Common, Elvish, Goblin
+
+
+ Source
+ Storm King's Thunder, p. 251
+
+
+ Unarmored Defense
+ While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
+
+
+ Roleplaying Information
+ Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.
+
+ Ideal: "If we faithfully tend to our gardens and our fields, Chauntea will smile upon us."
+
+ Bond: "Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it."
+
+ Flaw: "I don't trust authority. I do what my heart says is right."
+
+
+ Multiattack
+ Zi makes two melee attacks.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
+ One Handed|3|1d6+1
+ Two Handed|3|1d8+1
+
+
+ Sling
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Zi carries twenty sling stones.
+ Sling|4|1d4+2
+
+
+
+
+
+ Zindar
+ M
+ humanoid (half-dragon)
+ lawful good
+ 13 (natural armor)
+ 110 (17d8+34)
+ 30 ft.
+ 141014161518
+ Con +5, Wis +5
+ Arcana +6, History +9, Insight +5, Investigation +9
+ fire
+
+
+
+ blindsight 10 ft.
+ 12
+ Common, Draconic, Dwarvish, Primordial
+ 8
+
+ Source
+ Tomb of Annihilation, p. 239
+
+
+ Spellcasting
+ Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells:
+
+ Cantrips (at will): fire bolt, friends, light, mage hand, mending, message
+
+ 1st level (6 slots): magic missile, shield, sleep
+
+ 2nd level (4 slots): detect thoughts, knock
+
+ 3rd level (3 slots): clairvoyance, tongues
+
+ 4th level (3 slots): dominate beast, stoneskin
+
+ 5th level (3 slots): hold monster, telekinesis
+
+ 6th level (1 slot): true seeing
+
+ 7th level (1 slot): fire storm
+
+
+ Dragon Wings
+ As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage when used with two hands.
+ Quarterstaff|5|1d6+2
+
+
+ Breath Weapon (Recharge 5-6)
+ Zindar uses one of the following options:
+ Fire Breath: Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
+
+ Weakening Breath: Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ fire bolt, friends, light, mage hand, mending, message, magic missile, shield, sleep, detect thoughts, knock, clairvoyance, tongues, dominate beast, stoneskin, hold monster, telekinesis, true seeing, fire storm
+ 6,4,3,3,3,1,1
+
+
+ Zorbo
+ S
+ monstrosity
+ unaligned
+ 10 (see Natural Armor feature)
+ 27 (6d6+6)
+ 30 ft., climb 30 ft.
+ 1311133127
+
+ Athletics +3
+
+
+
+
+
+ 11
+
+ 1/2
+
+ Source
+ Tomb of Annihilation, p. 241
+
+
+ Magic Resistance
+ The zorbo has advantage on saving throws against spells and other magical effects.
+
+
+ Natural Armor
+ The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10.
+
+
+ Destructive Claws
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative _1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
+ Destructive Claws|3|2d6+1
+
+
+
+
+
diff --git a/FightClub5eXML/Sources/CoreRulebooks.xml b/FightClub5eXML/Sources/CoreRulebooks.xml
index 69bde7b..34f17dd 100644
--- a/FightClub5eXML/Sources/CoreRulebooks.xml
+++ b/FightClub5eXML/Sources/CoreRulebooks.xml
@@ -39788,6 +39788,53 @@
+
+ Aarakocra
+ M
+ humanoid (aarakocra)
+ neutral good
+ 12
+ 13 (3d8)
+ 20 ft., fly 50 ft.
+ 101410111211
+
+ Perception +5
+
+
+
+
+
+ 15
+ Aarakocra, Auran
+ 1/4
+
+ Source
+ Monster Manual, p. 12
+
+
+ Dive Attack
+ If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
+ Dive Attack||1d6
+
+
+ Talon
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
+ Talon|4|1d4+2
+
+
+ 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.
+ Javelin|4|1d6+2
+
+
+ Summon Air Elemental
+ Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
+
+
+
+ mountain
+
+
AbolethL
@@ -50728,6 +50775,50 @@
underdark
+
+ Githyanki Knight
+ M
+ humanoid (gith)
+ lawful evil
+ 18 (plate)
+ 91 (14d8+28)
+ 30 ft.
+ 161415141415
+ Con +5, Int +5, Wis +5
+
+
+
+
+
+
+ 12
+ Gith
+ 8
+
+ Source
+ Monster Manual, p. 160
+
+
+ Innate Spellcasting (Psionics)
+ The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+ 3/day each: jump, misty step, nondetection (self only), tongues
+ 1/day each: plane shift, telekinesis
+
+
+ Multiattack
+ The githyanki makes two silver greatsword attacks.
+
+
+ Silver Greatsword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
+ Silver Greatsword|9|2d6+6+3d6
+
+ mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis
+
+
+ Githyanki WarriorM
diff --git a/FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml b/FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml
new file mode 100644
index 0000000..f7fd439
--- /dev/null
+++ b/FightClub5eXML/Sources/MordenkainensTomeOfFoes.xml
@@ -0,0 +1,10150 @@
+
+
+
+
+ Greater Silver Sword
+ M
+ 1
+ legendary (requires attunement by a creature that has psionic ability)
+ 6
+ This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greatsword
+ Source: Mordenkainen's Tome of Foes, p. 89
+ melee attacks +3
+ melee damage +3
+ 2d6
+
+ S
+ M,H,2H
+
+
+
+ Infernal Tack
+ W
+ 1
+ legendary (requires attunement by a creature of evil alignment)
+
+ A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
+
+ Source: Mordenkainen's Tome of Foes, p. 167
+
+
+
+
+
+ Dwarf, Duergar
+ M
+ 25
+ Con 2, Str 1
+ Intelligence
+
+
+ Superior Darkvision
+ Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Sword Coast Adventurer's Guide, p. 104
+ Mordenkainen's Tome of Foes, p. 81
+
+
+ Dwarven Resilience
+ You have advantage on saving throws against poison, and you have resistance against poison damage.
+
+ Source: Player's Handbook p. 20
+
+
+ Dwarven Combat Training
+ You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
+
+ Source: Player's Handbook p. 20
+
+
+ Tool Proficiency
+ You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
+
+ Source: Player's Handbook p. 20
+
+
+ Stonecunning
+ Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
+
+ Source: Player's Handbook p. 20
+
+
+ Languages
+ You can speak, read, and write Dwarvish, Common, and Undercommon.
+
+ Source: Sword Coast Adventurer's Guide, p. 104
+ Mordenkainen's Tome of Foes, p. 81
+
+
+ Duergar Resilience
+ You have advantage on saving throws against illusions and against being charmed or paralyzed.
+
+ Source: Sword Coast Adventurer's Guide, p. 104
+ Mordenkainen's Tome of Foes, p. 81
+
+
+ Duergar Magic
+ When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When your each 5th level, you can cast invisibility on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
+
+ Source: Sword Coast Adventurer's Guide, p. 104
+ Mordenkainen's Tome of Foes, p. 81
+
+
+ Sunlight Sensitivity
+ You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
+
+ Source: Sword Coast Adventurer's Guide, p. 104
+ Mordenkainen's Tome of Foes, p. 81
+
+
+
+ Elf, Eladrin
+ M
+ 30
+ Dex 2, Cha 1
+
+
+
+ Darkvision
+ Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 23
+
+
+ Keen Senses
+ You have proficiency in the Perception skill.
+
+ Source: Player's Handbook, p. 23
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Trance
+ Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Languages
+ You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
+
+ Source: Player's Handbook, p. 23
+
+
+ Fey Step
+ As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
+ When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
+
+ Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
+
+ Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
+
+ Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
+
+ Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
+
+ Source: Mordenkainen's Tome of Foes, p. 61
+
+
+ Shifting Seasons
+ Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:
+
+ Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.
+ Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
+ Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
+ Summer is the season of boldness and aggression, a time of unfettered energy.
+
+ Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.
+
+ Source: Mordenkainen's Tome of Foes, p. 61
+
+
+
+ Elf, Sea
+ M
+ 30
+ Dex 2, Con 1
+
+ Perception
+
+ Darkvision
+ Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 23
+
+
+ Keen Senses
+ You have proficiency in the Perception skill.
+
+ Source: Player's Handbook, p. 23
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Trance
+ Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
+
+ Source: Player's Handbook, p. 23
+
+
+ Sea Elf Training
+ You have proficiency with the spear, trident, light crossbow, and net.
+
+ Source: Mordenkainen's Tome of Foes, p. 62
+
+
+ Child of the Sea
+ You have a swimming speed of 30 feet and can breathe air and water.
+
+ Source: Mordenkainen's Tome of Foes, p. 62
+
+
+ Friend of the Sea
+ Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
+
+ Source: Mordenkainen's Tome of Foes, p. 62
+
+
+
+ Elf, Shadar-kai
+ M
+ 30
+ Dex 2, Con 1
+
+ Perception
+
+ Darkvision
+ Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 23
+
+
+ Keen Senses
+ You have proficiency in the Perception skill.
+
+ Source: Player's Handbook, p. 23
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Trance
+ Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
+
+ Source: Player's Handbook, p. 23
+
+
+ Languages
+ You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
+
+ Source: Player's Handbook, p. 23
+
+
+ Necrotic Resistance
+ You have resistance to necrotic damage.
+
+ Source: Mordenkainen's Tome of Foes, p. 62
+
+
+ Blessing of the Raven Queen
+ As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest.
+ Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
+
+ Source: Mordenkainen's Tome of Foes, p. 62
+
+
+
+ Githyanki
+ M
+ 30
+ Int 1, Str 2
+ Intelligence
+
+
+ Languages
+ You can speak, read, and write Common and Gith.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+ Decadent Mastery
+ You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+ Martial Prodigy
+ You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+ Githyanki Psionics
+ You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
+ When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
+ Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+
+ Githzerai
+ M
+ 30
+ Int 1, Wis 2
+ Wisdom
+
+
+ Languages
+ You can speak, read, and write Common and Gith.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+ Mental Discipline
+ You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+ Githzerai Psionics
+ You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
+ When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
+ Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
+
+ Source: Mordenkainen's Tome of Foes, p. 96
+
+
+
+ Gnome, Deep
+ S
+ 25
+ Int 2, Dex 1
+
+
+
+ Superior Darkvision
+ Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Sword Coast Adventurer's Guide, p. 115
+ Elemental Evil Player's Companion, p. 7
+ Mordenkainen's Tome of Foes, p. 113
+
+
+ Gnome Cunning
+ You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
+
+ Source: Sword Coast Adventurer's Guide, p. 115
+ Elemental Evil Player's Companion, p. 7
+ Mordenkainen's Tome of Foes, p. 113
+
+
+ Stone Camouflage
+ You have advantage on Dexterity (stealth) checks to hide in rocky terrain and underground.
+
+ Source: Sword Coast Adventurer's Guide, p. 115
+ Elemental Evil Player's Companion, p. 7
+ Mordenkainen's Tome of Foes, p. 113
+
+
+ Languages
+ You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
+
+ Source: Sword Coast Adventurer's Guide, p. 115
+ Elemental Evil Player's Companion, p. 7
+ Mordenkainen's Tome of Foes, p. 113
+
+
+
+ Tiefling of Baalzebul
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Maladomini
+ You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 21
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Dispater
+ M
+ 30
+ Cha 2, Dex 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Dis
+ You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 21
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Fierna
+ M
+ 30
+ Cha 2, Wis 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Phlegethos
+ You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 22
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Glasya
+ M
+ 30
+ Cha 2, Dex 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Malbolge
+ You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 22
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Levistus
+ M
+ 30
+ Cha 2, Con 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Stygia
+ You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 22
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Mammon
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Minauros
+ You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 22
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Mephistopheles
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Cania
+ You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 23
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+ Tiefling of Zariel
+ M
+ 30
+ Cha 2, Str 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Legacy of Avernus
+ You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Mordenkainen's Tome of Foes, p. 23
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+
+
+
+ Svirfneblin Magic
+ Gnome (deep gnome)
+ You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
+ Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
+
+ Source: Sword Coast Adventurer's Guide, p. 115
+ Elemental Evil Player's Companion, p. 7
+ Mordenkainen's Tome of Foes, p. 114
+
+
+
+
+ Abyssal Wretch
+ M
+ fiend (demon)
+ chaotic evil
+ 11 ()
+ 18 (4d8)
+ 20 ft.
+ 91211585
+
+
+ cold, fire, lightning
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 9
+ understands Abyssal but can’t speak
+ 1/4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 136
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
+ Bite|3|1d8+1
+
+
+
+
+
+ Adult Kruthik
+ M
+ monstrosity
+ unaligned
+ 18 (natural armor)
+ 39 (6d8+12)
+ 40 ft., burrow 20 ft., climb 40 ft.
+ 1516157128
+
+
+
+
+
+
+ darkvision 60 ft., tremorsense 60 ft.
+ 11
+ Kruthik
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 212
+
+
+ Keen Smell
+ The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pack Tactics
+ The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Tunneler
+ The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
+
+
+ Multiattack
+ The kruthik makes two stab attacks or two spike attacks.
+
+
+ Stab
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Stab|5|1d6+3
+
+
+ Spike
+ Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
+ Spike|5|1d4+3
+
+
+
+
+
+ Adult Oblex
+ M
+ ooze
+ lawful evil
+ 14 ()
+ 75 (10d8+30)
+ 20 ft.
+ 81916191215
+ Int +7, Cha +5
+ Deception +5, Perception +4, Arcana +7, History +7, Nature +7, Religion +7
+
+
+
+ blinded, charmed, deafened, exhaustion, prone
+ blindsight 60 ft. (blind beyond this distance)
+ 14
+ Common plus two more languages
+ 5
+
+ Source
+ Mordenkainen's Tome of Foes, p. 218
+
+
+ Ooze Nature
+ An oblex doesn't require sleep.
+
+
+ Amorphous
+ The oblex can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Aversion to Fire
+ If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
+
+
+ Innate Spellcasting
+ The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
+
+ 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell).
+
+
+ Sulfurous Impersonation
+ As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
+
+
+ Multiattack
+ The oblex makes one pseudopod attack and uses Eat Memories.
+
+
+ Pseudopod
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage.
+ Pseudopod|7|1d6+4+2d4
+
+
+ Eat Memories
+ The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
+ While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
+ When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ charm person, color spray, detect thoughts, hold person
+
+
+
+ Air Elemental Myrmidon
+ M
+ elemental
+ neutral
+ 18 (plate)
+ 117 (18d8+36)
+ 30 ft., fly 30 ft.
+ 18141491010
+
+
+ lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
+
+ poison
+ paralyzed, petrified, poisoned, prone
+ darkvision 60 ft.
+ 10
+ Auran, one language of its creator's choice
+ 7
+
+ Source
+ Princes of the Apocalypse p. 212
+ Mordenkainen's Tome of Foes, p. 202
+
+
+ Magic Weapons
+ The myrmidon's weapon attacks are magical.
+
+
+ Multiattack
+ The myrmidon makes three flail attacks.
+
+
+ Flail
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
+ Flail|7|1d8+4
+
+
+ Lightning Strike (Recharge 6)
+ The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Lightning Strike|7|1d8+4+4d8
+
+
+
+
+
+ Alkilith
+ M
+ fiend (demon)
+ chaotic evil
+ 17 (natural armor)
+ 157 (15d8+90)
+ 40 ft.
+ 1219226117
+ Dex +8, Con +10
+ Stealth +8
+ acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 10
+ understands Abyssal but can’t speak
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 130
+
+
+ Amorphous
+ The alkilith can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ False Appearance
+ While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
+
+
+ Foment Madness
+ Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
+ If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
+
+
+ Magic Resistance
+ The alkilith has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The alkilith makes three tentacle attacks.
+
+
+ Tentacle
+ Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
+ Tentacle|8|4d6+4
+
+
+
+
+
+ Allip
+ M
+ undead
+ neutral evil
+ 13 ()
+ 40 (9d8)
+ 0 ft., fly 40 ft. (hover)
+ 61710171516
+ Int +6, Wis +5
+ Perception +5, Stealth +6
+ acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ cold; necrotic, poison
+ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 15
+ the languages it knew in life
+ 5
+
+ Source
+ Mordenkainen's Tome of Foes, p. 116
+
+
+ Undead Nature
+ An allip doesn't require air, food, drink, or sleep.
+
+
+ Incorporeal Movement
+ The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
+
+
+ Maddening Touch
+ Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
+ Maddening Touch|6|4d6+3
+
+
+ Whispers of Madness
+ The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.
+
+
+ Howling Babble (Recharge 6)
+ Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+
+
+ Amnizu
+ M
+ fiend (devil)
+ lawful evil
+ 21 (natural armor)
+ 202 (27d8+81)
+ 30 ft., fly 40 ft.
+ 111316201218
+ Dex +7, Con +9, Wis +7, Cha +10
+ Perception +7
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ fire, poison
+ charmed, poisoned
+ darkvision 120 ft.
+ 17
+ Common, Infernal, telepathy 1,000 ft.
+ 18
+
+ Source
+ Mordenkainen's Tome of Foes, p. 163
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the amnizu's darkvision.
+
+
+ Innate Spellcasting
+ The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
+
+ At will: charm person, command
+
+ 3/day each: dominate person, fireball
+
+ 1/day each: dominate monster, feeblemind.
+
+
+ Magic Resistance
+ The amnizu has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
+
+
+ Taskmaster Whip
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
+ Taskmaster Whip|11|2d4+5+6d10
+
+
+ Disruptive Touch
+ Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage.
+ Disruptive Touch|11|8d10
+
+
+ Poison Mind
+ The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+
+ Forgetfulness (Recharge 6)
+ The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Variant: Summon Devil (1/Day)
+ The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action.
+
+
+ Instinctive Charm
+ When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.
+
+
+ charm person, command, dominate person, fireball, dominate monster, feeblemind
+
+
+
+ Armanite
+ L
+ fiend (demon)
+ chaotic evil
+ 16 (natural armor)
+ 84 (8d10+40)
+ 60 ft.
+ 21182181213
+
+
+ cold, fire, lightning
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 11
+ Abyssal, telepathy 120 ft.
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 130
+
+
+ Magic Resistance
+ The armanite has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The armanite's weapon attacks are magical.
+
+
+ Multiattack
+ The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
+
+
+ Hooves
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
+ Hooves|8|2d6+5
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
+ Claws|8|2d4+5
+
+
+ Serrated Tail
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
+ Serrated Tail|8|2d10+5
+
+
+ Lightning Lance (Recharge 5-6)
+ The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Astral Dreadnought
+ G
+ monstrosity (titan)
+ unaligned
+ 20 (natural armor)
+ 297 (17d20+119)
+ 15 ft., fly 80 ft. (hover)
+ 2872551418
+ Dex +5, Wis +9
+ Perception +9
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
+ darkvision 120 ft.
+ 19
+
+ 21
+
+ Source
+ Mordenkainen's Tome of Foes, p. 117
+
+
+ Titanic Nature
+ Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep.
+
+
+ Antimagic Cone
+ The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
+
+
+ Astral Entity
+ The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.
+
+
+ Demiplanar Donjon
+ Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
+
+
+ Legendary Resistance (3/Day)
+ If the astral dreadnought fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Weapons
+ An astral dreadnought's weapon attacks are magical.
+
+
+ Sever Silver Cord
+ If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.
+
+
+ Multiattack
+ The astral dreadnought makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon.
+ Bite|16|5d10+9
+
+
+ Claw
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
+ Claw|16|3d6+9
+
+
+ Legendary Actions (3/Turn)
+ The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn.
+
+
+ Claw
+ The astral dreadnought makes one claw attack.
+
+
+ Donjon Visit (Costs 2 Actions)
+ One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
+
+
+ Psychic Projection (Costs 3 Actions)
+ Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Autumn Eladrin
+ M
+ fey (elf)
+ chaotic neutral
+ 19 (natural armor)
+ 127 (17d8+51)
+ 30 ft.
+ 121616141718
+
+ Insight +7, Medicine +7
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 60 ft.
+ 13
+ Common, Elvish, Sylvan
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 195
+
+
+ Enchanting Presence
+ Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
+ Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Fey Step (Recharge 4-6)
+ As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
+
+
+ Innate Spellcasting
+ The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: calm emotions, sleep
+
+ 3/day each: cure wounds (as a 5th-level spell), lesser restoration
+
+ 1/day each: greater restoration, heal, raise dead.
+
+
+ Magic Resistance
+ The eladrin has advantage on saving throws against spells and other magical effects.
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
+ Longsword|5|1d8+1
+
+
+ Longbow
+ Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.
+ Longbow|7|1d8+3+4d8
+
+
+ Foster Peace
+ If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
+
+
+ calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead
+ 0
+
+
+ Baphomet
+ H
+ fiend (demon)
+ chaotic evil
+ 22 (natural armor)
+ 333 (23d12+184)
+ 40 ft.
+ 301426182416
+ Dex +9, Con +15, Wis +14
+ Intimidation +17, Perception +14
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 24
+ all, telepathy 120 ft.
+ 23
+
+ Source
+ Out of the Abyss p. 234
+ Mordenkainen's Tome of Foes, p. 143
+
+
+ Charge
+ If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
+ ||4d10
+
+
+ Innate Spellcasting
+ Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
+
+ At will: detect magic
+ 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
+ 1/day each: teleport
+
+
+ Labyrinthine Recall
+ Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
+
+
+ Legendary Resistance (3/Day)
+ If Baphomet fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Baphomet has advantage on saving throws against spells and other magic effects.
+
+
+ Magic Weapon
+ Baphomet's weapon attacks are magical.
+
+
+ Reckless
+ At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
+
+
+ Multiattack
+ Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
+
+
+ Heartcleaver
+ Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage
+ Heartcleaver|17|4d6+10
+
+
+ Bite
+ Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage.
+ Bite|17|2d8+10
+
+
+ Gore
+ Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) piercing damage.
+ Gore|17|2d10+10
+
+
+ Frightful Presence
+ Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
+ If a creature succeeds on any of these saves or the effect ends on it, the creature is immune is Baphomet's Frightful Presence for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
+
+ • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.
+
+ • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
+
+ • Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.
+
+
+ Legendary Actions (3/Turn)
+ Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn.
+
+
+ Heartcleaver Attack
+ Baphomet makes a melee attack with Heartcleaver.
+ Heartcleaver|17|4d6+10
+
+
+ Charge (Costs 2 Actions)
+ Baphomet moves up to his speed, then makes a gore attack.
+ Charge|17|2d10+10
+
+ detect magic, dispel magic, dominate beast, hunter's mark, maze, wall of stone, teleport
+
+
+
+ Berbalang
+ M
+ aberration
+ neutral evil
+ 14 (natural armor)
+ 38 (11d8-11)
+ 30 ft., fly 40 ft.
+ 9169171110
+ Dex +5, Int +5
+ Arcana +5, History +5, Insight +2, Perception +2, Religion +5
+
+
+
+
+ truesight 120 ft.
+ 12
+ all, but rarely speaks
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 120
+
+
+ Spectral Duplicate (Recharges after a Short or Long Rest)
+ As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+ Innate Spellcasting
+ The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
+
+ At will: speak with dead
+
+ 1/day each: plane shift (self only)
+
+
+ Multiattack
+ The berbalang makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
+ Claw|5|2d4+3
+
+ speak with dead, plane shift
+ 0
+
+
+ Black Abishai
+ M
+ fiend (devil)
+ lawful evil
+ 15 (natural armor)
+ 58 (9d8+18)
+ 30 ft., fly 40 ft.
+ 141714131611
+ Dex +6, Wis +6
+ Perception +6, Stealth +6
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ acid, fire, poison
+ poisoned
+ darkvision 120 ft.
+ 16
+ Draconic, Infernal, telepathy 120 ft.
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 160
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the abishai's darkvision.
+
+
+ Magic Resistance
+ The abishai has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The abishai's weapon attacks are magical.
+
+
+ Shadow Stealth
+ While in dim light or darkness, the abishai can take the Hide action as a bonus action.
+
+
+ Multiattack
+ The abishai makes three attacks: two with its scimitar and one with its bite.
+
+
+ Scimitar
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
+ Scimitar|6|1d6+3
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
+ Bite|6|1d10+3+2d8
+
+
+ Creeping Darkness (Recharge 6)
+ The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.
+
+
+
+
+
+ Blue Abishai
+ M
+ fiend (devil)
+ lawful evil
+ 19 (natural armor)
+ 195 (26d8+78)
+ 30 ft., fly 50 ft.
+ 151417222318
+ Int +12, Wis +12
+ Arcana +12
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ fire, lightning, poison
+ poisoned
+ darkvision 120 ft.
+ 16
+ Draconic, Infernal, telepathy 120 ft.
+ 17
+
+ Source
+ Mordenkainen's Tome of Foes, p. 161
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the abishai's darkvision.
+
+
+ Magic Resistance
+ The abishai has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The abishai's weapon attacks are magical.
+
+
+ Spellcasting
+ The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:
+
+ Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
+
+ 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave
+
+ 2nd level (3 slots): darkness, mirror image, misty step
+
+ 3rd level (3 slots): dispel magic, fear, lightning bolt
+
+ 4th level (3 slots): dimension door, greater invisibility, ice storm
+
+ 5th level (2 slots): cone of cold, wall of force
+
+ 6th level (1 slot): chain lightning
+
+ 7th level (1 slot): teleport
+
+
+ Multiattack
+ The abishai makes two attacks: one with its quarterstaff and one with its bite.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
+ Quarterstaff|8|1d6+2
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.
+ Bite|8|2d10+2+4d6
+
+ friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport
+ 4,3,3,3,2,1,1
+
+
+ Boneclaw
+ L
+ undead
+ chaotic evil
+ 16 (natural armor)
+ 127 (17d10+34)
+ 40 ft.
+ 19161513159
+ Dex +7, Con +6, Wis +6
+ Perception +6, Stealth +7
+ cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ darkvision 60 ft.
+ 16
+ Common plus the main language of its master
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 121
+
+
+ Undead Nature
+ A boneclaw doesn’t require air, food, drink, or sleep.
+
+
+ Rejuvenation
+ While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.
+
+
+ Shadow Stealth
+ While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.
+
+
+ Multiattack
+ The boneclaw makes two claw attacks.
+
+
+ Piercing Claw
+ Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Piercing Claw|8|3d10+4
+
+
+ Shadow Jump
+ If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
+ The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
+
+
+ Deadly Reach
+ In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
+
+
+
+
+
+
+ Bronze Scout
+ M
+ construct
+ unaligned
+ 13 ()
+ 18 (4d8)
+ 30 ft., burrow 30 ft.
+ 1016113141
+
+ Perception +6, Stealth +7
+
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 16
+ understands one language of its creator but can’t speak
+ 1
+
+ Source
+ Mordenkainen's Tome of Foes, p. 125
+
+
+ Constructed Nature
+ A clockwork doesn't require air, food, drink, or sleep.
+
+
+ Earth Armor
+ The bronze scout doesn't provoke opportunity attacks when it burrows.
+
+
+ Magic Resistance
+ The bronze scout has advantage on saving throws against spells and other magical effects.
+
+
+ Individual Designs
+ A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
+ A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
+
+ d10 — Enhancement:
+
+ 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
+
+ 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
+
+ 3 — Improved Armor. The clockwork's AC increases by 2.
+
+ 4 — Increased Speed. The clockwork's speed increases by 10 feet.
+
+ 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
+
+ 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
+
+ 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
+
+ 8 — Suction. The clockwork gains a climbing speed of 30 feet.
+
+ 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
+
+ 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
+
+ Clockwork Malfunctions:
+
+ d10 — Malfunction
+
+ 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
+
+ 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
+
+ 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
+
+ 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
+
+ 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
+
+ 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
+
+ 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
+
+ 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
+
+ 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
+
+ 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
+ Bite|5|1d4+3+1d6
+
+
+ Lightning Flare (Recharges after a Short or Long Rest)
+ Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Bulezau
+ M
+ fiend (demon)
+ chaotic evil
+ 14 (natural armor)
+ 52 (7d8+21)
+ 40 ft.
+ 151417896
+
+
+ cold, fire, lightning
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 9
+ Abyssal, telepathy 60 ft.
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 131
+
+
+ Rotting Presence
+ When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.
+
+
+ Standing Leap
+ The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
+
+
+ Sure-Footed
+ The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
+
+
+ Barbed Tail
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Barbed Tail|4|1d12+2
+
+
+
+
+
+ Cadaver Collector
+ L
+ construct
+ lawful evil
+ 17 (natural armor)
+ 189 (18d10+90)
+ 30 ft.
+ 2114205118
+
+
+
+
+ necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands all languages but can't speak
+ 14
+
+ Source
+ Mordenkainen's Tome of Foes, p. 122
+
+
+ Constructed Nature
+ A cadaver collector doesn't require air, food, drink, or sleep.
+
+
+ Magic Resistance
+ The cadaver collector has advantage on saving throws against spells and other magical effects.
+
+
+ Summon Specters (Recharges after a Short or Long Rest)
+ As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
+
+
+ Multiattack
+ The cadaver collector makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
+ Slam|10|3d8+5+3d10
+
+
+ Paralyzing Breath (Recharge 5-6)
+ The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+
+
+
+ Canoloth
+ M
+ fiend (yugoloth)
+ neutral evil
+ 16 (natural armor)
+ 120 (16d8+48)
+ 50 ft.
+ 18101751712
+
+ Investigation +3, Perception +9
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ darkvision 60 ft., truesight 120 ft.
+ 19
+ Abyssal, Infernal, telepathy 60 ft.
+ 8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 247
+
+
+ Dimensional Lock
+ Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
+
+
+ Magic Resistance
+ The canoloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The canoloth's weapon attacks are magical.
+
+
+ Uncanny Senses
+ The canoloth can't be surprised while it isn't incapacitated.
+
+
+ Multiattack
+ The canoloth makes two attacks: one with its tongue or its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage.
+ Bite|7|6d6+4
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
+ Claws|7|2d10+4
+
+
+ Tongue
+ Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tongue|7|2d12+4
+
+
+
+
+
+ Choker
+ S
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 13 (3d6+3)
+ 30 ft.
+ 1614134127
+
+ Stealth +6
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Deep Speech
+ 1
+
+ Source
+ Tales from the Yawning Portal, p. 232
+ Mordenkainen's Tome of Foes, p. 123
+
+
+ Aberrant Quickness (Recharge after a Short or Long Rest)
+ The choker can take an extra action on its turn.
+
+
+ Spider Climb
+ The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The choker makes two tentacle attacks.
+
+
+ Tentacle
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target (the choker has two tentacles). If this attack is a critical hit, the target also can't breathe or speak until the grapple ends .
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacle|5|1d4+3+1d6
+
+
+
+
+
+ Choker
+ S
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 13 (3d6+3)
+ 30 ft.
+ 1614134127
+
+ Stealth +6
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Deep Speech
+ 1
+
+ Source
+ Tales from the Yawning Portal, p. 232
+ Mordenkainen's Tome of Foes, p. 123
+
+
+ Aberrant Quickness (Recharge after a Short or Long Rest)
+ The choker can take an extra action on its turn.
+
+
+ Spider Climb
+ The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The choker makes two tentacle attacks.
+
+
+ Tentacle
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target (the choker has two tentacles). If this attack is a critical hit, the target also can't breathe or speak until the grapple ends .
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacle|5|1d4+3+1d6
+
+
+
+
+
+ Corpse Flower
+ L
+ plant
+ chaotic evil
+ 12 ()
+ 127 (15d10+45)
+ 20 ft., climb 20 ft.
+ 1414167153
+
+
+
+
+
+ blinded, deafened
+ blindsight 120 ft. (blind beyond this radius)
+ 12
+
+ 8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 127
+
+
+ Corpses
+ When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
+ While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:
+
+ • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.
+
+ • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).
+
+
+ Spider Climb
+ The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Stench of Death
+ Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+
+ Multiattack
+ The corpse flower makes three tentacle attacks.
+
+
+ Tentacle
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.
+ Tentacle|5|2d6+2
+
+
+ Harvest the Dead
+ The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
+
+
+
+
+
+ Deathlock
+ M
+ undead
+ neutral evil
+ 12 (15 with mage armor)
+ 36 (8d8)
+ 30 ft.
+ 111510141216
+ Int +4, Cha +5
+ Arcana +4, History +4
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 11
+ the languages it knew in life
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 128
+
+
+ Undead Nature
+ A deathlock doesn't require air, food, drink, or sleep.
+
+
+ Innate Spellcasting
+ The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, disguise self, mage armor.
+
+
+ Spellcasting
+ The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): chill touch, eldritch blast, mage hand 1st–
+
+ 3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb.
+
+
+ Turn Resistance
+ The deathlock has advantage on saving throws against any effect that turns undead.
+
+
+ Variant: Patron-Specific Spells
+ You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
+
+ Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
+
+ Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
+
+ Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force
+
+
+ Deathly Claw
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
+ Deathly Claw|4|2d6+2
+
+ detect magic, disguise self, mage armor, chill touch, eldritch blast, mage hand, arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb
+ 0,0,2
+
+
+ Deathlock Mastermind
+ M
+ undead
+ neutral evil
+ 13 (16 with mage armor)
+ 110 (20d8+20)
+ 30 ft.
+ 111612151217
+ Int +5, Cha +6
+ Arcana +5, History +5, Perception +4
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ poison
+ exhaustion, poisoned
+ darkvision 120 ft. (including magical darkness)
+ 14
+ the languages it knew in life
+ 8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 129
+
+
+ Undead Nature
+ A deathlock doesn't require air, food, drink, or sleep.
+
+
+ Innate Spellcasting
+ The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, disguise self, mage armor.
+
+
+ Spellcasting
+ The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–
+
+ 5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility.
+
+
+ Turn Resistance
+ The deathlock has advantage on saving throws against any effect that turns undead.
+
+
+ Variant: Patron-Specific Spells
+ You can customize a deathlock mastermind by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
+
+ Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep
+
+ Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire
+
+ Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis
+
+
+ Deathly Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
+ Deathly Claw|6|3d6+3
+
+
+ Grave Bolts
+ Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Grave Bolts|6|4d8
+
+ detect magic, disguise self, mage armor, chill touch, mage hand, minor illusion, poison spray, arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
+ 0,0,0,0,2
+
+
+ Deathlock Wight
+ M
+ undead
+ neutral evil
+ 12 (15 with mage armor)
+ 37 (5d8+15)
+ 30 ft.
+ 111416121416
+ Wis +4
+ Arcana +3, Perception +4
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 14
+ the languages it knew in life
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 233
+ Mordenkainen's Tome of Foes, p. 129
+
+
+ Undead Nature
+ A wight doesn't require air, food, drink, or sleep.
+
+
+ Innate Spellcasting
+ The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
+
+ At will: detect magic, disguise self, mage armor
+
+ 1/day each: fear, hold person, misty step
+
+
+ Sunlight Sensitivity
+ While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The wight attacks twice with Grave Bolt.
+
+
+ Grave Bolt
+ Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
+ Grave Bolt|5|1d8+3
+
+
+ Life Drain
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
+ A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
+ Life Drain|4|2d6+2
+
+ detect magic, disguise self, mage armor, fear, hold person, misty step
+
+
+
+ Demogorgon
+ H
+ fiend (demon)
+ chaotic evil
+ 22 (natural armor)
+ 496 (34d12+272)
+ 50 ft., swim 50 ft.
+ 291426201725
+ Dex +10, Con +16, Wis +11, Cha +15
+ Insight +11, Perception +19
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 29
+ all, telepathy 120 ft.
+ 26
+
+ Source
+ Out of the Abyss p. 236
+ Mordenkainen's Tome of Foes, p. 144
+
+
+ Innate Spellcasting
+ Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, major image
+ 3/day each: dispel magic, fear, telekinesis
+ 1/day each: feeblemind, project image
+
+
+ Legendary Resistance (3/Day)
+ If Demogorgon fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Demogorgon has advantage on saving throws against spells and other magic effects.
+
+
+ Magic Weapon
+ Demogorgon's weapon attacks are magical.
+
+
+ Two Heads
+ Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.
+
+
+ Multiattack
+ Demogorgon makes two tentacle attacks.
+
+
+ Tentacle
+ Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
+ Tentacle|17|4d6+10
+
+
+ Gaze
+ Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
+ If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:
+ 1. Beguiling Gaze: The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.
+ 2. Hypnotic Gaze: The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.
+ 3. Insanity Gaze: The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
+
+ • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears.
+
+ • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
+
+
+ Legendary Actions (2/Turn)
+ Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn.
+
+
+ Tail
+ Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage plus 22 (4d10) necrotic damage.
+ Tail|17|4d10+9+4d10
+
+
+ Maddening Gaze
+ Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.
+
+ detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image
+
+
+
+ Derro
+ S
+ humanoid (derro)
+ chaotic evil
+ 13 (leather armor)
+ 13 (3d6+3)
+ 30 ft.
+ 914121159
+
+ Stealth +4
+
+
+
+
+ darkvision 120 ft.
+ 7
+ Dwarvish, Undercommon
+ 1/4
+
+ Source
+ Out of the Abyss p. 224
+ Mordenkainen's Tome of Foes, p. 158
+
+
+ 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.
+
+
+ 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.
+ Shortspear|2|1d4-1
+
+
+ Light Repeating Crossbow
+ Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Crossbow|4|1d8+2
+
+
+
+
+
+ Derro Savant
+ S
+ humanoid (derro)
+ chaotic evil
+ 13 (leather armor)
+ 49 (11d6+11)
+ 30 ft.
+ 9141211514
+
+ Stealth +4
+
+
+
+
+ darkvision 120 ft.
+ 7
+ Dwarvish, Undercommon
+ 3
+
+ Source
+ Out of the Abyss p. 225
+ Mordenkainen's Tome of Foes, p. 159
+
+
+ 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.
+ Shortspear|2|1d4-1
+
+
+ Light Repeating Crossbow
+ Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Crossbow|4|1d8+2
+
+ acid splash, light, mage hand, message, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, blink, lightning bolt
+ 4, 3, 2
+
+
+ Dhergoloth
+ M
+ fiend (yugoloth)
+ neutral evil
+ 15 (natural armor)
+ 119 (14d8+56)
+ 30 ft.
+ 1710197109
+ Str +6
+
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 10
+ Abyssal, Infernal, telepathy 60 ft.
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 248
+
+
+ Innate Spellcasting
+ The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:
+
+ At will: darkness, fear
+
+ 3/day each: sleep
+
+
+ Magic Resistance
+ The dhergoloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The dhergoloth's weapon attacks are magical.
+
+
+ Multiattack
+ The dhergoloth makes two claw attacks.
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
+ Claw|6|2d8+3
+
+
+ Flailing Claws (Recharge 5-6)
+ The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
+
+
+ Teleport
+ The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
+
+ darkness, fear, sleep
+ 0
+
+
+ Dire Troll
+ H
+ giant
+ chaotic evil
+ 15 (natural armor)
+ 172 (15d12+75)
+ 40 ft.
+ 2215219115
+ Wis +5, Cha +2
+ Perception +5
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+ frightened, poisoned
+ darkvision 60 ft.
+ 15
+ Giant
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 243
+
+
+ Keen Senses
+ The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.
+
+
+ Regeneration
+ The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.
+
+
+ Multiattack
+ The troll makes five attacks: one with its bite and four with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.
+ Bite|11|1d8+6+1d10
+
+
+ Claws
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
+ Claws|11|3d6+6
+
+
+ Whirlwind of Claws (Recharge 5-6)
+ Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Drow Arachnomancer
+ M
+ humanoid (elf)
+ chaotic evil
+ 15 (studded leather)
+ 162 (25d8+50)
+ 30 ft., climb 30 ft.
+ 111714191416
+ Con +7, Int +9, Cha +8
+ Arcana +9, Nature +9, Perception +7, Stealth +8
+ poison
+
+
+
+ blindsight 10 ft., darkvision 120 ft.
+ 17
+ Elvish, Undercommon, can speak with spiders
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 182
+
+
+ Change Shape (Recharges after a Short or Long Rest)
+ The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights
+
+ 1/day each: darkness, faerie fire, levitate (self only).
+
+
+ Spellcasting
+ The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st–
+
+ 5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt
+
+ 1/day each: dominate monster, etherealness, eyebite.
+
+
+ Spider Climb
+ The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Web Walker
+ The drow ignores movement restrictions caused by webbing.
+
+
+ Multiattack
+ The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.
+
+
+ Poisonous Touch (Humanoid Form Only)
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.
+ Poisonous Touch|8|8d6
+
+
+ Bite (Giant Spider Form Only)
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) 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.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|7|2d8+3
+
+
+ Web (Giant Spider Form Only; Recharge 5-6)
+ Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 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).
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Web|8|
+
+ dancing lights, darkness, faerie fire, levitate, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt, dominate monster, etherealness, eyebite
+ 0,0,0,0,3
+
+
+ Drow Favored Consort
+ M
+ humanoid (elf)
+ neutral evil
+ 15 (18 with mage armor)
+ 225 (30d8+90)
+ 30 ft.
+ 152016181518
+ Dex +11, Con +9, Cha +10
+ Acrobatics +11, Athletics +8, Perception +8, Stealth +11
+
+
+
+
+ darkvision 120 ft.
+ 18
+ Elvish, Undercommon
+ 18
+
+ Source
+ Mordenkainen's Tome of Foes, p. 183
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights
+
+ 1/day each: darkness, faerie fire, levitate (self only).
+
+
+ Spellcasting
+ The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost
+
+ 1st level (4 slots): burning hands, mage armor, magic missile, shield
+
+ 2nd level (3 slots): gust of wind, invisibility, misty step, shatter
+
+ 3rd level (3 slots): counterspell, fireball, haste
+
+ 4th level (3 slots): dimension door, Otiluke's resilient sphere
+
+ 5th level (2 slots): cone of cold
+
+ 6th level (1 slot): chain lightning.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ War Magic
+ When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
+
+
+ Multiattack
+ The drow makes three scimitar attacks.
+
+
+ Scimitar
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.
+ Scimitar|11|1d6+5+4d8
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Hand Crossbow|11|1d6+5
+
+ dancing lights, darkness, faerie fire, levitate, mage hand, message, poison spray, shocking grasp, ray of frost, burning hands, mage armor, magic missile, shield, gust of wind, invisibility, misty step, shatter, counterspell, fireball, haste, dimension door, Otiluke's resilient sphere, cone of cold, chain lightning
+ 4,3,3,3,2,1
+
+
+ Drow House Captain
+ M
+ humanoid (elf)
+ neutral evil
+ 16 (chain mail)
+ 162 (25d8+50)
+ 30 ft.
+ 141915121413
+ Dex +8, Con +6, Wis +6
+ Perception +6, Stealth +8
+
+
+
+
+ darkvision 120 ft.
+ 16
+ Elvish, Undercommon
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 184
+
+
+ Battle Command
+ As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights
+
+ 1/day each: darkness, faerie fire, levitate (self only).
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.
+
+
+ Scimitar
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
+ Scimitar|8|1d6+4+4d6
+
+
+ Whip
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
+ Whip|8|1d4+4
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Hand Crossbow|8|1d6+4
+
+
+ Parry
+ The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
+
+
+ dancing lights, darkness, faerie fire, levitate
+ 0
+
+
+ Drow Inquisitor
+ M
+ humanoid (elf)
+ neutral evil
+ 16 (breastplate)
+ 143 (22d8+44)
+ 30 ft.
+ 111514162120
+ Con +7, Wis +10, Cha +10
+ Insight +10, Perception +10, Religion +8, Stealth +7
+
+
+
+ frightened
+ darkvision 120 ft.
+ 20
+ Elvish, Undercommon
+ 14
+
+ Source
+ Mordenkainen's Tome of Foes, p. 184
+
+
+ Discern Lie
+ The drow knows when she hears a creature speak a lie in a language she knows.
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights, detect magic
+
+ 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion.
+
+
+ Magic Resistance
+ The drow has advantage on saving throws against spells and other magical effects.
+
+
+ Spellcasting
+ The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy
+
+ 1st level (4 slots): bane, cure wounds, inflict wounds
+
+ 2nd level (3 slots): blindness/deafness, silence, spiritual weapon
+
+ 3rd level (3 slots): bestow curse, dispel magic, magic circle
+
+ 4th level (3 slots): banishment, divination, freedom of movement
+
+ 5th level (2 slots): contagion, dispel evil and good, insect plague
+
+ 6th level (1 slot): harm, true seeing.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The drow makes three death lance attacks.
+
+
+ Death Lance
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
+ Death Lance|10|1d6+5+4d8
+
+
+ Variant: Summon Demon (1/Day)
+ The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
+
+ dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing
+ 4,3,3,3,2,1
+
+
+ Drow Matron Mother
+ M
+ humanoid (elf)
+ neutral evil
+ 17 (half plate)
+ 262 (35d8+105)
+ 30 ft.
+ 121816172122
+ Con +9, Wis +11, Cha +12
+ Insight +11, Perception +11, Religion +9, Stealth +10
+
+
+
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 21
+ Elvish, Undercommon
+ 20
+
+ Source
+ Mordenkainen's Tome of Foes, p. 186
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights, detect magic
+
+ 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion.
+
+
+ Lolth's Fickle Favor
+ As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
+
+
+ Magic Resistance
+ The drow has advantage on saving throws against spells and other magical effects.
+
+
+ Spellcasting
+ The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
+
+ 1st level (4 slots): bane, command, cure wounds, guiding bolt
+
+ 2nd level (3 slots): hold person, silence, spiritual weapon
+
+ 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians
+
+ 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
+
+ 5th level (3 slots): contagion, flame strike, geas, mass cure wounds
+
+ 6th level (2 slots): blade barrier, harm
+
+ 7th level (2 slots): divine word, plane shift
+
+ 8th level (1 slot): holy aura
+
+ 9th level (1 slot): gate.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The matron mother makes two demon staff attacks or three tentacle rod attacks.
+
+
+ Demon Staff
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+ Demon Staff|10|1d6+4
+
+
+ Tentacle Rod
+ Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
+ Tentacle Rod|9|1d6
+
+
+ Summon Servant (1/Day)
+ The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
+
+
+ Legendary Actions (3/Turn)
+ The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.
+
+
+ Demon Staff
+ The drow makes one attack with her demon staff.
+
+
+ Compel Demon (Costs 2 Actions)
+ An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.
+
+
+ Cast a Spell (Costs 1–3 Actions)
+ The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.
+
+ dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate
+ 4,3,3,3,3,2,2,1,1
+
+
+ Drow Shadowblade
+ M
+ humanoid (elf)
+ neutral evil
+ 17 (studded leather)
+ 150 (20d8+60)
+ 30 ft.
+ 142116121413
+ Dex +9, Con +7, Wis +6
+ Perception +6, Stealth +9
+
+
+
+
+ darkvision 120 ft.
+ 16
+ Elvish, Undercommon
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 187
+
+
+ Fey Ancestry
+ The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
+
+
+ Innate Spellcasting
+ The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
+
+ At will: dancing lights
+
+ 1/day each: darkness, faerie fire, levitate (self only).
+
+
+ Shadow Step
+ While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.
+
+
+ Shadow Sword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.
+ Shadow Sword|9|1d6+5+3d6
+
+
+ Hand Crossbow
+ Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Hand Crossbow|9|1d6+5
+
+
+ Variant: Summon Shadow Demon (1/Day)
+ The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
+
+ dancing lights, darkness, faerie fire, levitate
+ 0
+
+
+ Duergar Despot
+ M
+ humanoid (dwarf)
+ lawful evil
+ 21 (natural armor)
+ 119 (14d8+56)
+ 25 ft.
+ 20519151413
+ Con +8, Wis +6
+
+
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ darkvision 120 ft.
+ 12
+ Dwarvish, Undercommon
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 188
+
+
+ Innate Spellcasting (Psionics)
+ The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
+
+ At will: mage hand, minor illusion
+
+ 1/day each: counterspell, misty step, stinking cloud.
+
+
+ Magic Resistance
+ The duergar has advantage on saving throws against spells and other magical effects.
+
+
+ Psychic Engine
+ When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
+
+
+ Iron Fist
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Iron Fist|9|2d8+5
+
+
+ Stomping Foot
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target.
+ Stomping Foot|9|1d8+5
+
+
+ Flame Jet
+ The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
+
+ mage hand, minor illusion, counterspell, misty step, stinking cloud
+ 0
+
+
+ Duergar Hammerer
+ M
+ construct
+ lawful evil
+ 17 (natural armor)
+ 33 (6d8+6)
+ 20 ft.
+ 17712555
+
+
+
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 7
+ understands Dwarvish but can’t speak
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 188
+
+
+ Engine of Pain
+ Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
+
+
+ Siege Monster
+ The hammerer deals double damage to objects and structures.
+
+
+ Multiattack
+ The hammerer makes two attacks: one with its claw and one with its hammer.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
+ Claw|5|1d6+3
+
+
+ Hammer
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
+ Hammer|5|2d6+3
+
+
+
+
+
+ Duergar Kavalrachni
+ M
+ humanoid (dwarf)
+ lawful evil
+ 16 (scale mail, shield)
+ 26 (4d8+4)
+ 25 ft.
+ 14111411109
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 226
+ Mordenkainen's Tome of Foes, 189
+
+
+ Mounted
+ The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantulas 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 against 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 on 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.
+ War Pick|4|1d8+2
+ Enalrged|4|2d8+2
+
+
+ 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.
+ Javelin|4|1d6+2
+ Enlarged|4|2d6+2
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
+ Crossbow|4|1d10
+
+
+ Invisibility (Recharges on 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.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+
+
+
+ Duergar Mind Master
+ M
+ humanoid (dwarf)
+ lawful evil
+ 14 (leather armor)
+ 39 (6d8+12)
+ 25 ft.
+ 111714151012
+ Wis +2
+ Perception +2, Stealth +5
+ poison
+
+
+
+ darkvision 120 ft., truesight 30 ft.
+ 12
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 189
+
+
+ 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.
+
+
+ Multiattack
+ The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
+
+
+ Mind-Poison Dagger
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.
+ Mind-Poison Dagger|5|1d4+3
+
+
+ Invisibility (Recharge 4-6)
+ The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Mind Mastery
+ The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.
+
+
+ Reduce (Recharges after a Short or Long Rest)
+ For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
+
+
+
+
+
+ Duergar Screamer
+ M
+ construct
+ lawful evil
+ 15 (natural armor)
+ 38 (7d8+7)
+ 20 ft.
+ 18712555
+
+
+
+
+ poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 7
+ understands Dwarvish but can’t speak
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 190
+
+
+ Engine of Pain
+ Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.
+
+
+ Multiattack
+ The screamer makes one drill attack and uses its Sonic Scream.
+
+
+ Drill
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
+ Drill|6|1d12+4
+
+
+ Sonic Scream
+ The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+
+
+
+ Duergar Soulblade
+ M
+ humanoid (dwarf)
+ lawful evil
+ 14 (leather armor)
+ 18 (4d8)
+ 25 ft.
+ 111610111012
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 1
+
+ Source
+ Out of the Abyss p. 227
+ Mordenkainen's Tome of Foes, p. 190
+
+
+ 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 on 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 in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.
+
+
+ Soulblade
+ Melee Weapon Attack: +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, the attack deals an extra 3 (1d6) force damage.
+ Soulblade|6|1d6+3
+ Enlarged|6|2d6+3
+
+
+ Invisibility (Recharges on 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.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+ blade ward, true strike, jump, hunter's mark
+
+
+
+ Duergar Stone Guard
+ M
+ humanoid (dwarf)
+ lawful evil
+ 18 (chain mail, shield)
+ 39 (6d8+12)
+ 25 ft.
+ 18111411109
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 227
+ Mordenkainen's Tome of Foes, p. 191
+
+
+ Duergar Resilience
+ The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
+
+
+ Phalanx Formation
+ The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
+
+
+ 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 on 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.
+
+
+ King's Knife (Shortsword)
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.
+ King's Knife|6|1d6+4
+ Enalrged|6|2d6+4
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.
+ Javelin|6|1d6+4
+ Enlarged|6|2d6+4
+
+
+ Invisibility (Recharges on 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.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+
+
+
+ Duergar Warlord
+ M
+ humanoid (dwarf)
+ lawful evil
+ 20 (plate mail, shield)
+ 75 (10d8+30)
+ 25 ft.
+ 181117121214
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 11
+ Dwarvish, Undercommon
+ 6
+
+ Source
+ Mordenkainen's Tome of Foes, p. 192
+
+
+ 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.
+
+
+ Multiattack
+ The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.
+
+
+ Psychic-Attuned Hammer
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.
+ Psychic-Attuned Hammer|7|1d10+4
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
+ Javelin|7|1d6+4
+
+
+ Call to Attack
+ Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
+
+
+ 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.
+
+
+ Invisibility (Recharge 4-6)
+ The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Scouring Instruction
+ When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.
+
+
+
+
+
+
+ Duergar Xarron
+ M
+ humanoid (dwarf)
+ lawful evil
+ 18 (platemail)
+ 26 (4d8+4)
+ 25 ft.
+ 16111411109
+
+
+ poison
+
+
+
+ darkvision 120 ft.
+ 10
+ Dwarvish, Undercommon
+ 2
+
+ Source
+ Out of the Abyss p. 228
+ Mordenkainen's Tome of Foes, p. 193
+
+
+ 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 on 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: 9 (1d12+3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12+3) piercing damage plus 3 (1d6) fire damage while enlarged.
+ Fire Lance|5|1d12+3
+ Enlarged|5|2d12+3
+
+
+ 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 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
+ Fire Spray| |3d6
+
+
+ Invisibility (Recharges on 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.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+
+
+
+ Dybbuk
+ M
+ fiend (demon)
+ chaotic evil
+ 14 ()
+ 37 (5d8+15)
+ 0 ft., fly 40 ft. (hover)
+ 61916161514
+
+ Deception +6, Intimidation +4, Perception +4
+ acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 120 ft.
+ 14
+ Abyssal, Common, telepathy 120 ft.
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 132
+
+
+ Incorporeal Movement
+ The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
+
+
+ Innate Spellcasting
+ The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
+
+ At will: dimension door
+
+ 3/day each: fear, phantasmal force.
+
+
+ Magic Resistance
+ The dybbuk has advantage on saving throws against spells and other magical effects.
+
+
+ Violate Corpse
+ The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Tendril
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.
+ Tendril|6|2d8+4
+
+
+ Possess Corpse (Recharge 6)
+ The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
+ While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
+ The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
+
+ dimension door, fear, phantasmal force
+
+
+
+ Earth Elemental Myrmidon
+ M
+ elemental
+ neutral
+ 18 (plate)
+ 127 (17d8+51)
+ 30 ft.
+ 18101781010
+
+
+ bludgeoning, piercing, and slashing from nonmagical weapons
+
+ poison
+ paralyzed, petrified, poisoned, prone
+ darkvision 60 ft.
+ 10
+ Terran, one language of its creator's choice
+ 7
+
+ Source
+ Princes of the Apocalypse p. 212
+ Mordenkainen's Tome of Foes, p. 202
+
+
+ Magic Weapons
+ The myrmidon's weapon attacks are magical.
+
+
+ Multiattack
+ The myrmidon makes two maul attacks.
+
+
+ Maul
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
+ Maul|7|2d6+4
+
+
+ Thunderous Strike (Recharge 6)
+ The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Thunderous Strike|7|2d6+4+3d10
+
+
+
+
+
+ Eidolon
+ M
+ undead
+ any alignment
+ 9 (natural armor)
+ 63 (18d8+18)
+ 0 ft., fly 40 ft. (hover)
+ 789141916
+ Wis +8
+ Perception +8
+ acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ cold, necrotic, poison
+ charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 18
+ the languages it knew in life
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 193
+
+
+ Undead Nature
+ An eidolon doesn't require air, food, drink, or sleep.
+
+
+ Incorporeal Movement
+ The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
+
+
+ Sacred Animation (Recharge 5-6)
+ When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.
+
+
+ Turn Resistance
+ The eidolon has advantage on saving throws against any effect that turns undead.
+
+
+ Divine Dread
+ Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+
+
+ Elder Oblex
+ H
+ ooze
+ lawful evil
+ 16 ()
+ 115 (10d12+50)
+ 20 ft.
+ 151621221318
+ Int +10, Cha +8
+ Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
+
+
+
+ blinded, charmed, deafened, exhaustion, prone
+ blindsight 60 ft. (blind beyond this distance)
+ 15
+ Common plus six more
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 219
+
+
+ Ooze Nature
+ An oblex doesn't require sleep.
+
+
+ Amorphous
+ The oblex can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Aversion to Fire
+ If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
+
+
+ Innate Spellcasting
+ The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
+
+ At will: charm person (as 5th-level spell), detect thoughts, hold person
+
+ 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis.
+
+
+ Sulfurous Impersonation
+ As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
+
+
+ Multiattack
+ The elder oblex makes two pseudopod attacks and uses Eat Memories.
+
+
+ Pseudopod
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
+ Pseudopod|7|4d6+3+2d6
+
+
+ Eat Memories
+ The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
+ While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
+ When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ charm person, detect thoughts, hold person, confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis
+
+
+
+ Elder Tempest
+ G
+ elemental
+ neutral
+ 19 ()
+ 264 (16d20+96)
+ 0 ft., fly 120 ft. (hover)
+ 23282322118
+ Wis +12, Cha +11
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning, poison, thunder
+ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
+ darkvision 60 ft.
+ 15
+
+ 23
+
+ Source
+ Mordenkainen's Tome of Foes, p. 200
+
+
+ Air Form
+ The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Flyby
+ The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.
+
+
+ Legendary Resistance (3/Day)
+ If the tempest fails a saving throw, it can choose to succeed instead.
+
+
+ Living Storm
+ The tempest is always at the center of a storm1d6+4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
+ In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
+
+
+ Siege Monster
+ The tempest deals double damage to objects and structures.
+
+
+ Multiattack
+ The tempest makes two attacks with its thunderous slam.
+
+
+ Thunderous Slam
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage.
+ Thunderous Slam|16|4d6+9
+
+
+ Lightning Storm (Recharge 6)
+ All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Legendary Actions (3/Turn)
+ The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn.
+
+
+ Move
+ The tempest moves up to its speed.
+
+
+ Lightning Strike (Costs 2 Actions)
+ The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+ Screaming Gale (Costs 3 Actions)
+ The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
+
+
+
+
+
+ Fire Elemental Myrmidon
+ M
+ elemental
+ neutral
+ 18 (plate)
+ 117 (18d8+36)
+ 40 ft.
+ 13181591010
+
+
+ bludgeoning, piercing, and slashing from nonmagical weapons
+
+ fire, poison
+ paralyzed, petrified, poisoned, prone
+ darkvision 60 ft.
+ 10
+ Ignan, one language of its creator's choice
+ 7
+
+ Source
+ Princes of the Apocalypse p. 213
+ Mordenkainen's Tome of Foes, p. 203
+
+
+ Illumination
+ The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
+
+
+ Magic Weapons
+ The myrmidon's weapon attacks are magical.
+
+
+ Water Susceptibility
+ For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.
+
+
+ Multiattack
+ The myrmidon makes three scimitar attacks.
+
+
+ Scimitar
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
+ Scimitar|7|1d6+4
+
+
+ Fiery Strikes (Recharge 6)
+ The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
+ Fiery Strikes|7|1d6+4+1d10
+
+
+
+
+
+ Fraz-Urb'luu
+ L
+ fiend (demon)
+ chaotic evil
+ 18 (natural armor)
+ 350 (28d10+196)
+ 40 ft., fly 40 ft.
+ 291225262426
+ Dex +8, Con +15, Int +15, Wis +14
+ Deception +15, Perception +14, Stealth +8
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 24
+ all, telepathy 120 ft.
+ 23
+
+ Source
+ Out of the Abyss p. 238
+ Mordenkainen's Tome of Foes, p. 146
+
+
+ Innate Spellcasting
+ Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
+ 3/day each: confusion, dream, mislead, programmed illusion, seeming
+ 1/day each: mirage arcane, modify memory, project image
+
+
+ Legendary Resistance (3/Day)
+ If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Fraz-Urb'luu has advantage on saving throws against spells and other magic effects.
+
+
+ Magic Weapon
+ Fraz-Urb'luu's weapon attacks are magical.
+
+
+ Undetectable
+ Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
+
+
+ Multiattack
+ Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.
+
+
+ Bite
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage.
+ Bite|16|4d6+9
+
+
+ Fist
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) bludgeoning damage.
+ Fist|16|4d8+9
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
+
+ • Fraz-Urb’luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.
+
+ • Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20.
+
+ • Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.
+
+
+ Legendary Actions (3/Turn)
+ Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn.
+
+
+ Tail
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.
+ Tail|16|4d10+9
+
+
+ Phantasmal Killer
+ Fraz-Urb'luu casts phantasmal killer, no concentration required.
+
+ alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image
+
+
+
+ Frost Salamander
+ H
+ elemental
+ unaligned
+ 17 (natural armor)
+ 168 (16d12+64)
+ 60 ft., burrow 40 ft., climb 40 ft.
+ 2012187117
+ Con +8, Wis +4
+ Perception +4
+
+ fire
+ cold
+
+ darkvision 60 ft., tremorsense 60 ft.
+ 14
+ Primordial
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 233
+
+
+ Burning Fury
+ When the salamander takes fire damage, its Freezing Breath automatically recharges.
+
+
+ Multiattack
+ The salamander makes five attacks: four with its claws and one with its bite.
+
+
+ Claws
+ Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
+ Claws|9|1d6+5
+
+
+ Bite
+ Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.
+ Bite|9|1d8+5
+
+
+ Freezing Breath (Recharge 6)
+ The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Geryon
+ H
+ fiend (devil)
+ lawful evil
+ 19 (natural armor)
+ 300 (24d12+144)
+ 30 ft., fly 50 ft.
+ 291722191623
+ Dex +10, Con +13, Wis +10, Cha +13
+ Deception +13, Intimidation +13, Perception +10
+ bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ cold, fire, poison
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 20
+ all, telepathy 120 ft.
+ 22
+
+ Source
+ Mordenkainen's Tome of Foes, p. 172
+
+
+ Innate Spellcasting
+ Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
+
+ 1/day each: divine word, symbol (pain only)
+
+
+ Legendary Resistance (3/Day)
+ If Geryon fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Geryon has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ Geryon's weapon attacks are magical.
+
+
+ Regeneration
+ Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Multiattack
+ Geryon makes two attacks: one with his claws and one with his stinger.
+
+
+ Claws
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Claws|16|4d6+9
+
+
+ Stinger
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Stinger|16|2d4+9
+
+
+ Teleport
+ Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
+
+ • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.
+
+ • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
+
+ • Geryon casts the banishment spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Variant: Sound the Horn (1/Day)
+ Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
+
+
+ Legendary Actions (3/Turn)
+ Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn.
+
+
+ Infernal Glare
+ Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
+
+
+ Swift Sting (Costs 2 Actions)
+ Geryon attacks with his stinger.
+
+
+ Teleport
+ Geryon uses his Teleport action.
+
+ alter self, detect magic, geas, ice storm, invisibility, locate object, suggestion, wall of ice, divine word, symbol
+
+
+
+ Giff
+ M
+ humanoid
+ lawful neutral
+ 16 (breastplate)
+ 60 (8d8+24)
+ 30 ft.
+ 181417111212
+
+
+
+
+
+
+
+ 11
+ Common
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 204
+
+
+ Headfirst Charge
+ The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Firearms Knowledge
+ The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.
+
+
+ Multiattack
+ The giff makes two pistol attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
+ Longsword|6|1d8+4
+
+
+ Musket
+ Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage.
+ Musket|4|1d12+2
+
+
+ Pistol
+ Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
+ Pistol|4|1d10+2
+
+
+ Fragmentation Grenade (1/day)
+ The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Githyanki Gish
+ M
+ humanoid (gith)
+ lawful evil
+ 17 (half plate)
+ 123 (19d8+38)
+ 30 ft.
+ 171514161516
+ Con +6, Int +7, Wis +6
+ Insight +6, Perception +6, Stealth +6
+
+
+
+
+
+ 16
+ Gith
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 204
+
+
+ Innate Spellcasting (Psionics)
+ The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+
+ 3/day each: jump, misty step, nondetection (self only)
+
+ 1/day each: plane shift, telekinesis.
+
+
+ Spellcasting
+ The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:
+
+ Cantrips (at will): blade ward, light, message, true strike
+
+ 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
+
+ 2nd level (3 slots): blur, invisibility, levitate
+
+ 3rd level (3 slots): counterspell, fireball, haste
+
+ 4th level (2 slots): dimension door.
+
+
+ War Magic
+ When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action
+
+
+ Multiattack
+ The githyanki makes two longsword attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
+ Longsword|7|1d8+3
+
+ mage hand, jump, misty step, nondetection, plane shift, telekinesis, blade ward, light, message, true strike, expeditious retreat, magic missile, sleep, thunderwave, blur, invisibility, levitate, counterspell, fireball, haste, dimension door
+ 4,3,3,2
+
+
+ Githyanki Kith'rak
+ M
+ humanoid (gith)
+ lawful evil
+ 18 (plate)
+ 180 (24d8+72)
+ 30 ft.
+ 181617161517
+ Con +7, Int +7, Wis +6
+ Intimidation +7, Perception +6
+
+
+
+
+
+ 16
+ Gith
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 205
+
+
+ Innate Spellcasting (Psionics)
+ The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+
+ 3/day each: blur, jump, misty step, nondetection (self only)
+
+ 1/day each: plane shift, telekinesis.
+
+
+ Rally the Troops
+ As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
+
+
+ Multiattack
+ The githyanki makes three greatsword attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.
+ Greatsword|8|2d6+4+5d6
+
+
+ Parry
+ The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
+
+
+ mage hand, blur, jump, misty step, nondetection, plane shift, telekinesis.
+
+
+
+ Githyanki Supreme Commander
+ M
+ humanoid (gith)
+ lawful evil
+ 18 (plate)
+ 187 (22d8+88)
+ 30 ft.
+ 191718161618
+ Con +9, Int +8, Wis +8
+ Insight +8, Intimidation +9, Perception +8
+
+
+
+
+
+ 18
+ Gith
+ 14
+
+ Source
+ Mordenkainen's Tome of Foes, p. 206
+
+
+ Innate Spellcasting (Psionics)
+ The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+
+ 3/day each: jump, levitate (self only), misty step, nondetection (self only)
+
+ 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis
+
+
+ Multiattack
+ The githyanki makes two greatsword attacks.
+
+
+ Silver Greatsword
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
+ Silver Greatsword|12|2d6+7+5d6
+
+
+ Parry
+ The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
+
+
+
+ Legendary Actions (3/Turn)
+ The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn.
+
+
+ Attack (2 Actions)
+ The githyanki makes a greatsword attack.
+
+
+ Command Ally
+ The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
+
+
+ Teleport
+ The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
+
+
+
+
+
+ Githzerai Anarch
+ M
+ humanoid (gith)
+ lawful neutral
+ 20 ()
+ 144 (17d8+68)
+ 30 ft., fly 40 ft. (hover)
+ 162118182014
+ Str +8, Dex +10, Int +9, Wis +10
+ Arcana +9, Insight +10, Perception +10
+
+
+
+
+
+ 20
+ Gith
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 207
+
+
+ Innate Spellcasting (Psionics)
+ The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+
+ 3/day each: feather fall, jump, see invisibility, shield, telekinesis
+
+ 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force.
+
+
+ Psychic Defense
+ While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Multiattack
+ The githzerai makes three unarmed strikes.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.
+ Unarmed Strike|8|2d8+4+3d8
+
+
+ Temporal Strike (Recharge 6)
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
+ Temporal Strike|8|2d8+4+8d12
+
+
+ Lair Actions
+ An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:
+
+ • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.
+
+ • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
+
+ • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
+
+
+ Legendary Actions (3/Turn)
+ The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn.
+
+
+ Strike
+ The anarch makes one unarmed strike.
+
+
+ Teleport
+ The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
+
+
+ Change Gravity (Costs 3 Actions)
+ The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
+
+ mage hand, feather fall, jump, see invisibility, shield, telekinesis, globe of invulnerability, plane shift, teleportation circle, wall of force
+
+
+
+ Githzerai Enlightened
+ M
+ humanoid (gith)
+ lawful neutral
+ 18 ()
+ 112 (15d8+45)
+ 30 ft.
+ 141916171913
+ Str +6, Dex +8, Int +7, Wis +8
+ Arcana +7, Insight +8, Perception +8
+
+
+
+
+
+ 18
+ Gith
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 208
+
+
+ Innate Spellcasting (Psionics)
+ The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: mage hand (the hand is invisible)
+
+ 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield
+
+ 1/day each: haste, plane shift, teleport.
+
+
+ Psychic Defense
+ While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Multiattack
+ The githzerai makes three unarmed strikes.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.
+ Unarmed Strike|8|2d8+4+3d8
+
+
+ Temporal Strike (Recharge 6)
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
+ Temporal Strike|8|2d8+4+8d12
+
+ mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport
+
+
+
+ Gloom Weaver
+ M
+ humanoid (elf)
+ neutral
+ 14 (17 with mage armor)
+ 104 (16d8+32)
+ 30 ft.
+ 111814151218
+ Dex +8, Con +6
+
+
+
+ necrotic
+ charmed, exhaustion
+ darkvision 60 ft.
+ 11
+ Common, Elvish
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 224
+
+
+ Burden of Time
+ Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
+
+
+ Fey Ancestry
+ The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
+
+
+ Innate Spellcasting
+ The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
+
+ At will: arcane eye, mage armor, speak with dead
+
+ 1/day each: arcane gate, bane, compulsion, confusion, true seeing.
+
+
+ Spellcasting
+ The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation 1st_
+
+ 5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
+
+
+ Multiattack
+ The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.
+
+
+ Shadow Spear
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.
+ Shadow Spear|8|1d6+4
+
+
+ Misty Escape (Recharges after a Short or Long Rest)
+ When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
+
+
+ arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, chill touch, eldritch blast, minor illusion, prestidigitation, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
+ 0,0,0,0,3
+
+
+ Gray Render
+ L
+ monstrosity
+ chaotic neutral
+ 19 (natural armor)
+ 189 (18d10+90)
+ 30 ft.
+ 191320368
+ Str +8, Con +9
+ Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 209
+
+
+ Multiattack
+ The gray render makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Bite|8|2d12+4
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone.
+ Claws|8|2d8+4
+
+
+ Bloody Rampage
+ When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.
+
+
+
+
+
+
+ Graz'zt
+ L
+ fiend (demon, shapechanger)
+ chaotic evil
+ 20 (natural armor)
+ 378 (36d10+180)
+ 40 ft.
+ 221521232126
+ Dex +9, Con +12, Wis +12
+ Deception +15, Insight +12, Perception +12, Persuasion +15
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 24
+ all, telepathy 120 ft.
+ 24
+
+ Source
+ Out of the Abyss p. 240
+ Mordenkainen's Tome of Foes, p. 149
+
+
+ Shapechanger
+ Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed.
+
+
+ Innate Spellcasting
+ Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components:
+
+ At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
+ 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport
+ 1/day each: dominate monster, greater invisibility
+
+
+ Legendary Resistance (3/Day)
+ If Graz'zt fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Graz'zt has advantage on saving throws against spell and other magic effects.
+
+
+ Magic Weapon
+ Graz'zt's weapon attacks are magical.
+
+
+ Multiattack
+ Graz'zt attacks twice with the Wave of Sorrow.
+
+
+ Wave of Sorrow (Greatsword)
+ Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6+6) slashing damage plus 14 (4d6) acid damage.
+ Wave of Sorrow|13|4d6+6+4d6
+
+
+ Teleport
+ Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
+
+ • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
+
+ • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
+
+
+ Legendary Actions (3/Turn)
+ Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn.
+
+
+ Attack
+ Graz'zt attacks once with the Wave of Sorrow.
+ Wave of Sorrow|13|4d6+6+4d6
+
+
+ Dance, My Puppet!
+ One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.
+
+
+ Sow Discord
+ Graz'zt casts crown of madness or dissonant whispers.
+
+
+ Teleport
+ Graz'zt uses his Teleport action.
+
+ charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility
+
+
+
+ Green Abishai
+ M
+ fiend (devil)
+ lawful evil
+ 18 (natural armor)
+ 187 (25d8+75)
+ 30 ft., fly 40 ft.
+ 121716171219
+ Int +8, Cha +9
+ Deception +9, Insight +6, Perception +6, Persuasion +9
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ fire, poison
+ poisoned
+ darkvision 120 ft.
+ 16
+ Draconic, Infernal, telepathy 120 ft.
+ 15
+
+ Source
+ Mordenkainen's Tome of Foes, p. 162
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the abishai's darkvision.
+
+
+ Innate Spellcasting
+ The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
+
+ At will: alter self, major image
+
+ 3/day each: charm person, detect thoughts, fear
+
+ 1/day each: confusion, dominate person, mass suggestion.
+
+
+ Magic Resistance
+ The abishai has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The abishai's weapon attacks are magical.
+
+
+ Multiattack
+ The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands.
+ Longsword|6|1d8+1
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Claws|8|2d8+3
+
+ alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion
+
+
+
+ Hellfire Engine
+ H
+ construct
+ lawful evil
+ 18 (natural armor)
+ 216 (16d12+112)
+ 40 ft.
+ 2016242101
+ Dex +8, Wis +5, Cha +0
+
+ cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ fire, poison
+ charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
+ darkvision 120 ft.
+ 10
+ understands Infernal but can't speak
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 165
+
+
+ Constructed Nature
+ A hellfire engine doesn't require air, food, drink, or sleep.
+
+
+ Immutable Form
+ The hellfire engine is immune to any spell or effect that would alter its form.
+
+
+ Magic Resistance
+ The hellfire engine has advantage on saving throws against spells and other magical effects.
+
+
+ Flesh-Crushing Stride
+ The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.
+ If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Hellfire Weapons
+ The hellfire engine uses one of the following options: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
+
+
+ Lightning Flail
+ Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
+ Lightning Flail|11|3d8+5+5d8
+
+
+ Thunder Cannon
+ The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
+ If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
+
+
+
+
+
+ Howler
+ L
+ fiend
+ chaotic evil
+ 16 (natural armor)
+ 90 (12d10+24)
+ 40 ft.
+ 1716155206
+
+ Perception +8
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+ frightened
+ darkvision 60 ft.
+ 15
+ understands Abyssal but can’t speak
+ 8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 210
+
+
+ Pack Tactics
+ A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Multiattack
+ The howler makes two bite attacks.
+
+
+ Rending Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
+ Rending Bite|6|2d6+3
+
+
+ Mind-Breaking Howl (Recharge 6)
+ The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
+
+
+
+
+
+ Hutijin
+ L
+ fiend (devil)
+ lawful evil
+ 19 (natural armor)
+ 200 (16d10+112)
+ 30 ft., fly 60 ft.
+ 271525231925
+ Dex +9, Con +14, Wis +11
+ Intimidation +14, Perception +11
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 21
+ all, telepathy 120 ft.
+ 21
+
+ Source
+ Mordenkainen's Tome of Foes, p. 174
+
+
+ Infernal Despair
+ Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.
+
+
+ Innate Spellcasting
+ Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire
+
+ 3/day each: dispel magic
+
+ 1/day each: heal, symbol (hopelessness only).
+
+
+ Legendary Resistance (3/Day)
+ If Hutijin fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Hutijin has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ Hutijin's weapon attacks are magical.
+
+
+ Regeneration
+ Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Multiattack
+ Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.
+
+
+ Bite
+ Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|15|2d6+8
+
+
+ Claw
+ Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
+ Claw|15|2d8+8
+
+
+ Mace
+ Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
+ Mace|15|2d6+8
+
+
+ Tail
+ Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
+ Tail|15|2d10+8
+
+
+ Teleport
+ Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Fearful Voice (Recharge 5-6)
+ In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.
+
+
+
+ Legendary Actions (3/Turn)
+ Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.
+
+
+ Attack
+ Hutijin attacks once with his mace.
+
+
+ Lightning Storm (Costs 2 Actions)
+ Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
+
+
+ Teleport
+ Hutijin uses his Teleport action.
+
+ alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol
+
+
+
+ Hydroloth
+ M
+ fiend (yugoloth)
+ neutral evil
+ 15 ()
+ 135 (18d8+54)
+ 20 ft., swim 40 ft.
+ 122116191014
+
+ Insight +4, Perception +4
+ cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+ fire
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 14
+ Abyssal, Infernal, telepathy 60 ft.
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 249
+
+
+ Amphibious
+ The hydroloth can breathe air and water.
+
+
+ Innate Spellcasting
+ The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: darkness, detect magic, dispel magic, invisibility (self only), water walk
+
+ 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion.
+
+
+ Magic Resistance
+ The hydroloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The hydroloth's weapon attacks are magical.
+
+
+ Secure Memory
+ The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
+
+
+ Watery Advantage
+ While submerged in liquid, the hydroloth has advantage on attack rolls.
+
+
+ Multiattack
+ The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.
+
+
+ Claws
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
+ Claws|9|2d8+5
+
+
+ Bite
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
+ Bite|9|2d10+5
+
+
+ Steal Memory (1/Day)
+ The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
+
+
+ Teleport
+ The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
+
+ darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion
+
+
+
+ Iron Cobra
+ M
+ construct
+ unaligned
+ 13 ()
+ 45 (7d8+14)
+ 30 ft.
+ 1216143101
+
+ Stealth +7
+
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands one language of its creator but can’t speak
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 125
+
+
+ Constructed Nature
+ A clockwork doesn't require air, food, drink, or sleep.
+
+
+ Magic Resistance
+ The iron cobra has advantage on saving throws against spells and other magical effects.
+
+
+ Individual Designs
+ A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
+ A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
+
+ d10 — Enhancement:
+
+ 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
+
+ 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
+
+ 3 — Improved Armor. The clockwork's AC increases by 2.
+
+ 4 — Increased Speed. The clockwork's speed increases by 10 feet.
+
+ 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
+
+ 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
+
+ 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
+
+ 8 — Suction. The clockwork gains a climbing speed of 30 feet.
+
+ 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
+
+ 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
+
+ Clockwork Malfunctions:
+
+ d10 — Malfunction
+
+ 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
+
+ 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
+
+ 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
+
+ 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
+
+ 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
+
+ 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
+
+ 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
+
+ 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
+
+ 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
+
+ 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:
+
+ 1. Poison Damage: The target takes 13 (3d8) poison damage.
+
+ 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
+
+ 3. Paralysis: The target is paralyzed until the end of its next turn.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Bite|5|1d6+3
+
+
+
+
+
+ Juiblex
+ H
+ fiend (demon)
+ chaotic evil
+ 18 (natural armor)
+ 350 (28d12+168)
+ 30 ft.
+ 241023202016
+ Dex +7, Con +13, Wis +12
+ Perception +12
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
+ truesight 120 ft.
+ 22
+ all, telepathy 120 ft.
+ 23
+
+ Source
+ Out of the Abyss p. 242
+ Mordenkainen's Tome of Foes, p. 151
+
+
+ Foul
+ Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn.
+
+
+ Innate Spellcasting
+ Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:
+
+ At will: acid splash (17th level), detect magic
+ 3/day each: blight, contagion, gaseous form
+
+
+ Legendary Resistance (3/Day)
+ If Juiblex fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ Juiblex has advantage on saving throws against spells and other magic effects.
+
+
+ Magic Weapon
+ Juiblex's weapon attacks are magical.
+
+
+ Regeneration
+ Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.
+
+
+ Spider Climb
+ Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ Juiblex makes three acid lash attacks.
+
+
+ Acid Lash
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.
+ Acid Lash|14|4d6+7
+
+
+ Eject Slime (Recharge 5-6)
+ Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.
+ Eject Slime||10d10
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
+
+ • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
+ A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check.
+ If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
+
+ • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
+ If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
+
+ • A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Legendary Actions (3/Turn)
+ Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn.
+
+
+ Acid Splash
+ Juiblex casts acid splash.
+
+
+ Attack
+ Juiblex makes one acid lash attack.
+ Acid Lash|14|4d6+7
+
+
+ Corrupting Touch (Costs 2 Actions)
+ Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+ 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while Within 10 of the target.
+ Corrupting Touch|14|4d6+7
+
+ acid splash, detect magic, blight, contagion, gaseous form
+
+
+
+ Kruthik Hive Lord
+ L
+ monstrosity
+ unaligned
+ 20 (natural armor)
+ 102 (12d10+36)
+ 40 ft., burrow 20 ft., climb 40 ft.
+ 191617101410
+
+
+
+
+
+
+ darkvision 60 ft., tremorsense 60 ft.
+ 12
+ Kruthik
+ 5
+
+ Source
+ Mordenkainen's Tome of Foes, p. 212
+
+
+ Keen Smell
+ The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pack Tactics
+ The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+
+ Tunneler
+ The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
+
+
+ Multiattack
+ The kruthik makes two stab attacks or two spike attacks.
+
+
+ Stab
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
+ Stab|7|1d10+4
+
+
+ Spike
+ Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
+ Spike|6|1d6+4
+
+
+ Acid Spray (Recharge 5-6)
+ The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Leviathan
+ G
+ elemental
+ neutral
+ 17 ()
+ 328 (16d20+160)
+ 40 ft., swim 120 ft.
+ 30243021817
+ Wis +10, Cha +9
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
+ darkvision 60 ft.
+ 14
+
+ 20
+
+ Source
+ Mordenkainen's Tome of Foes, p. 198
+
+
+ Legendary Resistance (3/Day)
+ If the leviathan fails a saving throw, it can choose to succeed instead.
+
+
+ Partial Freeze
+ If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.
+
+
+ Siege Monster
+ The leviathan deals double damage to objects and structures (included in Tidal Wave).
+
+
+ Water Form
+ The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Multiattack
+ The leviathan makes two attacks: one with its slam and one with its tail.
+
+
+ Slam
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d1[0-100]+[0-100]0) bludgeoning damage plus 5 (1d10) acid damage.
+ Slam|16|1d10+10+1d10
+
+
+ Tail
+ Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.
+ Tail|16|1d12+10+1d12
+
+
+ Tidal Wave (Recharge 6)
+ While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
+ When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.
+ At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.
+ A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.
+
+
+ Legendary Actions (3/Turn)
+ The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.
+
+
+ Slam (Costs 2 Actions)
+ The leviathan makes one slam attack.
+
+
+ Move
+ The leviathan moves up to its speed.
+
+
+
+
+
+ Marut
+ L
+ construct (inevitable)
+ lawful neutral
+ 22 (natural armor)
+ 432 (32d10+256)
+ 40 ft., fly 30 ft. (hover)
+ 281226191518
+ Int +12, Wis +10, Cha +12
+ Insight +10, Intimidation +12, Perception +10
+ thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, frightened, paralyzed, poisoned, unconscious
+ darkvision 60 ft.
+ 20
+ all but rarely speaks
+ 25
+
+ Source
+ Mordenkainen's Tome of Foes, p. 213
+
+
+ Constructed Nature
+ A marut doesn't require air, food, drink, or sleep.
+
+
+ Immutable Form
+ The marut is immune to any spell or effect that would alter its form.
+
+
+ Innate Spellcasting
+ The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.
+
+ At will: plane shift (self only).
+
+
+ Legendary Resistance (3/Day)
+ If the marut fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ The marut has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The marut makes two slam attacks.
+
+
+ Unerring Slam
+ Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
+
+
+ Blazing Edict (Recharge 5-6)
+ Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Justify
+ The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.
+ After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.
+
+ plane shift
+ 0
+
+
+ Maurezhi
+ M
+ fiend (demon)
+ chaotic evil
+ 15 (natural armor)
+ 88 (16d8+16)
+ 30 ft.
+ 141712111215
+
+ Deception +5
+ cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, exhaustion, poisoned
+ darkvision 120 ft.
+ 11
+ Abyssal, Elvish, telepathy 120 ft.
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 133
+
+
+ Assume Form
+ The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.
+
+
+ Magic Resistance
+ The maurezhi has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The maurezhi makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
+ Bite|6|2d10+3
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Claws|6|2d8+3
+
+
+ Raise Ghoul (Recharge 5-6)
+ The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.
+
+
+
+
+
+ Meazel
+ M
+ humanoid (meazel)
+ neutral evil
+ 13 ()
+ 35 (10d8-10)
+ 30 ft.
+ 8179141310
+
+ Perception +3, Stealth +5
+
+
+
+
+ darkvision 120 ft.
+ 13
+ Common
+ 1
+
+ Source
+ Mordenkainen's Tome of Foes, p. 214
+
+
+ Shadow Stealth
+ While in dim light or darkness, the meazel can take the Hide action as a bonus action.
+
+
+ Garrote
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns.
+ The meazel can't make weapon attacks while grappling a creature in this way.
+ Garrote|5|1d6+3
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage.
+ Shortsword|5|1d6+3
+
+
+ Shadow Teleport (Recharge 5-6)
+ The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.
+ Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.
+
+
+
+
+
+ Merregon
+ M
+ fiend (devil)
+ lawful evil
+ 16 (natural armor)
+ 45 (6d8+18)
+ 30 ft.
+ 1814176128
+
+
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ frightened, poisoned
+ darkvision 60 ft.
+ 11
+ understands Infernal but can’t speak, telepathy 120 ft.
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 166
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the merregon's darkvision.
+
+
+ Magic Resistance
+ The merregon has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.
+
+
+ Halberd
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
+ Halberd|6|1d10+4
+
+
+ Heavy Crossbow
+ Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
+ Heavy Crossbow|4|1d10+2
+
+
+ Loyal Bodyguard
+ When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
+
+
+
+
+
+
+ Merrenoloth
+ M
+ fiend (yugoloth)
+ neutral evil
+ 13 ()
+ 40 (9d8)
+ 30 ft., swim 40 ft.
+ 81710171411
+ Dex +5, Int +5
+ History +5, Nature +5, Perception +4, Survival +4
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 14
+ Abyssal, Infernal, telepathy 60 ft.
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 249
+
+
+ Innate Spellcasting
+ The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
+
+ At will: charm person, darkness, detect magic, dispel magic, gust of wind
+
+ 3/day each: control water
+
+ 1/day each: control weather
+
+
+ Magic Resistance
+ The merrenoloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The merrenoloth's weapon attacks are magical.
+
+
+ Teleport
+ As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
+
+
+ Multiattack
+ The merrenoloth uses Fear Gaze once and makes one oar attack.
+
+
+ Oar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
+ Oar|5|2d4+3
+
+
+ Fear Gaze
+ The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Lair Actions
+ Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
+
+ • The ship regains 22 (4d10) hit points.
+
+ • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.
+
+ • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ charm person, darkness, detect magic, dispel magic, gust of wind, control water, control weather
+
+
+
+ Moloch
+ L
+ fiend (devil)
+ lawful evil
+ 19 (natural armor)
+ 253 (22d10+132)
+ 30 ft.
+ 261922211823
+ Dex +11, Con +13, Wis +11, Cha +13
+ Deception +13, Intimidation +13, Perception +11
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, exhaustion, frightened, poisoned
+ darkvision 120 ft.
+ 21
+ all, telepathy 120 ft.
+ 21
+
+ Source
+ Mordenkainen's Tome of Foes, p. 176
+
+
+ Innate Spellcasting
+ Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
+
+ 1/day each: flame strike, symbol (stunning only)
+
+
+ Legendary Resistance (3/Day)
+ If Moloch fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Moloch has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ Moloch's weapon attacks are magical.
+
+
+ Regeneration
+ Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Multiattack
+ Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.
+
+
+ Bite
+ Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
+ Bite|15|4d8+8
+
+
+ Claw
+ Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
+ Claw|15|2d8+8
+
+
+ Many-Tailed Whip
+ Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.
+ Many-Tailed Whip|15|2d4+8+2d10
+
+
+ Breath of Despair (Recharge 5-6)
+ Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Teleport
+ Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Legendary Actions (3/Turn)
+ Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn.
+
+
+ Stinking Cloud
+ Moloch casts stinking cloud.
+
+
+ Teleport
+ Moloch uses his Teleport action.
+
+
+ Whip
+ Moloch makes one attack with his whip.
+
+ alter self, animate dead, burning hands, confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire, flame strike, symbol
+
+
+
+ Molydeus
+ H
+ fiend (demon)
+ chaotic evil
+ 19 (natural armor)
+ 216 (16d12+112)
+ 40 ft.
+ 282225212424
+ Str +16, Con +14, Wis +14, Cha +14
+ Perception +21
+ cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, exhaustion, frightened, poisoned, stunned
+ truesight 120 ft.
+ 31
+ Abyssal, telepathy 120 ft.
+ 21
+
+ Source
+ Mordenkainen's Tome of Foes, p. 134
+
+
+ Innate Spellcasting
+ The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
+
+ At will: dispel magic, polymorph, telekinesis, teleport
+
+ 3/day each: lightning bolt
+
+ 1/day each: imprisonment
+
+
+ Legendary Resistance (3/Day)
+ If the molydeus fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ The molydeus has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The molydeus's weapon attacks are magical.
+
+
+ Multiattack
+ The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.
+
+
+ Demonic Weapon
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
+ Demonic Weapon|16|2d10+9
+
+
+ Wolf Bite
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage.
+ Wolf Bite|16|2d6+9
+
+
+ Snakebite
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.
+ Snakebite|16|1d6+9
+
+
+ Variant: Summon Demon (1/Day)
+ As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.
+
+
+ Legendary Actions (3/Turn)
+ The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn.
+
+
+ Attack
+ The molydeus makes one attack, either with its demonic weapon or with its snakebite.
+
+
+ Move
+ The molydeus moves without provoking opportunity attacks.
+
+
+ Cast a Spell
+ The molydeus casts one spell from its Innate Spellcasting trait.
+
+ dispel magic, polymorph, telekinesis, teleport, lightning bolt, imprisonment
+
+
+
+ Nabassu
+ M
+ fiend (demon)
+ chaotic evil
+ 18 (natural armor)
+ 190 (20d8+100)
+ 40 ft., fly 60 ft.
+ 221421141517
+ Str +11, Dex +7
+ Perception +7
+ cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 17
+ Abyssal, telepathy 120 ft.
+ 15
+
+ Source
+ Mordenkainen's Tome of Foes, p. 135
+
+
+ Demonic Shadows
+ The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.
+
+
+ Devour Soul
+ A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.
+
+
+ Magic Resistance
+ The nabassu has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The nabassu's weapon attacks are magical.
+
+
+ Multiattack
+ The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.
+
+
+ Claws
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
+ Claws|11|2d10+6
+
+
+ Bite
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage.
+ Bite|11|4d12+6
+
+
+ Soul-Stealing Gaze
+ The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
+
+
+
+
+
+ Nagpa
+ M
+ humanoid (nagpa)
+ neutral evil
+ 19 (natural armor)
+ 187 (34d8+34)
+ 30 ft.
+ 91512231821
+ Int +12, Wis +10, Cha +11
+ Arcana +12, Deception +11, History +12, Insight +10, Perception +10
+
+
+
+
+ truesight 120 ft.
+ 20
+ Common plus up to five other languages
+ 17
+
+ Source
+ Mordenkainen's Tome of Foes, p. 215
+
+
+ Corruption
+ As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Paralysis (Recharge 6)
+ As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+ Spellcasting
+ The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:
+
+ Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion
+
+ 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt
+
+ 2nd level (3 slots): hold person, ray of enfeeblement, suggestion
+
+ 3rd level (3 slots): counterspell, fireball, fly
+
+ 4th level (3 slots): confusion, hallucinatory terrain, wall of fire
+
+ 5th level (2 slots): dominate person, dream, geas
+
+ 6th level (1 slot): circle of death, disintegrate
+
+ 7th level (1 slot): etherealness, prismatic spray
+
+ 8th level (1 slot): feeblemind
+
+
+ Staff
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
+ Staff|8|2d6+2
+
+ chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind
+ 4,3,3,3,2,1,1,1
+
+
+ Narzugon
+ M
+ fiend (devil)
+ lawful evil
+ 20 (plate armor, shield)
+ 112 (15d8+45)
+ 30 ft.
+ 201017161419
+ Dex +5, Con +8, Cha +9
+ Perception +7
+ acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 17
+ Common, Infernal, telepathy 120 ft.
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 167
+
+
+ Diabolical Sense
+ The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
+
+
+ Infernal Tack
+ The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
+
+
+ Magic Resistance
+ The narzugon has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
+
+
+ Hellfire Lance
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
+ Hellfire Lance|10|1d12+5+3d10
+
+
+ Infernal Command
+ Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.
+
+
+ Terrifying Command
+ Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Healing (1/Day)
+ The narzugon, or one creature it touches, regains up to 100 hit points.
+
+
+
+
+
+ Nightwalker
+ H
+ undead
+ chaotic evil
+ 14 ()
+ 297 (22d12+154)
+ 40 ft., fly 40 ft.
+ 221924698
+ Con +13
+
+ acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ necrotic, poison
+ exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 120 ft.
+ 9
+
+ 20
+
+ Source
+ Mordenkainen's Tome of Foes, p. 216
+
+
+ Undead Nature
+ A nightwalker doesn't require air, food, drink, or sleep.
+
+
+ Annihilating Aura
+ Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.
+
+
+ Life Eater
+ A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.
+
+
+ Multiattack
+ The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
+
+
+ Enervating Focus
+ Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
+ Enervating Focus|12|5d8+6
+
+
+ Finger of Doom (Recharge 6)
+ The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+
+
+
+ Nupperibo
+ M
+ fiend (devil)
+ lawful evil
+ 13 (natural armor)
+ 11 (2d8+2)
+ 20 ft.
+ 161113381
+
+ Perception +1
+ acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ blinded, charmed, frightened, poisoned
+ blindsight 10 ft. (blind beyond this radius)
+ 11
+ understands Infernal but can’t speak
+ 1/2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 168
+
+
+ Cloud of Vermin
+ Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.
+
+
+ Hunger-Driven
+ In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
+ Bite|5|1d6+3
+
+
+
+
+
+ Oaken Bolter
+ M
+ construct
+ unaligned
+ 16 (natural armor)
+ 58 (9d8+18)
+ 30 ft.
+ 1218153101
+
+
+
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands one language of its creator but can’t speak
+ 5
+
+ Source
+ Mordenkainen's Tome of Foes, p. 126
+
+
+ Constructed Nature
+ A clockwork doesn't require air, food, drink, or sleep.
+
+
+ Magic Resistance
+ The oaken bolter has advantage on saving throws against spells and other magical effects.
+
+
+ Individual Designs
+ A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
+ A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
+
+ d10 — Enhancement:
+
+ 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
+
+ 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
+
+ 3 — Improved Armor. The clockwork's AC increases by 2.
+
+ 4 — Increased Speed. The clockwork's speed increases by 10 feet.
+
+ 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
+
+ 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
+
+ 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
+
+ 8 — Suction. The clockwork gains a climbing speed of 30 feet.
+
+ 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
+
+ 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
+
+ Clockwork Malfunctions:
+
+ d10 — Malfunction
+
+ 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
+
+ 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
+
+ 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
+
+ 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
+
+ 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
+
+ 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
+
+ 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
+
+ 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
+
+ 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
+
+ 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
+
+
+ Multiattack
+ The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.
+
+
+ Lancing Bolt
+ Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
+ Lancing Bolt|7|2d10+4
+
+
+ Harpoon
+ Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Harpoon|7|1d10+4
+
+
+ Explosive Bolt (Recharge 5-6)
+ The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
+
+
+
+
+
+ Oblex Spawn
+ T
+ ooze
+ lawful evil
+ 13 ()
+ 18 (4d4+8)
+ 20 ft.
+ 81615141110
+ Int +4, Cha +2
+
+
+
+
+ blinded, charmed, deafened, exhaustion, prone
+ blindsight 60 ft. (blind beyond this distance)
+ 12
+
+ 1/4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 217
+
+
+ Ooze Nature
+ An oblex doesn't require sleep.
+
+
+ Amorphous
+ The oblex can move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Aversion to Fire
+ If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
+
+
+ Pseudopod
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.
+ Pseudopod|5|1d4+3+1d4
+
+
+
+
+
+ Ogre Battering Ram
+ L
+ giant
+ chaotic evil
+ 14 (ring mail)
+ 59 (7d10+21)
+ 40 ft.
+ 19816577
+
+
+
+
+
+
+ darkvision 60 ft.
+ 8
+ Common, Giant
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 220
+
+
+ Siege Monster
+ The ogre deals double damage to objects and structures.
+
+
+ Bash
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.
+ Bash|6|2d10+4
+
+
+ Block the Path
+ Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.
+
+
+
+
+
+ Ogre Bolt Launcher
+ L
+ giant
+ chaotic evil
+ 13 (hide armor)
+ 59 (7d10+21)
+ 40 ft.
+ 191216577
+
+
+
+
+
+
+ darkvision 60 ft.
+ 8
+ Common, Giant
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 220
+
+
+ Fist
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
+ Fist|6|2d4+4
+
+
+ Bolt Launcher
+ Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d1[0-100]+[0-100]) piercing damage.
+ Bolt Launcher|3|3d10+1
+
+
+
+
+
+ Ogre Chain Brute
+ L
+ giant
+ chaotic evil
+ 11 (hide armor)
+ 59 (7d10+21)
+ 40 ft.
+ 19816577
+
+
+
+
+
+
+ darkvision 60 ft.
+ 8
+ Common, Giant
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 221
+
+
+ Fist
+ Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
+ Fist|6|2d4+4
+
+
+ Chain Sweep
+ The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Chain Smash (Recharge 6)
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Chain Smash|6|2d8+4
+
+
+
+
+
+ Ogre Howdah
+ L
+ giant
+ chaotic evil
+ 13 (breastplate)
+ 59 (7d10+21)
+ 40 ft.
+ 19816577
+
+
+
+
+
+
+ darkvision 60 ft.
+ 8
+ Common, Giant
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 221
+
+
+ Howdah
+ The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.
+
+
+ Mace
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
+ Mace|6|2d6+4
+
+
+
+
+
+ Oinoloth
+ M
+ fiend (yugoloth)
+ neutral evil
+ 17 (natural armor)
+ 126 (12d10+60)
+ 40 ft.
+ 191718171619
+ Con +8, Wis +7
+ Deception +8, Intimidation +8, Perception +7
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 17
+ Abyssal, Infernal, telepathy 60 ft.
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 251
+
+
+ Bringer of Plagues (Recharge 5-6)
+ As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.
+ Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.
+ The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Innate Spellcasting
+ The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: darkness, detect magic, dispel magic, invisibility (self only)
+
+ 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice.
+
+
+ Magic Resistance
+ The oinoloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The oinoloth's weapon attacks are magical.
+
+
+ Multiattack
+ The oinoloth uses its Transfixing Gaze and makes two claw attacks.
+
+
+ Claw
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.
+ Claw|8|3d6+4+4d10
+
+
+ Corrupted Healing (Recharge 6)
+ The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.
+
+ Exhaustion:
+ Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
+
+ Level — Effect:
+ 1 —Disadvantage on ability checks
+ 2 —Speed halved
+ 3 —Disadvantage on attack rolls and saving throws
+ 4 —Hit point maximum halved
+ 5 —Speed reduced to 0
+ 6 —Death
+
+ If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
+ A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
+ An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
+ Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
+
+
+ Teleport
+ The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
+
+
+ Transfixing Gaze
+ The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+ darkness, detect magic, dispel magic, invisibility, feeblemind, globe of invulnerability, wall of fire, wall of ice
+
+
+
+ Orcus
+ H
+ fiend (demon)
+ chaotic evil
+ 17 (natural armor, 20 with the Wand of Orcus)
+ 405 (30d12+210)
+ 40 ft., fly 40 ft.
+ 271425202025
+ Dex +10, Con +15, Wis +13
+ Arcana +12, Perception +12
+ cold, fire, lightning
+
+ necrotic; poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 22
+ all, telepathy 120 ft.
+ 26
+
+ Source
+ Out of the Abyss p. 244
+ Mordenkainen's Tome of Foes, p. 153
+
+
+ Wand of Orcus
+ The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn.
+ While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.
+
+
+ Innate Spellcasting
+ Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+ At will: chill touch (17th level), detect magic
+ 3/day each: create undead, dispel magic
+ 1/day: time stop
+
+
+ Legendary Resistance (3/Day)
+ If Orcus fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Orcus has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapon
+ Orcus's weapon attacks are magical.
+
+
+ Master of Undeath
+ When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
+
+
+ Multiattack
+ Orcus makes two Wand of Orcus attacks.
+
+
+ Wand of Orcus
+ Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (2d12) necrotic damage.
+ Wand of Orcus|19|3d8+8+2d12
+
+
+ Tail
+ Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage plus 18 (4d8) poison damage.
+ Tail|17|3d8+8+4d8
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
+
+ • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
+
+ • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
+
+ • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required).
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Legendary Actions (3/Turn)
+ Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.
+
+
+ Tail
+ Orcus makes one tail attack.
+ Tail|17|3d8+8+4d8
+
+
+ A Taste of Undeath
+ Orcus casts chill touch (17th level).
+
+
+ Creeping Death (Costs 2 Actions)
+ Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area are vulnerable to necrotic damage.
+
+ chill touch, detect magic, create undead, dispel magic, time stop
+
+
+
+ Orthon
+ L
+ fiend (devil)
+ lawful evil
+ 17 (half-plate)
+ 105 (10d10+50)
+ 30 ft., climb 30 ft.
+ 221621151516
+ Dex +7, Con +9, Wis +6
+ Perception +10, Stealth +11, Survival +10
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, exhaustion, poisoned
+ darkvision 120 ft., truesight 30 ft.
+ 20
+ Common, Infernal, telepathy 120 ft.
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 169
+
+
+ Invisibility Field
+ The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Magic Resistance
+ The orthon has advantage on saving throws against spells and other magical effects.
+
+
+ Infernal Dagger
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Infernal Dagger|10|2d4+6
+
+
+ Infernal Crossbow
+ Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects:
+
+ 1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
+
+ 2. Blindness (1/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn.
+
+ 3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
+
+ 4. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
+
+ 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ 6. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Infernal Crossbow|7|2d10+3
+
+
+ Explosive Retribution
+ When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.
+
+
+
+
+
+
+ Phoenix
+ G
+ elemental
+ neutral
+ 18 ()
+ 175 (10d20+70)
+ 20 ft., fly 120 ft.
+ 19262522118
+ Wis +10, Cha +9
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+ fire, poison
+ exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
+ darkvision 60 ft.
+ 15
+
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 199
+
+
+ Fiery Death and Rebirth
+ When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.
+ The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.
+
+
+ Fire Form
+ The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).
+
+
+ Flyby
+ The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.
+
+
+ Illumination
+ The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
+
+
+ Legendary Resistance (3/Day)
+ If the phoenix fails a saving throw, it can choose to succeed instead.
+
+
+ Siege Monster
+ The phoenix deals double damage to objects and structures.
+
+
+ Multiattack
+ The phoenix makes two attacks: one with its beak and one with its fiery talons.
+
+
+ Beak
+ Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
+ Beak|13|2d6+8
+
+
+ Fiery Talons
+ Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.
+ Fiery Talons|13|2d8+8
+
+
+ Legendary Actions (3/Turn)
+ The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn.
+
+
+ Peck
+ The phoenix makes one beak attack.
+
+
+ Move
+ The phoenix moves up to its speed.
+
+
+ Swoop (Costs 2 Actions)
+ The phoenix moves up to its speed and attacks with its fiery talons.
+
+
+
+
+
+ Red Abishai
+ M
+ fiend (devil)
+ lawful evil
+ 22 (natural armor)
+ 255 (30d8+120)
+ 30 ft., fly 50 ft.
+ 231619141519
+ Str +12, Con +10, Wis +8
+ Intimidation +10, Perception +8
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
+
+ fire, poison
+ poisoned
+ darkvision 120 ft.
+ 18
+ Draconic, Infernal, telepathy 120 ft.
+ 19
+
+ Source
+ Mordenkainen's Tome of Foes, p. 162
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the abishai's darkvision.
+
+
+ Magic Resistance
+ The abishai has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The abishai's weapon attacks are magical.
+
+
+ Multiattack
+ The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.
+
+
+ Morningstar
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
+ Morningstar|12|1d8+6
+
+
+ Claw
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
+ Claw|12|2d10+6
+
+
+ Bite
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage.
+ Bite|12|5d10+6+7d10
+
+
+ Frightful Presence
+ Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Incite Fanaticism
+ The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.
+
+
+ Power of the Dragon Queen
+ The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+
+
+
+ Retriever
+ L
+ construct
+ lawful evil
+ 19 (natural armor)
+ 210 (20d10+100)
+ 40 ft., climb 40 ft.
+ 2216203114
+ Dex +8, Con +10, Wis +5
+ Perception +5, Stealth +8
+
+
+ necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ blindsight 30 ft., darkvision 60 ft.
+ 15
+ understands Abyssal, Elvish, and Undercommon but can't speak
+ 14
+
+ Source
+ Mordenkainen's Tome of Foes, p. 222
+
+
+ Faultless Tracker
+ The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.
+
+
+ Innate Spellcasting
+ The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.
+
+ 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web
+
+
+ Multiattack
+ The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.
+
+
+ Foreleg
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
+ Foreleg|11|2d8+6
+
+
+ Force Beam
+ The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.
+
+
+ Paralyzing Beam (Recharge 5-6)
+ The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+ If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ plane shift, web
+
+
+
+ Rot Troll
+ L
+ giant
+ chaotic evil
+ 16 (natural armor)
+ 138 (12d10+72)
+ 30 ft.
+ 181322584
+
+ Perception +3
+
+
+ necrotic
+
+ darkvision 60 ft.
+ 13
+ Giant
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 244
+
+
+ Rancid Degeneration
+ At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.
+
+
+ Multiattack
+ The troll makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.
+ Bite|8|1d6+4+3d10
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.
+ Claws|8|2d6+4+1d10
+
+
+
+
+
+ Rutterkin
+ M
+ fiend (demon)
+ chaotic evil
+ 12 ()
+ 37 (5d8+15)
+ 20 ft.
+ 1415175126
+
+
+ cold, fire, lightning
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 11
+ understands Abyssal but can’t speak
+ 2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 136
+
+
+ Crippling Fear
+ When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|4|3d6+2
+
+
+
+
+
+ Sacred Statue
+ L
+ construct
+ as the eidolon’s alignment
+ 19 (natural armor)
+ 95 (10d10+40)
+ 25 ft.
+ 19819141916
+ Wis +8
+
+ acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ cold, necrotic, poison
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 14
+ the languages the eidolon knew in life
+ 12
+
+ Source
+ Mordenkainen's Tome of Foes, p. 194
+
+
+ False Appearance
+ While the statue remains motionless, it is indistinguishable from a normal statue.
+
+
+ Ghostly Inhabitant
+ The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
+
+
+ Inert
+ When not inhabited by an eidolon, the statue is an object.
+
+
+ Multiattack
+ The statue makes two slam attacks.
+
+
+ Slam
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
+ Slam|8|6d12+4
+
+
+ Rock
+ Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
+ Rock|8|6d10+4
+
+
+
+
+
+ Shadow Dancer
+ M
+ humanoid (elf)
+ neutral
+ 15 (studded leather)
+ 71 (13d8+13)
+ 30 ft.
+ 121613111212
+ Dex +6, Con +4
+ Stealth +6
+
+
+ necrotic
+ charmed, exhaustion
+ darkvision 60 ft.
+ 11
+ Common, Elvish
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 225
+
+
+ Fey Ancestry
+ The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
+
+
+ Shadow Jump
+ As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.
+
+
+ Multiattack
+ The shadow dancer makes three spiked chain attacks.
+
+
+ Spiked Chain
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:
+
+ • The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.
+
+ • The target is knocked prone.
+
+ • The target takes 22 (4d10) necrotic damage.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Spiked Chain|6|2d6+3
+
+
+
+
+
+ Sibriex
+ H
+ fiend (demon)
+ chaotic evil
+ 19 (natural armor)
+ 150 (12d12+72)
+ 0 ft., fly 20 ft. (hover)
+ 10323252425
+ Int +13, Cha +13
+ Arcana +13, History +13, Perception +13
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ poisoned
+ truesight 120 ft.
+ 23
+ all, telepathy 120 ft.
+ 18
+
+ Source
+ Mordenkainen's Tome of Foes, p. 137
+
+
+ Contamination
+ The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.
+
+
+ Innate Spellcasting
+ The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
+
+ At will: charm person, command, dispel magic, hold monster
+
+ 3/day each: feeblemind.
+
+
+ Legendary Resistance (3/Day)
+ If the sibriex fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ The sibriex has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.
+
+
+ Chain
+ Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage.
+ Chain|6|2d12+7
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage.
+ Bite|6|2d8+2d8
+
+
+ Squirt Bile
+ The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.
+
+
+ Warp Creature
+ The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.
+
+ Exhaustion:
+ Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
+
+ Level — Effect:
+ 1 —Disadvantage on ability checks
+ 2 —Speed halved
+ 3 —Disadvantage on attack rolls and saving throws
+ 4 —Hit point maximum halved
+ 5 —Speed reduced to 0
+ 6 —Death
+
+ If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
+ A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
+ An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
+ Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Variant: Flesh Warping
+ Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.
+ A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.
+
+ d100 — Effect:
+
+ 01–05 — The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.
+
+ 06–10 — The target's eyes push out of its head at the end of stalks.
+
+ 11–15 — The target's hands grow claws, which can be used as daggers.
+
+ 16–20 — One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.
+
+ 21–25 — The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
+
+ 26–30 — A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.
+
+ 31–35 — The target's ears tear free from its head and scurry away; the target is deafened.
+
+ 36–40 — Two of the target's teeth turn into tusks.
+
+ 41–45 — The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
+
+ 46–50 — The target's arms and legs switch places, preventing the target from moving unless it crawls.
+
+ 51–55 — The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
+
+ 56–60 — The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.
+
+ 61–65 — The target grows a whiplike tail, which it can use as a whip.
+
+ 66–70 — The target's eyes turn black, and it gains darkvision out to a range of 120 feet.
+
+ 71–75 — The target swells, tripling its weight.
+
+ 76–80 — The target becomes thin and skeletal, halving its weight.
+
+ 81–85 — The target's head doubles in size.
+
+ 86–90 — The target's ears become wings, giving it a flying speed of 5 feet.
+
+ 91–95 — The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
+
+ 96–00 — The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
+
+ Deafened:
+ • A deafened creature can't hear and automatically fails any ability check that requires hearing.
+
+ charm person, command, dispel magic, hold monster, feeblemind
+
+
+
+ Skulk
+ M
+ humanoid
+ chaotic neutral
+ 14 ()
+ 18 (4d8)
+ 30 ft.
+ 619101071
+ Con +2
+ Stealth +8
+
+
+ radiant
+ blinded
+ darkvision 120 ft.
+ 8
+ understands Common but can’t speak
+ 1/2
+
+ Source
+ Mordenkainen's Tome of Foes, p. 227
+
+
+ Fallible Invisibility
+ The skulk is invisible. This invisibility can be circumvented by three things:
+
+ • The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.
+
+ • The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.
+
+ • Humanoid children, aged 10 and under, can see through this invisibility.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Trackless
+ The skulk leaves no tracks to indicate where it has been or where it's headed.
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.
+ Claws|6|1d4+4
+
+
+
+
+
+ Skull Lord
+ M
+ undead
+ lawful evil
+ 18 (plate)
+ 105 (14d8+42)
+ 30 ft.
+ 141617161521
+
+ Athletics +7, History +8, Perception +12, Stealth +8
+ cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
+ darkvision 60 ft.
+ 22
+ all the languages it knew in life
+ 15
+
+ Source
+ Mordenkainen's Tome of Foes, p. 230
+
+
+ Undead Nature
+ A skull lord doesn't require air, food, drink, or sleep.
+
+
+ Legendary Resistance (3/Day)
+ If the skull lord fails a saving throw, it can choose to succeed instead.
+
+
+ Master of the Grave
+ While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
+
+
+ Evasion
+ If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
+
+
+ Spellcasting
+ The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
+
+ Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
+
+ 1st level (4 slots): magic missile, expeditious retreat, thunderwave
+
+ 2nd level (3 slots): mirror image, scorching ray
+
+ 3rd level (3 slots): fear, haste
+
+ 4th level (3 slots): dimension door, ice storm
+
+ 5th level (2 slots): cloudkill, cone of cold
+
+ 6th level (1 slot): eyebite
+
+ 7th level (1 slot): finger of death
+
+
+ Multiattack
+ The skull lord makes three bone staff attacks.
+
+
+ Bone Staff
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
+ Bone Staff|8|1d8+3+4d6
+
+
+ Legendary Actions (3/Turn)
+ The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.
+
+
+ Bone Staff (Costs 2 Actions)
+ The skull lord makes a bone staff attack.
+
+
+ Cantrip
+ The skull lord casts a cantrip.
+
+
+ Move
+ The skull lord moves up to its speed without provoking opportunity attacks.
+
+
+ Summon Undead (Costs 3 Actions)
+ Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.
+
+ chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death
+ 4,3,3,3,2,1,1
+
+
+ Soul Monger
+ M
+ humanoid (elf)
+ neutral
+ 15 (studded leather)
+ 123 (19d8+38)
+ 30 ft.
+ 81714191513
+ Dex +7, Wis +7, Cha +5
+ Perception +7
+
+
+ necrotic, poison
+ charmed, exhaustion, frightened
+ darkvision 60 ft.
+ 17
+ Common, Elvish
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 226
+
+
+ Fey Ancestry
+ The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
+
+
+ Innate Spellcasting
+ The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
+
+ At will: chill touch (3d8 damage), poison spray (3d12 damage)
+
+ 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming.
+
+
+ Magic Resistance
+ The soul monger has advantage on saving throws against spells and other magical effects.
+
+
+ Soul Thirst
+ When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.
+
+
+ Weight of Ages
+ Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.
+
+
+ Multiattack
+ The soul monger makes two phantasmal dagger attacks.
+
+
+ Phantasmal Dagger
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.
+ Phantasmal Dagger|7|4d4+3+3d12
+
+
+ Wave of Weariness (Recharge 4-6)
+ The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.
+
+ Exhaustion:
+ Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
+
+ Level — Effect:
+ 1 —Disadvantage on ability checks
+ 2 —Speed halved
+ 3 —Disadvantage on attack rolls and saving throws
+ 4 —Hit point maximum halved
+ 5 —Speed reduced to 0
+ 6 —Death
+
+ If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
+ A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
+ An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
+ Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
+
+ chill touch, poison spray, bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming
+
+
+
+ Spirit Troll
+ L
+ giant
+ chaotic evil
+ 17 (natural armor)
+ 97 (15d10+15)
+ 30 ft.
+ 117138916
+
+ Perception +3
+ acid, cold, fire, lightning, thunder
+
+ bludgeoning, piercing, and slashing from nonmagical attacks
+ exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
+ darkvision 60 ft.
+ 13
+ Giant
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 244
+
+
+ Incorporeal Movement
+ The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
+
+
+ Regeneration
+ The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force 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.
+
+
+ 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 creature. Hit: 19 (3d10+3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Bite|7|3d10+3
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage.
+ Claws|7|2d10+3
+
+
+
+
+
+ Spring Eladrin
+ M
+ fey (elf)
+ chaotic neutral
+ 19 (natural armor)
+ 127 (17d8+51)
+ 30 ft.
+ 141616181118
+
+ Deception +8, Persuasion +8
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 60 ft.
+ 10
+ Common, Elvish, Sylvan
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 196
+
+
+ Fey Step (Recharge 4-6)
+ As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
+
+
+ Innate Spellcasting
+ The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: charm person, Tasha's hideous laughter
+
+ 3/day each: confusion, enthrall, suggestion
+
+ 1/day each: hallucinatory terrain, Otto's irresistible dance.
+
+
+ Joyful Presence
+ Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
+ Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Magic Resistance
+ The eladrin has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.
+ Longsword|6|1d8+2
+
+
+ Longbow
+ Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
+ Longbow|7|1d8+3+1d8
+
+ charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance
+ 0
+
+
+ Star Spawn Grue
+ S
+ aberration
+ neutral evil
+ 11 ()
+ 17 (5d6)
+ 30 ft.
+ 613109116
+
+
+
+
+ psychic
+
+ darkvision 60 ft.
+ 10
+ Deep Speech
+ 1/4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 234
+
+
+ Aura of Madness
+ Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.
+
+
+ Confounding Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.
+ Confounding Bite|3|2d4+1
+
+
+
+
+
+ Star Spawn Hulk
+ L
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 136 (13d10+65)
+ 30 ft.
+ 208217129
+ Dex +3, Wis +5
+ Perception +5
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+ charmed, frightened
+ darkvision 60 ft.
+ 15
+ Deep Speech
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 234
+
+
+ Psychic Mirror
+ If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.
+
+
+ Multiattack
+ The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Slam
+ Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
+ Slam|9|2d8+5
+
+
+ Reaping Arms (Recharge 5-6)
+ The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+
+
+
+ Star Spawn Larva Mage
+ M
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 168 (16d8+96)
+ 30 ft.
+ 171223181216
+ Dex +6, Wis +6, Cha +8
+ Perception +6
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ psychic
+ charmed, frightened, paralyzed, petrified, poisoned, restrained
+ darkvision 60 ft.
+ 16
+ Deep Speech
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 235
+
+
+ Innate Spellcasting
+ The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
+
+ At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
+
+ 3/day each: dominate monster
+
+ 1/day each: circle of death
+
+
+ Return to Worms
+ When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.
+
+
+ Slam
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Slam|8|1d8+3
+
+
+ Plague of Worms (Recharge 6)
+ Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Feed on Weakness
+ When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.
+
+
+
+ Legendary Actions (3/Turn)
+ The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.
+
+
+ Cantrip (Costs 2 Actions)
+ The larva mage casts one cantrip.
+
+
+ Slam (Costs 2 Actions)
+ The larva mage makes one slam attack.
+
+
+ Feed (Costs 3 Actions)
+ Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.
+
+ eldritch blast, minor illusion, dominate monster, circle of death
+
+
+
+ Star Spawn Mangler
+ M
+ aberration
+ chaotic evil
+ 14 ()
+ 71 (13d8+13)
+ 40 ft., climb 40 ft.
+ 8181211127
+ Dex +7, Con +4
+ Stealth +7
+ cold
+
+ psychic
+ charmed, frightened, prone
+ darkvision 60 ft.
+ 11
+ Deep Speech
+ 5
+
+ Source
+ Mordenkainen's Tome of Foes, p. 236
+
+
+ Ambush
+ On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.
+
+
+ Shadow Stealth
+ While in dim light or darkness, the mangler can take the Hide action as a bonus action.
+
+
+ Multiattack
+ The mangler makes two claw attacks.
+
+
+ Claw
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
+ Claw|7|1d8+4
+
+
+ Flurry of Claws (Recharge 4-6)
+ The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
+
+
+
+
+
+ Star Spawn Seer
+ M
+ aberration
+ neutral evil
+ 17 (natural armor)
+ 153 (18d8+72)
+ 30 ft.
+ 141218221916
+ Dex +6, Int +11, Wis +9, Cha +8
+ Perception +9
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ psychic
+ charmed, frightened
+ darkvision 60 ft.
+ 19
+ Common, Deep Speech, Undercommon
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 236
+
+
+ Out-of-Phase Movement
+ The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.
+
+
+ Multiattack
+ The seer makes two comet staff attacks or uses Psychic Orb twice.
+
+
+ Comet Staff
+ Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+ Comet Staff|11|1d6+6
+
+
+ Psychic Orb
+ Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
+ Psychic Orb|11|5d10
+
+
+ Collapse Distance (Recharge 6)
+ The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.
+
+
+ Bend Space
+ When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.
+
+
+
+
+
+
+ Steeder Female
+ L
+ beast
+ unaligned
+ 14 (natural armor)
+ 30 (4d10+8)
+ 30 ft., climb 30 ft.
+ 1516142103
+
+ Stealth +7
+
+
+
+
+ darkvision 120 ft.
+ 10
+
+ 1
+
+ Source
+ Out of the Abyss p. 231
+ Mordenkainen's Tome of Foes, p. 238
+
+
+ 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 its 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: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
+ Bite|5|1d8+3
+ Acid| |2d8
+
+
+ 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 to the steeder's leg and grappled until it escapes (escape DC 12)
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Sticky Leg|5|
+
+
+
+
+
+ Steeder Male
+ M
+ beast
+ unaligned
+ 12 (natural armor)
+ 13 (2d8+4)
+ 30 ft., climb 30 ft.
+ 1512142103
+
+ Stealth +5
+
+
+
+
+ darkvision 120 ft.
+ 10
+
+ 1/4
+
+ Source
+ Out of the Abyss p. 231
+ Mordenkainen's Tome of Foes, p. 238
+
+
+ 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 its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.
+ Bite|4|1d8+2
+ Acid| |1d8
+
+
+ Sticky Leg (Recharges when the Steeder Has No Creatures Grappled)
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12)
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Sticky Leg|4|
+
+
+
+
+
+ Steel Predator
+ L
+ construct
+ lawful evil
+ 20 (natural armor)
+ 207 (18d10+108)
+ 40 ft.
+ 2417224146
+
+ Perception +7, Stealth +8, Survival +7
+ cold, lightning, necrotic, thunder
+
+ poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
+ blindsight 30 ft., darkvision 60 ft.
+ 17
+ understands Modron and the language of its owner but can’t speak
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 239
+
+
+ Constructed Nature
+ A steel predator doesn’t require air, food, drink, or sleep.
+
+
+ Innate Spellcasting
+ The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:
+
+ 3/day each: dimension door (self only), plane shift (self only)
+
+
+ Magic Resistance
+ The steel predator has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The steel predator's weapon attacks are magical.
+
+
+ Multiattack
+ The steel predator makes three attacks: one with its bite and two with its claw.
+
+
+ Bite
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
+ Bite|12|2d6+7
+
+
+ Claw
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
+ Claw|12|2d8+7
+
+
+ Stunning Roar (Recharge 5-6)
+ The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ dimension door, plane shift
+ 0
+
+
+ Stone Cursed
+ M
+ construct
+ lawful evil
+ 17 (natural armor)
+ 19 (3d8+4)
+ 10 ft.
+ 16514587
+
+
+
+ bludgeoning
+ poison
+ charmed, exhaustion, frightened, petrified, poisoned
+
+ 9
+ the languages it knew in life
+ 1
+
+ Source
+ Mordenkainen's Tome of Foes, p. 240
+
+
+ Constructed Nature
+ A stone cursed doesn't require air, food, drink, or sleep.
+
+
+ Cunning Opportunist
+ The stone cursed has advantage on the attack rolls of opportunity attacks.
+
+
+ False Appearance
+ While the stone cursed remains motionless, it is indistinguishable from a normal statue.
+
+
+ Petrifying Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
+
+ Petrified:
+ • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
+
+ • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
+
+ • Attack rolls against the creature have advantage.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • The creature has resistance to all damage.
+
+ • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Petrifying Claws|5|1d10+3
+
+
+
+
+
+ Stone Defender
+ M
+ construct
+ unaligned
+ 16 (natural armor)
+ 52 (7d8+21)
+ 30 ft.
+ 1910173101
+
+
+
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
+ charmed, exhaustion, frightened, paralyzed, petrified, poisoned
+ darkvision 60 ft.
+ 10
+ understands one language of its creator but can’t speak
+ 4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 126
+
+
+ Constructed Nature
+ A clockwork doesn't require air, food, drink, or sleep.
+
+
+ False Appearance
+ While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
+
+
+ Magic Resistance
+ The stone defender has advantage on saving throws against spells and other magical effects.
+
+
+ Individual Designs
+ A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
+ A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
+
+ d10 — Enhancement:
+
+ 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
+
+ 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
+
+ 3 — Improved Armor. The clockwork's AC increases by 2.
+
+ 4 — Increased Speed. The clockwork's speed increases by 10 feet.
+
+ 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
+
+ 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
+
+ 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
+
+ 8 — Suction. The clockwork gains a climbing speed of 30 feet.
+
+ 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
+
+ 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
+
+ Clockwork Malfunctions:
+
+ d10 — Malfunction
+
+ 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
+
+ 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
+
+ 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
+
+ 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
+
+ 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
+
+ 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
+
+ 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
+
+ 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
+
+ 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
+
+ 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
+
+
+ Slam
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Slam|6|2d6+4
+
+
+ Intercept Attack
+ In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.
+
+
+
+
+
+ Summer Eladrin
+ M
+ fey (elf)
+ chaotic neutral
+ 19 (natural armor)
+ 127 (17d8+51)
+ 50 ft.
+ 192116141218
+
+ Athletics +8, Intimidation +8
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 60 ft.
+ 9
+ Common, Elvish, Sylvan
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 196
+
+
+ Fearsome Presence
+ Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Fey Step (Recharge 4-6)
+ As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
+
+
+ Magic Resistance
+ The eladrin has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The eladrin makes two weapon attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage.
+ Longsword|8|2d8+4
+
+
+ Longbow
+ Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
+ Longbow|9|2d8+5+1d8
+
+
+ Parry
+ The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
+
+
+
+
+
+
+ Sword Wraith Commander
+ M
+ undead
+ lawful evil
+ 18 (breastplate, shield)
+ 127 (15d8+60)
+ 30 ft.
+ 181418111214
+
+ Perception +4
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ exhaustion, frightened, poisoned, unconscious
+ darkvision 60 ft.
+ 14
+ the languages it knew in life
+ 8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 241
+
+
+ Undead Nature
+ A sword wraith doesn't require air, food, drink, or sleep.
+
+
+ Martial Fury
+ As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
+
+
+ Turning Defiance
+ The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.
+
+
+ Multiattack
+ The sword wraith makes two weapon attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
+ Longsword|7|1d8+4
+
+
+ Longbow
+ Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
+ Longbow|5|1d8+2
+
+
+ Call to Honor (1/Day)
+ To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.
+
+
+
+
+
+ Sword Wraith Warrior
+ M
+ undead
+ lawful evil
+ 16 (chain shirt, shield)
+ 45 (6d8+18)
+ 30 ft.
+ 1812176910
+
+
+ necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ exhaustion, frightened, poisoned, unconscious
+ darkvision 60 ft.
+ 9
+ the languages it knew in life
+ 3
+
+ Source
+ Mordenkainen's Tome of Foes, p. 241
+
+
+ Undead Nature
+ A sword wraith doesn't require air, food, drink, or sleep.
+
+
+ Martial Fury
+ As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
+ Longsword|6|1d8+4
+
+
+ Longbow
+ Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
+ Longbow|3|1d8+1
+
+
+
+
+
+ The Angry
+ M
+ monstrosity
+ neutral evil
+ 18 (natural armor)
+ 255 (30d8+120)
+ 30 ft.
+ 1710198136
+
+ Perception +6
+ bludgeoning, piercing, and slashing while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 16
+ Common
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 231
+
+
+ Two Heads
+ The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
+
+
+ Rising Anger
+ If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage.
+ On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.
+
+
+ Multiattack
+ The Angry makes two hook attacks.
+
+
+ Hook
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
+ Hook|8|2d12+3
+
+
+
+
+
+ The Hungry
+ M
+ monstrosity
+ neutral evil
+ 17 (natural armor)
+ 225 (30d8+90)
+ 30 ft.
+ 1910176116
+
+
+ bludgeoning, piercing, and slashing while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 10
+ Common
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 232
+
+
+ Life Hunger
+ If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.
+
+
+ Multiattack
+ The Hungry makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.
+ Bite|8|1d8+4+3d8
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Claws|8|4d6+4
+
+
+
+
+
+ The Lonely
+ M
+ monstrosity
+ neutral evil
+ 16 (natural armor)
+ 112 (15d8+45)
+ 30 ft.
+ 1612176116
+
+
+ bludgeoning, piercing, and slashing while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 10
+ Common
+ 9
+
+ Source
+ Mordenkainen's Tome of Foes, p. 232
+
+
+ Psychic Leech
+ At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
+
+
+ Thrives on Company
+ The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
+
+
+ Multiattack
+ The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
+
+
+ Harpoon Arm
+ Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Harpoon Arm|7|4d8+3
+
+
+ Sorrowful Embrace
+ Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.
+
+
+
+
+
+ The Lost
+ M
+ monstrosity
+ neutral evil
+ 15 (natural armor)
+ 78 (12d8+24)
+ 30 ft.
+ 171215675
+
+ Athletics +6
+ bludgeoning, piercing, and slashing while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 8
+ Common
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 233
+
+
+ Multiattack
+ The Lost makes two arm spike attacks.
+
+
+ Arm Spike
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
+ Arm Spike|6|2d10+3
+
+
+ Embrace
+ Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+
+ Tightening Embrace
+ If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.
+
+
+
+
+
+
+ The Wretched
+ S
+ monstrosity
+ neutral evil
+ 15 (natural armor)
+ 10 (4d6+4)
+ 40 ft.
+ 7129565
+
+
+ bludgeoning, piercing, and slashing while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 8
+
+ 1/4
+
+ Source
+ Mordenkainen's Tome of Foes, p. 233
+
+
+ Wretched Pack Tactics
+ The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls.
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d1[0-100]+[0-100]) necrotic damage.
+ The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.
+ Bite|3|1d10+1
+
+
+
+
+
+ Titivilus
+ M
+ fiend (devil)
+ lawful evil
+ 20 (natural armor)
+ 127 (17d8+51)
+ 40 ft., fly 60 ft.
+ 192217242226
+ Dex +11, Con +8, Wis +11, Cha +13
+ Deception +13, Insight +11, Intimidation +13, Persuasion +13
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, exhaustion, frightened, poisoned
+ darkvision 120 ft.
+ 16
+ all, telepathy 120 ft.
+ 16
+
+ Source
+ Mordenkainen's Tome of Foes, p. 178
+
+
+ Innate Spellcasting
+ Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
+
+ At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion
+
+ 3/day each: greater invisibility (self only), mislead
+
+ 1/day each: feeblemind, symbol (discord or sleep only)
+
+
+ Legendary Resistance (3/Day)
+ If Titivilus fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Titivilus has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ Titivilus's weapon attacks are magical.
+
+
+ Regeneration
+ Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Ventiloquism
+ Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.
+
+
+ Multiattack
+ Titivilus makes one sword attack and uses his Frightful Word once.
+
+
+ Silver Sword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
+ Silver Sword|9|1d8+4
+
+
+ Frightful Word
+ Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Teleport
+ Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Twisting Words
+ Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Legendary Actions (3/Turn)
+ Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn.
+
+
+ Assault (Costs 2 Actions)
+ Titivilus attacks with his silver sword or uses his Frightful Word.
+
+
+ Corrupting Guidance
+ Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.
+
+
+ Teleport
+ Titivilus uses his Teleport action.
+
+ alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion, greater invisibility, mislead, feeblemind, symbol
+
+
+
+ Tortle
+ M
+ humanoid (tortle)
+ lawful good
+ 17 (natural)
+ 22 (4d8+4)
+ 30 ft.
+ 151012111312
+
+ Athletics +4, Survival +3
+
+
+
+
+
+ 11
+ Aquan, Common
+ 1/4
+
+ Source
+ The Tortle Package, p. 23
+ Mordenkainen's Tome of Foes, p. 242
+
+
+ Hold Breath
+ The tortle can hold its breath for 1 hour.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
+ Claws|4|1d4+2
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.
+ Quarterstaff|4|1d6+2
+
+
+ Claws
+ Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
+ Claws|2|1d8
+
+
+ Shell Defense
+ The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+
+
+
+ Tortle Druid
+ M
+ humanoid (tortle)
+ lawful neutral
+ 17 (natural)
+ 33 (6d8+6)
+ 30 ft.
+ 141012111512
+
+ Animal Handling +4, Nature +2, Survival +4
+
+
+
+
+
+ 12
+ Aquan, Common
+ 2
+
+ Source
+ The Tortle Package, p. 23
+ Mordenkainen's Tome of Foes, p. 242
+
+
+ Hold Breath
+ The tortle can hold its breath for 1 hour.
+
+
+ Spellcasting
+ The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
+
+ Cantrips (at will): druidcraft, guidance, produce flame
+
+ 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave
+
+ 2nd level (3 slots): darkvision, hold person
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
+ Claws|4|1d4+2
+
+
+ Quarterstaff
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.
+ Quarterstaff|4|1d6+2
+
+
+ Shell Defense
+ The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person
+ 4,3
+
+
+ Vampiric Mist
+ M
+ undead
+ chaotic evil
+ 13
+ 45 (6d8+18)
+ 0 ft., fly 30 ft. (hover)
+ 616166127
+ Wis +3
+
+ acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
+ darkvision 60 ft.
+ 11
+
+ 3
+
+ Source
+ Tales from the Yawning Portal, p. 247
+ Mordenkainen's Tome of Foes, p. 246
+
+
+ Undead Nature
+ A vampiric mist doesn't require air or sleep.
+
+
+ Blood Sense
+ The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet .
+
+
+ Forbiddance
+ The vampiric mist can 't enter a residence without an invitation from one of the occupants.
+
+
+ Misty Form
+ The vampiric mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than l extra foot. The mist can 't manipulate objects in any way that requires hands; it can apply simple force only.
+
+
+ Sunlight Hypersensitivity
+ The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
+
+
+ Blood Drain
+ One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount.
+ This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
+
+
+
+
+
+ Venom Troll
+ L
+ giant
+ chaotic evil
+ 15 (natural armor)
+ 94 (9d10+45)
+ 30 ft.
+ 181320797
+
+ Perception +2
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 12
+ Giant
+ 7
+
+ Source
+ Mordenkainen's Tome of Foes, p. 245
+
+
+ Keen Smell
+ The troll has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Poison Splash
+ When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.
+
+
+ Regeneration
+ The troll regains 10 hit points at the start of each of its turns. 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.
+
+
+ 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 plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|7|1d6+4+1d8
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage.
+ Claws|7|2d6+4+1d8
+
+
+ Venom Spray (Recharge 6)
+ The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+
+
+
+ Wastrilith
+ L
+ fiend (demon)
+ chaotic evil
+ 18 (natural armor)
+ 157 (15d10+75)
+ 30 ft., swim 80 ft.
+ 191821191214
+ Str +9, Con +10
+
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 11
+ Abyssal, telepathy 120 ft.
+ 13
+
+ Source
+ Mordenkainen's Tome of Foes, p. 139
+
+
+ Amphibious
+ The wastrilith can breathe air and water.
+
+
+ Corrupt Water
+ At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
+ A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
+ If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Magic Resistance
+ The wastrilith has advantage on saving throws against spells and other magical effects.
+
+
+ Undertow
+ As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.
+
+
+ Multiattack
+ The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
+ Bite|9|4d12+4
+
+
+ Claws
+ Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
+ Claws|9|4d6+4
+
+
+ Grasping Spout
+ The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.
+
+
+
+
+
+ Water Elemental Myrmidon
+ M
+ elemental
+ neutral
+ 18 (plate)
+ 127 (17d8+51)
+ 40 ft., swim 40 ft.
+ 18141581010
+
+
+ acid; bludgeoning, piercing, and slashing from nonmagical weapons
+
+ poison
+ paralyzed, petrified, poisoned, prone
+ darkvision 60 ft.
+ 10
+ Aquan, one language of its creator's choice
+ 7
+
+ Source
+ Princes of the Apocalypse p. 213
+ Mordenkainen's Tome of Foes, p. 203
+
+
+ Magic Weapons
+ The myrmidon's weapon attacks are magical.
+
+
+ Multiattack
+ The myrmidon makes three trident attacks.
+
+
+ Trident
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Trident|7|1d6+4
+
+
+ Freezing Strikes (Recharge 6)
+ The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn.
+ Freezing Strikes|7|1d6+4+1d10
+
+
+
+
+
+ White Abishai
+ M
+ fiend (devil)
+ lawful evil
+ 15 (natural armor)
+ 68 (8d8+32)
+ 30 ft., fly 40 ft.
+ 161118111213
+ Str +6, Con +7
+
+ bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ cold, fire, poison
+ poisoned
+ darkvision 120 ft.
+ 11
+ Draconic, Infernal, telepathy 120 ft.
+ 6
+
+ Source
+ Mordenkainen's Tome of Foes, p. 163
+
+
+ Devil's Sight
+ Magical darkness doesn't impede the abishai's darkvision.
+
+
+ Magic Resistance
+ The abishai has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The abishai's weapon attacks are magical.
+
+
+ Reckless
+ At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
+
+
+ Multiattack
+ The abishai makes two attacks: one with its longsword and one with its claw.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
+ Longsword|6|1d8+3
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
+ Claw|6|1d10+3
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
+ Bite|6|1d4+3+1d6
+
+
+ Vicious Reprisal
+ In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
+
+
+
+
+
+
+ Winter Eladrin
+ M
+ fey (elf)
+ chaotic neutral
+ 19 (natural armor)
+ 127 (17d8+51)
+ 30 ft.
+ 111016181713
+
+
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 60 ft.
+ 13
+ Common, Elvish, Sylvan
+ 10
+
+ Source
+ Mordenkainen's Tome of Foes, p. 197
+
+
+ Fey Step (Recharge 4-6)
+ As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
+
+
+ Innate Spellcasting
+ The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: fog cloud, gust of wind
+
+ 1/day each: cone of cold, ice storm.
+
+
+ Magic Resistance
+ The eladrin has advantage on saving throws against spells and other magical effects.
+
+
+ Sorrowful Presence
+ Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.
+ Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Longsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
+ Longsword|4|1d8
+
+
+ Longbow
+ Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
+ Longbow|4|1d8
+
+
+ Frigid Rebuke
+ When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
+
+
+ fog cloud, gust of wind, cone of cold, ice storm
+ 0
+
+
+ Yagnoloth
+ L
+ fiend (yugoloth)
+ neutral evil
+ 17 (natural armor)
+ 147 (14d10+70)
+ 40 ft.
+ 191421161518
+ Dex +6, Int +7, Wis +6, Cha +8
+ Deception +8, Insight +6, Perception +6, Persuasion +8
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 16
+ Abyssal, Infernal, telepathy 60 ft.
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p. 252
+
+
+ Innate Spellcasting
+ The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
+
+ At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
+
+ 3/day each: lightning bolt
+
+
+ Magic Resistance
+ The yagnoloth has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The yagnoloth's weapon attacks are magical.
+
+
+ Multiattack
+ The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.
+
+
+ Electrified Touch
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
+ Electrified Touch|8|6d8
+
+
+ Massive Arm
+ Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Massive Arm|8|3d12+4
+
+
+ Life Leech
+ The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
+
+
+ Battlefield Cunning (Recharge 4-6)
+ Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
+
+
+ Teleport
+ The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
+
+ darkness, detect magic, dispel magic, invisibility, suggestion, lightning bolt
+
+
+
+ Yeenoghu
+ H
+ fiend (demon)
+ chaotic evil
+ 22 (natural armor)
+ 348 (24d12+192)
+ 50 ft.
+ 291623152415
+ Dex +10, Con +15, Wis +14
+ Intimidation +9, Perception +14
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 24
+ all, telepathy 120 ft.
+ 24
+
+ Source
+ Out of the Abyss p. 246
+ Mordenkainen's Tome of Foes, p. 155
+
+
+ Innate Spellcasting
+ Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, spiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail)
+ 3/day each: dispel magic, fear, invisibility
+ 1/day: teleport
+
+
+ Legendary Resistance (3/Day)
+ If Yeenoghu fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Yeenoghu has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapon
+ Yeenoghu's weapon attacks are magical.
+
+
+ Rampage
+ When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
+
+
+ Multiattack
+ Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multi attack):
+ 1. The attack deals an extra 13 (2d12) bludgeoning damage.
+ 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
+ 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Additional Damage||2d12
+
+
+ Flail
+ Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12+9) bludgeoning damage.
+ Flail|16|4d10+9
+
+
+ Bite
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10+9) piercing damage.
+ Bite|16|4d10+9
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
+
+ • Yeenoghu causes an iron spike — 5 feet tall and 1 inch in diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
+
+ • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
+
+ • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Legendary Actions (3/Turn)
+ Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.
+
+
+ Charge
+ Yeenoghu moves up to his speed.
+
+
+ Swat Away
+ Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
+ Flail|16|2d12+9
+
+
+ Savage
+ Yeenoghu makes a bite attack against each creature within 10 feet of him.
+ Bite|16|4d10+9
+
+ detect magic, spiritual weapon, dispel magic, fear, invisibility, teleport
+
+
+
+ Young Kruthik
+ S
+ monstrosity
+ unaligned
+ 16 (natural armor)
+ 9 (2d6+2)
+ 30 ft., burrow 10 ft., climb 30 ft.
+ 1316134106
+
+
+
+
+
+
+ darkvision 30 ft., tremorsense 60 ft.
+ 10
+ Kruthik
+ 1/8
+
+ Source
+ Mordenkainen's Tome of Foes, p. 211
+
+
+ Stab
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
+ Stab|5|1d4+3
+
+
+
+
+
+ Zaratan
+ G
+ elemental
+ neutral
+ 21 (natural armor)
+ 307 (15d20+150)
+ 40 ft., swim 40 ft.
+ 30103022118
+ Wis +12, Cha +11
+
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+ thunder
+ poison
+ exhaustion, paralyzed, petrified, poisoned, stunned
+ darkvision 60 ft., tremorsense 60 ft.
+ 15
+
+ 22
+
+ Source
+ Mordenkainen's Tome of Foes, p. 201
+
+
+ Earth-Shaking Movement
+ As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken.
+ The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+ Legendary Resistance (3/Day)
+ If the zaratan fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Weapons
+ The zaratan's weapon attacks are magical.
+
+
+ Siege Monster
+ The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
+
+
+ Multiattack
+ The zaratan makes two attacks: one with its bite and one with its stomp.
+
+
+ Bite
+ Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
+ Bite|17|4d8+10
+
+
+ Stomp
+ Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d1[0-100]+[0-100]0) bludgeoning damage.
+ Stomp|17|3d10+10
+
+
+ Spit Rock
+ Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.
+ Spit Rock|17|6d8+10
+
+
+ Spew Debris (Recharge 5-6)
+ The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Legendary Actions (3/Turn)
+ The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
+
+
+ Stomp
+ The zaratan makes one stomp attack.
+
+
+ Move
+ The zaratan moves up to its speed.
+
+
+ Spit (Costs 2 Actions)
+ The zaratan uses Spit Rock.
+
+
+ Retract (Costs 2 Actions)
+ The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
+
+
+ Revitalize (Costs 2 Actions)
+ The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
+
+
+ Emerge (Costs 2 Actions)
+ The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
+
+
+
+
+
+ Zariel
+ L
+ fiend (devil)
+ lawful evil
+ 21 (natural armor)
+ 580 (40d10+360)
+ 50 ft., fly 150 ft.
+ 272428262730
+ Int +16, Wis +16, Cha +18
+ Intimidation +18, Perception +16
+ cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ necrotic, poison
+ charmed, exhaustion, frightened, poisoned
+ darkvision 120 ft.
+ 26
+ all, telepathy 120 ft.
+ 26
+
+ Source
+ Mordenkainen's Tome of Foes, p. 180
+
+
+ Devil's Sight
+ Magical darkness doesn't impede Zariel's darkvision.
+
+
+ Fiery Weapons
+ Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
+
+
+ Innate Spellcasting
+ Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
+
+ 3/day each: blade barrier, dispel evil and good, finger of death.
+
+
+ Legendary Resistance (3/Day)
+ If Zariel fails a saving throw, she can choose to succeed instead.
+
+
+ Magic Resistance
+ Zariel has advantage on saving throws against spells and other magical effects.
+
+
+ Regeneration
+ Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.
+
+
+ Multiattack
+ Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage.
+ Longsword|16|2d8+8
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.
+ Javelin|16|2d6+8+8d8
+
+
+ Horrid Touch
+ Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Deafened:
+ • A deafened creature can't hear and automatically fails any ability check that requires hearing.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Horrid Touch|16|8d10
+
+
+ Teleport
+ Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
+
+ • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ • Zariel casts her innate fireball spell.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Legendary Actions (3/Turn)
+ Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn.
+
+
+ Immolating Gaze (Costs 2 Actions)
+ Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
+
+
+ Teleport
+ Zariel uses her Teleport action.
+
+ alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death
+
+
+
+ Zuggtmoy
+ L
+ fiend (demon)
+ chaotic evil
+ 18 (natural armor)
+ 304 (32d10+128)
+ 30 ft.
+ 221518201924
+ Dex +9, Con +11, Wis +11
+ Perception +11
+ cold, fire, lightning
+
+ poison; bludgeoning, piercing, and slashing that is nonmagical
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 21
+ all, telepathy 120 ft.
+ 23
+
+ Source
+ Out of the Abyss p. 248
+ Mordenkainen's Tome of Foes, p. 157
+
+
+ Innate Spellcasting
+ Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, locate animals or plants, ray of sickness
+ 3/day each: dispel magic, ensnaring strike, entangle, plant growth
+ 1/day: etherealness, teleport
+
+
+ Legendary Resistance (3/Day)
+ If Zuggtmoy fails a saving throw, she can choose to succeed instead.
+
+
+ Magic Resistance
+ Zuggtmoy has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapon
+ Zuggtmoy's weapon attacks are magical.
+
+
+ Multiattack
+ Zuggtmoy makes four pseudopod attacks.
+
+
+ Pseudopod
+ Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 9 (2d8) poison damage.
+ Pseudopod|16|2d8+6+2d8
+
+
+ Infestation Spores (3/Day)
+ Zuggtmoy releases spores that burst out in cloud fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
+
+
+ Mind Control Spores (Recharge 5-6)
+ Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can't be reinfected by these spores.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Lair Actions
+ On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
+
+ • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
+
+ • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.
+
+ • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.
+
+
+ Legendary Actions (3/Turn)
+ Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.
+
+
+ Attack
+ Zuggtmoy makes one pseudopod attack.
+ Pseudopod|16|2d8+6+2d8
+
+
+ Exert Will
+ One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.
+
+ detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport
+
+
+
diff --git a/FightClub5eXML/Sources/OneGrungAbove.xml b/FightClub5eXML/Sources/OneGrungAbove.xml
new file mode 100644
index 0000000..8991705
--- /dev/null
+++ b/FightClub5eXML/Sources/OneGrungAbove.xml
@@ -0,0 +1,67 @@
+
+
+
+
+ Grung
+ S
+ 25
+ Dex 2, Con 1
+
+ Perception
+
+ Natural Climber
+ You have a climb speed of 25 feet.
+
+ Source: One Grung Above, p. 4
+
+
+ Arboreal Alertness
+ You have proficiency in the Perception skill.
+
+ Source: One Grung Above, p. 4
+
+
+ Amphibious
+ You can breathe air and water.
+
+ Source: One Grung Above, p. 4
+
+
+ Poison Immunity
+ You're immune to poison damage and the poisoned condition.
+
+ Source: One Grung Above, p. 4
+
+
+ Poisonous Skin
+ Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+ You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+ Source: One Grung Above, p. 4
+
+
+ Standing Leap
+ Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
+
+ Source: One Grung Above, p. 4
+
+
+ Water Dependency
+ If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
+
+ Source: One Grung Above, p. 4
+
+
+ Languages
+ You can speak, read, and write Grung.
+
+ Source: One Grung Above, p. 4
+
+
+
+
+
+
diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml
deleted file mode 100644
index cdadc56..0000000
--- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml
+++ /dev/null
@@ -1,42994 +0,0 @@
-
-
-
-
- Monster Hunter's Pack
- G
- 48.5
- Includes:
- • a chest
- • a crowbar
- • a hammer
- • three wooden stakes
- • a holy symbol
- • a flask of holy water
- • a set of manacles
- • a steel mirror
- • a flask of oil
- • a tinderbox
- • 3 torches
-
- 33
- Source: Curse of Strahd, p. 209
-
-
- Tome of Strahd
- G
- 5
- The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.
-
- Source: Curse of Strahd, p. 221
-
-
- Mind Carapace Chain Mail
- HA
- 1
- uncommon (requires attunement by a specific individual)
- 55
- Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
-
- Source: Volo's Guide to Monsters, p. 81
- 17
- 13
- 1
-
-
- Mind Carapace Plate Armor
- HA
- 1
- uncommon (requires attunement by a specific individual)
- 65
- Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
-
- Source: Volo's Guide to Monsters, p. 81
- 19
- 15
- 1
-
-
- Mind Carapace Ring Mail
- HA
- 1
- uncommon (requires attunement by a specific individual)
- 40
- Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
-
- Source: Volo's Guide to Monsters, p. 81
- 15
-
- 1
-
-
- Mind Carapace Splint Armor
- HA
- 1
- uncommon (requires attunement by a specific individual)
- 60
- Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
-
- Source: Volo's Guide to Monsters, p. 81
- 18
- 15
- 1
-
-
- Scorpion Armor
- HA
- 1
- rare, cursed (requires attunement)
- 65
- This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
-
- • The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.
-
- • The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
-
- • The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).
-
- Curse:
- This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
-
- Proficiency: heavy, plate
- Source: Tomb of Annihilation, p. 208
- initiative +5
- 18
- 15
-
- 10d10+45
-
-
- Azuredge
- M
- 1
- legendary (requires attunement)
- 4
- Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.
- Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with deep blue luminescence.
-
- Magic Weapon: You gain +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier or magic force.
-
- When you hit a fiend or an undead with this axe, cold blue flames erupt from its blade and deal and extra 2d6 radiant damage to the target.
-
- Hurling: The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.
-
- Illumination: While holding the axe you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
-
- Sentience: Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
- The weapon communicates telepathically with its wielder and can speak, read and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful characters within 120 feet of it.
-
- Personality: Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.
- If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered to without destroying one or the other, though the axe can choose to end the effect at any time.
-
- Proficiency: martial, battleaxe
- Source: Waterdeep - Dragon Heist p. 189
- melee attacks +3
- melee damage +3
- 1d8
- 1d10
- S
- M,V,T
- 60/180
-
-
- Blackstaff
- ST
- 1
- legendary (requires attunement by the Blackstaff heir, who must be a wizard)
- 4
- The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can. however, choose a new owner (see " Personality" below).
- The Blackstaff has the magical properties of a Staff of Power (see the Dungeon Master’s Guide) in addition to the following properties.
-
- Animate Walking Statues: You can expend 1 or more of the staff's charges as an action to animate or deactivate one or more of the walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun's spirit, which is trapped inside the staff (see "Personality" below). A walking statue becomes inanimate if deactivated or if the staff is broken.
-
- Dispel Magic: You can expend 1 of the staff's charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.
-
- Drain Magic: This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff's charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
-
- Master of Enchantment: When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 +the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.
-
- Sentience: The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.
-
- Personality: The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff's primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.
- In the event that the holder of the office of the Blackstaff no longer serves the staff's wishes, the staff ceases to function until it finds a worthy inheritor- someone whose loyalty to Waterdeep is beyond reproach.
-
- Spirit Trap: When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can't be raised from the dead.)
- Destroying the staff would release the spirits trapped inside it, but in that event, Khelben's spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben's spirit has the staff's Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben's spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
- Proficiency: simple, quarterstaff
- Source: Waterdeep - Dragon Heist p. 190
- ac +2
- saving throws +2
- spell attack +2
- 2d8+4
- 1d6
-
-
- Blood Spear
- M
- 1
- uncommon (requires attunement)
- 3
- Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
- When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: simple, spear
- Source: Curse of Strahd, p. 221
- 1d6
- 1d8
- P
- T,V
- 20/60
-
-
- Bookmark
- M
- 1
- legendary (requires attunement)
- 1
- This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
-
- • Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
-
- • Turn the dagger into a compass that, while resting on your palm, points north.
-
- • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.
-
- • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Proficiency: simple, dagger
- Source: Tomb of Annihilation, p. 206
- weapon attacks +3
- weapon damage +3
- 1d4
-
- P
- F,L,T
- 20/60
-
-
- Dawnbringer
- M
- 1
- legendary (requires attunement by a creature of non-evil alignment)
- 3
- Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
- The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
- While holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn.
- Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
- The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it.
- Personality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
- Long years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, longsword, shortsword
- Source: Out of the Abyss, p. 222
- melee attacks +2
- melee damage +2
- 1d8
- 1d10
- S
- M,V, F
-
-
-
- Dragonstaff of Ahghairon
- ST
- 1
- legendary (requires attunement)
- 4
- While holding the dragonstaff of Ahghairon, you have advantage on saving throws against the spells and breath weapons of dragons, as well as the breath weapons of other creatures of the dragon type (such as dragon turtles).
- A creature of the dragon type that you touch with the staff can move through the city of Waterdeep, ignoring Ahghairon's dragonward. This effect lasts until the creature is touched again by the staff or until a time you proclaim when you confer the benefit.
- The staff has 10 charges. While holding it, you can expend 1 charge as an action to cast the Command spell. If you target a dragon with this casting, the dragon has disadvantage on its saving throw. The staff regains 1d10 charges daily at dawn.
-
- Proficiency: simple, quarterstaff
- Source: Waterdeep - Dragon Heist p. 191
- 2d8+4
- 1d6
-
-
- Dragontooth Dagger
- M
- 1
- rare
- 1
- A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.
- You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
- Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Proficiency: simple, dagger
- Source: The Rise of Tiamat p. 94
- weapon attacks +1
- weapon damage +1
- 1d4
-
- P
- F,L,T
- 20/60
- 1d6
-
-
- Drown
- M
- 1
- legendary (requires attunement)
- 4
- A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
- You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
- Water Mastery: You gain the following benefits while you hold Drown:
- • You can speak Aquan fluently.
- • You have resistance to cold damage.
- • You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.
- Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.
- Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, trident
- Source: Princes of the Apocalypse p. 224
- weapon attacks +1
- weapon damage +1
- 1d6
- 1d8
- P
- M,T,V
- 20/60
- 1d8
-
-
- Greater Silver Sword
- M
- 1
- legendary (requires attunement by a creature that has psionic ability)
- 6
- This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greatsword
- Source: Mordenkainen's Tome of Foes, p. 89
- melee attacks +3
- melee damage +3
- 2d6
-
- S
- M,H,2H
-
-
-
- Gurt's Greataxe
- M
- 1
- legendary (requires attunement)
- 325
- In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.
- You gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greataxe
- Source: Storm King's Thunder, p. 236
- melee attacks +1
- melee damage +1
- 3d12
-
- S
- M,H,2H
-
- 2d12
-
-
- Hazirawn
- M
- 1
- legendary (requires attunement)
- 6
- A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
-
- Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)
-
- Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
-
- Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greatsword
- Source: Hoard of the Dragon Queen p. 94
- melee attacks +2
- melee damage +2
- 2d6
-
- S
- M,H, 2H
-
- 1d6
- 2d6
- 1d4
-
-
- Hew
- M
- 1
- unique
- 4
- Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, battleaxe
- Source: Lost Mines of Phandelver, p. 33
- melee attacks +1
- melee damage +1
- 1d8
- 1d10
- S
- M,V
-
-
-
- Ironfang
- M
- 1
- legendary (requires attunement)
- 2
- A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.
- You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
- Earth Mastery: You gain the following benefits while you hold Ironfang:
- • You can speak Terran fluently.
- • You have resistance to acid damage.
- • You have tremorsense out to a range of 60 feet.
- • You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
- • You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.
- Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
- The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.
- Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."
-
- Proficiency: martial, war pick
- Source: Princes of the Apocalypse p. 224
- melee attacks +2
- melee damage +2
- 1d8
-
- P
- M,
-
- 1d8
- 1d3
-
-
- Javelin of Backbiting
- M
- 1
- very rare, cursed (requires attunement)
- 2
- You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
- Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
- Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Proficiency: simple, javelin
- Source: Tales from the Yawning Portal, p. 229
- melee attacks +2
- melee damage +2
- 1d6
-
- P
- T
- 60/150
-
-
- Korolnor Scepter
- M
- 1
- legendary (requires attunement)
- 2
- The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
- You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
- You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6+4 expended charges at dawn. Its properties are as follows:
-
- • If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.
-
- • As an action, you can expend 2 charges to cast the sending spell from the scepter.
-
- • As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Proficiency: simple, club
- Source: Storm King's Thunder, p. 236
- melee attacks +3
- melee damage +3
- 1d4
-
- B
- L
-
- 1d6+4
-
-
- Lightbringer
- M
- 1
- unique
- 4
- This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
-
- Proficiency: simple, mace
- Source: Lost Mines of Phandelver, p. 48
- melee attacks +1
- melee damage +1
- 1d6
-
- B
-
-
- 1d6
-
-
- Mind Blade Greatsword
- M
- 1
- rare (requires attunement by a specific individual)
- 6
- Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greatsword
- Source: Volo's Guide to Monsters, p. 81
- 2d6
-
- S
- M,H,2H
-
- 2d6
-
-
- Mind Blade Longsword
- M
- 1
- rare (requires attunement by a specific individual)
- 3
- Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, longsword
- Source: Volo's Guide to Monsters, p. 81
- 1d8
- 1d10
- S
- M,V
-
- 2d6
-
-
- Mind Blade Rapier
- M
- 1
- rare (requires attunement by a specific individual)
- 2
- Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Proficiency: martial, rapier
- Source: Volo's Guide to Monsters, p. 81
- 1d8
-
- P
- M,F
-
- 2d6
-
-
- Mind Blade Scimitar
- M
- 1
- rare (requires attunement by a specific individual)
- 3
- Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Proficiency: martial, scimitar
- Source: Volo's Guide to Monsters, p. 81
- 1d6
-
- S
- M,F,L
-
- 2d6
-
-
- Mind Blade Shortsword
- M
- 1
- rare (requires attunement by a specific individual)
- 2
- Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Proficiency: martial, shortsword
- Source: Volo's Guide to Monsters, p. 81
- 1d6
-
- P
- M,F,L
-
- 2d6
-
-
- Mind Lash
- M
- 1
- rare (requires attunement by a mind flayer)
- 3
- In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
-
- Proficiency: martial, whip
- Source: Volo's Guide to Monsters, p. 81
- 1d4
-
- S
- M,F,R
-
- 2d4
-
-
- Orcsplitter
- M
- 1
- legendary (requires attunement by a good-aligned dwarf, fighter, or paladin)
- 7
- A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.
- You gain the following benefits while holding this magic weapon:
- • You gain a +2 bonus to attack and damage rolls made with it.
- • When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.
- • You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.
- • You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.
- Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.
- Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greataxe
- Source: Princes of the Apocalypse p. 224
- melee attacks +2
- melee damage +2
- 1d12
-
- S
- M,H,2H
-
-
-
- Saint Markovia's Thighbone
- M
- 1
- rare (requires attunement)
- 4
- Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
- As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
- Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
- Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
- The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
-
- Mace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
- While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
-
- Proficiency: simple, mace
- Source: Curse of Strahd, p. 222
- melee attacks +1
- melee damage +1
- 1d6
-
- B
-
-
-
-
- Shatterspike
- M
- 1
- uncommon (requires attunement)
- 3
- You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, longsword
- Source: Tales from the Yawning Portal, p. 229
- melee attacks +1
- melee damage +1
- 1d8
- 1d10
- S
- M,V
-
-
-
- Spear of Backbiting
- M
- 1
- very rare, cursed (requires attunement)
- 3
- You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
- Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
- Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: simple, spear
- Source: Tales from the Yawning Portal, p. 229
- melee attacks +2
- melee damage +2
- 1d6
- 1d8
- P
- T,V
- 50/90
-
-
- Sunsword
- M
- 1
- legendary (requires attunement)
- 3
- The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
- Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
- The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
-
- Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.
-
- Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
-
- Sun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
- You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
- The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, longsword, shortsword
- Source: Curse of Strahd, p. 223
- melee attacks +2
- melee damage +2
- 1d8
- 1d10
- S
- M,F,V
-
-
-
- Talon
- M
- 1
- unique
- 3
- Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: martial, longsword
- Source: Lost Mines of Phandelver, p. 24
- melee attacks +1
- melee damage +1
- 1d8
- 1d10
- S
- M,V
-
-
-
- Tinderstrike
- M
- 1
- legendary (requires attunement)
- 1
- A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
- You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
- Fire Mastery: You gain the following benefits while you hold Tinderstrike:
- • You can speak Ignan fluently.
- • You have resistance to fire damage.
- • You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.
- Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.
- Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Proficiency: simple, dagger
- Source: Princes of the Apocalypse p. 224
- weapon attacks +2
- weapon damage +2
- 1d4
-
- P
- F,L,T
- 20/60
- 2d6
-
-
- Waythe
- M
- 1
- legendary (requires attunement)
- 6
- Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
- You gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
- The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.
- Sentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
- The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.
- Personality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
-
- Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
-
- Two-Handed: This weapon requires two hands when you attack with it.
-
- Proficiency: martial, greatsword
- Source: Tales from the Yawning Portal, p. 229
- melee attacks +1
- melee damage +1
- 2d6
-
- S
- M,H,2H
-
- 2d6
-
-
- Windvane
- M
- 1
- legendary (requires attunement)
- 3
- A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
- You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
- Air Mastery: You gain the following benefits while you hold Windvane:
- • You can speak Auran fluently.
- • You have resistance to lightning damage.
- • You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.
- Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.
- Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: simple, spear
- Source: Princes of the Apocalypse p. 224
- weapon attacks +2
- weapon damage +2
- 1d6
- 1d8
- P
- T,V
- 20/60
- 1d6
-
-
- Dragonguard
- MA
- 1
- unique
- 20
- This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
-
- Source: Lost Mines of Phandelver, p. 48
- ac +1
- 15
-
-
-
-
- Spiked Armor
- MA
- 45
- Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
-
- 75
- Source: Sword Coast Adventurer's Guide, p. 121
- 14
-
- YES
-
-
- Bottled Breath
- P
- 1
- uncommon
- 0.5
- This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.
- If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.
-
- Source: Princes of the Apocalypse p. 222
-
-
- Potion of Beast Mind Control
- P
- 1
- rare
- 0.5
- When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
- If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
-
- Source: Tales from the Yawning Portal, p. 229
-
-
- Potion of Giant Size
- P
- 1
- legendary
-
- When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
- Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d1O) when used with two hands.
- When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
- This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
-
- Source: Storm King's Thunder, p. 238
-
-
- Potion of Human Mind Control
- P
- 1
- rare
- 0.5
- When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
- If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
-
- Source: Tales from the Yawning Portal, p. 229
-
-
- Potion of Monster Mind Control
- P
- 1
- very rare
- 0.5
- When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
- If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
-
- Source: Tales from the Yawning Portal, p. 229
-
-
- Seeker Dart
- R
- 1
- uncommon
- 0.25
- This small dart is decorated with designs like windy spirals that span the length of its shaft.
- When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
- When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.
-
- Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
-
- Proficiency: simple, dart
- Source: Princes of the Apocalypse p. 223
- 1d4
-
- P
- F,T
- 20/60
- 3d4
-
-
- Storm Boomerang
- R
- 1
- uncommon
-
- This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.
- Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
-
- Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
-
- Proficiency: simple, javelin
- Source: Princes of the Apocalypse p. 223
- 1d4
-
- B
-
- 60/120
- 3d4
-
-
- Ring of Truth Telling
- RG
- 1
- uncommon (requires attunement)
-
- While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
-
- Source: Waterdeep - Dragon Heist p. 192
-
-
- Ring of Winter
- RG
- 1
- artifact (requires attunement)
-
- Artus Cimber (see appendix D) has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.
- The Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom.
-
- Sentience:
- The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.
-
- Nondetection:
- The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.
-
- Frozen Time:
- As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
-
- Cold Immunity:
- While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
-
- Magic:
- The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
-
- • You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of –30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
-
- • You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2charges).
-
- • You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary.
-
- Other Properties:
- The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax.
-
- Destroying the Ring:
- The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.
-
- Source: Tomb of Annihilation, p. 207
-
-
- Shield of Far Sight
- S
- 1
- rare
- 6
- A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.
- If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
-
- Source: Volo's Guide to Monsters, p. 81
- 2
-
-
-
-
- Gulthias Staff
- ST
- 1
- rare (requires attunement)
- 4
- Made from the branch of a Gulthias tree (see the blights entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6+4 of its expended charges daily at dusk.
- If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
-
- Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
-
- Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
-
- Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
-
- Proficiency: simple, quarterstaff
- Source: Curse of Strahd, p. 221
- 1d6+4
-
-
- Spider Staff
- ST
- 1
- requires attunement
- 6
- The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
- The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
- The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
-
- Proficiency: simple, quarterstaff
- Source: Lost Mines of Phandelver p. 53
- 1d6+4
-
-
- Staff of Defense
- ST
- 1
- requires attunement
- 3
- This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
- While holding the staff, you have a +1 bonus to your Armor Class.
- The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
- The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
-
- Proficiency: simple, quarterstaff
- Source: Lost Mines of Phandelver p. 53
- ac +1
- 1d6+4
-
-
- Staff of the Forgotten One
- ST
- 1
- artifact (requires attunement by a sorcerer, warlock, or wizard)
- 4
- This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death.
-
- Beneficial Properties:
- While the staff is on your person, you gain the following benefits:
-
- • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled.
-
- • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
-
- • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.
-
- • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
-
- Invoke Curse:
- The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.
-
- The Forgotten One:
- The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.
-
- Destroying the Staff:. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
- Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
-
- Proficiency: simple, quarterstaff
- Source: Tomb of Annihilation, p. 208
- arcana+%0
- history+%0
- 1d4+3
- 24d10
-
-
- Amulet of Protection from Turning
- W
- 1
- rare (requires attunement)
- 1
- While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
- If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
- Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Amulet of the Black Skull
- W
- 1
- very rare (requires attunement)
-
- This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
- The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.
- If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
-
- d100 — Transformation
- 01–20 — The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic.
- 21–35 — You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
- 36–50 — You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
- 51–70 — You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you.
- 71–95 — You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.
- 96–00 — You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
-
- Source: Tomb of Annihilation, p. 206
- 1d6
-
-
- Badge of The Watch
- W
- 1
- rare (requires attunement from someone designated by the Open Lord of Waterdeep)
- A badge of the Watch is given to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.
- While wearing the badge you gain a +2 bonus to AC if you aren't wearing a shield.
- If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.
- As an action, the Open Lord can touch the badge and end your attunement to it.
-
- Source: Waterdeep - Dragon Heist p. 189
- ac +2
-
-
- Balance of Harmony
- W
- 1
- uncommon
-
- This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Balloon Pack
- W
- 1
- uncommon
-
- This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.
- When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
- After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
-
- Source: Princes of the Apocalypse p. 222
-
-
- Banner of the Krig Rune
- W
- 1
- rare (requires attunement)
-
- Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
-
- Mark of Courage: As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Sentinel Standard: You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Gift of Battle: You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
- While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
-
- Source: Storm King's Thunder, p. 235
-
-
- Black Dragon Mask
- W
- 1
- legendary (requires attunement)
-
- This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
-
- Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
-
- Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
-
- Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
-
- Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
-
- Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
-
- Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
-
- Water Breathing: You can breathe underwater.
-
- Source: Hoard of the Dragon Queen p. 94
-
-
- Blod Stone
- W
- 1
- rare (requires attunement)
-
- This diamond contains the blood of a creature-blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn't undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.
- This item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
-
- Source: Storm King's Thunder, p. 235
-
-
- Blue Dragon Mask
- W
- 1
- legendary (requires attunement)
-
- This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
-
- Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
-
- Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
-
- Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
-
- Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
-
- Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.
-
- Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
-
- Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn.
-
- Source: Rise of Tiamat Online Supplement p. 4
-
-
- Bracelet of Rock Magic
- W
- 1
- very rare, cursed (requires attunement)
-
- While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
- Curse: The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Bracers of Flying Daggers
- W
- 1
- rare (requires attunement)
-
- This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
-
- Source: Waterdeep - Dragon Heist p. 190
-
-
- Charm of Plant Command
- W
- 1
- rare (requires attunement)
- This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
- This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor. and attitude of plants. The charm regains all expended charges at dawn each day. (Tammeraut's Fate)
-
- Source: Ghosts of Saltmash p. 229
-
-
- Claw of the Wyrm Rune
- W
- 1
- rare (requires attunement)
-
- This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties.
-
- Wyrmslayer: As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
-
- Wyrm Shield: While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon.
-
- Wyrm Ward: You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
-
- While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
-
- Source: Storm King's Thunder, p. 235
-
-
- Claws of the Umber Hulk
- W
- 1
- rare
-
- These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
- You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal)
- While wearing the claws, you can't manipulate objects or cast spells with somatic components
-
- Source: Princes of the Apocalypse p. 222
-
-
- Conch of Teleportation
- W
- 1
- very rare (requires attunement)
-
- This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.
- As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
-
- Source: Storm King's Thunder, p. 236
-
-
- Cursed Luckstone
- W
- 1
- uncommon (requires attunement)
-
- This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone. you can gain advantage on one ability check of your choice. The stone can't be used this way again until the next dawn.
- Curse: This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone's magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)
-
- Source: Ghosts of Saltmarsh p. 229
-
-
- Devastation Orb of Air
- W
- 1
- very rare
-
- A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
- A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
- A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
- Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
- Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide.
-
- Source: Princes of the Apocalypse p. 222
- 1d4
-
-
- Devastation Orb of Earth
- W
- 1
- very rare
-
- A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
- A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
- A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
- Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
- Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes.
-
- Source: Princes of the Apocalypse p. 222
-
-
- Devastation Orb of Fire
- W
- 1
- very rare
-
- A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
- A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
- A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
- Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
- Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
-
- Source: Princes of the Apocalypse p. 222
-
- 3d6
-
-
- Devastation Orb of Water
- W
- 1
- very rare
-
- A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
- A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
- A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
- Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.
- Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
-
- Source: Princes of the Apocalypse p. 222
-
-
- Draakhorn
- W
- 1
- unique
-
- The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.
- The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.
- Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
- Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.
- For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound.
- While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
-
- Source: The Rise of Tiamat p. 93
- 6d8
-
-
- Eagle Whistle
- W
- 1
- rare
-
- While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall.
- The whistle has three uses. It regains expended uses daily at dawn.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Feather of Diatryma Summoning
- W
- 1
- rare (requires attunement)
-
- This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
- When the diatryma reverts to feather form, the magic of the feather can't be used again until 7 days have passed.
- The diatryma uses the statistics of an Axe Beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
-
- Source: Waterdeep - Dragon Heist p. 191
-
-
- Gavel of the Venn Rune
- W
- 1
- rare (requires attunement)
-
- This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
-
- Arbiter's Shield: At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
-
- Bond of Amity: As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.
-
- Gift of Truth: You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
-
- Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
-
- Source: Storm King's Thunder, p. 236
-
-
- Ghost Lantern
- W
- 1
- rare (requires attunement)
-
- A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
- If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
- The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
-
- Source: Tomb of Annihilation, p. 206
-
-
- Green Dragon Mask
- W
- 1
- legendary (requires attunement)
-
- This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties
-
- Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
-
- Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
-
- Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
-
- Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
-
- Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.
-
- Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
-
- Water Breathing: You can breathe underwater.
-
- Source: Rise of Tiamat Online Supplement p. 4
-
-
- Hell Hound Cloak
- W
- 1
- rare, cursed (requires attunement)
-
- This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
- Curse: This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
- The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to O hit points, and you can't willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Helm of Underwater Action
- W
- 1
- uncommon (requires attunement)
-
- While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet. (Danger at Dunwater, Tammeraut's Fare)
-
- Source: Ghosts of Saltmarsh p. 229
-
-
- Holy Symbol of Ravenkind
- W
- 1
- legendary (requires attunement by a cleric or paladin of good alignment)
-
- The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
- The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
- The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
-
- Hold Vampires: As an Action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
-
- Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
-
- Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
-
- Source: Curse of Strahd, p. 222
- 1d6+4
-
-
- Icon of Ravenloft
- W
- 1
- legendary (requires attunement by a creature of good alignment)
- 10
- The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
- The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
- While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
-
- Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
-
- Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
-
- Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
-
- Source: Curse of Strahd, p. 222
-
-
- Infernal Tack
- W
- 1
- legendary (requires attunement by a creature of evil alignment)
-
- A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
-
- Source: Mordenkainen's Tome of Foes, p. 167
-
-
- Ingot of the Skold Rune
- W
- 1
- very rare (requires attunement)
-
- This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.
-
- Runic Shield: You have a +1 bonus to AC.
-
- Shield Bond: As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to l, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Shield Ward: You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
-
- Shield: The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to O hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
-
- Weapon: The weapon is now an uncommon magic weapon. It grants you a +l bonus to AC while you're holding it.
-
- Source: Storm King's Thunder, p. 236
- ac +1
-
-
- Insignia of Claws
- W
- 1
- uncommon
-
- The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
- While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
-
- Source: Hoard of the Dragon Queen p. 94
- melee attacks +1
- melee damage +1
-
-
- Knave’s Eye Patch
- W
- 1
- rare (requires attunement)
-
- While wearing this eye patch, you gain these benefits-
-
- • You have advantage on Wisdom (Perception) checks that rely on sight.
- • If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
- • You are immune to magic that allows other creatures lo read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
-
- Source: Waterdeep - Dragon Heist p. 191
-
-
- Lord’s Ensemble
- W
- 1
- very rare (requires attunement by a creature with a humanoid build)
-
- The Masked Lords of Waterdeep don this ensemble when meeting with one another. This raiment renders each lord indistinguishable from the others. The ensemble consists of three pieces a helm, an amulet, and a robe- that function as a single magic item when worn together, but only within the city of Waterdeep and its sewers. You become attuned to the ensemble as a single item.
- Lord’s Helm: This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.
- Lord's Amulet: This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.
- Lord's Robe: This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
-
- Source: Waterdeep - Dragon Heist p. 191
-
-
- Loadstone
- W
- 1
- rare, cursed
-
- This stone is a large gem worth 150 gp.
- Curse: The stone is cursed, but its magical nature is hidden; detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
-
- Source: Tales from the Yawning Portal, p. 228
- speed -5
-
-
- Lost Crown of Besilmer
- W
- 1
- legendary (requires attunement)
-
- This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
- • You have resistance to psychic damage.
- • You have advantage on saving throws against effects that would charm you.
- • You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.
-
- Source: Princes of the Apocalypse p. 223
- 1d3
-
-
- Mask of the Beast
- W
- 1
- uncommon
-
- This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
-
- Source: Tomb of Annihilation, p. 207
-
-
- Mask of the Dragon Queen
- W
- 1
- unique (requires attunement)
-
- Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.
- While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.
-
- Source: The Rise of Tiamat p. 94
-
-
- Mirror of the Past
- W
- 1
- rare
- 0.5
- The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Navigation Orb
- W
- 1
- very rare (requires attunement)
-
- A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.
- As an action, you can cause one of the following effects to occur if you are touching the orb:
-
- • The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground , the castle lands gently.
-
- • The castle, if it is moving, comes to a gradual stop.
-
- • The castle makes a slow, 90-degree turn clockwise or counter clockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.
-
- Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
-
- Source: Storm King's Thunder, p. 237
-
-
- Night Caller
- W
- 1
- uncommon
-
- This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
- If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.
- Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
-
- Source: Tales from the Yawning Portal, p. 228
-
-
- Opal of the Ild Rune
- W
- 1
- rare (requires attunement)
-
- This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
-
- Ignite: As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
-
- Fire's Friend: You have resistance to cold damage.
-
- Fire Tamer: As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
-
- Gift of Flame: You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
-
- Weapon: The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
-
- Armor: The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
-
- Source: Storm King's Thunder, p. 237
-
-
- Orb of the Stein Rune
- W
- 1
- rare (requires attunement)
-
- This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.
-
- Indomitable Stand: As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
-
- Stone Soul: You can't be petrified.
-
- Earthen Step: You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Gift of Stone: You can transfer the orb's magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
-
- Shield: The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
-
- Boots: The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
-
- Source: Storm King's Thunder, p. 237
-
-
- Paper Bird
- W
- 1
- uncommon
-
- After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.
- The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage.
- It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.
- Paper birds usually come in small, flat boxes containing 1d6+3 sheets of the parchment.
-
- Source: Waterdeep - Dragon Heist p. 191
-
-
- Pennant of the Vind Rune
- W
- 1
- very rare (requires attunement)
-
- This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.
-
- Wind Step: As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.
-
- Comforting Wind: You can't suffocate.
-
- Wind's Grasp; As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Wind Walker: While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Gift of Wind: You can transfer the pennant's magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
-
- Armor: The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
-
- Boots/Cloak: The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft . You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
-
- Source: Storm King's Thunder, p. 237
-
-
- Pipe of Remembrance
- W
- 1
- common
-
- This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit. smoke exhaled from it does not dissipate, instead lingering around the bearer. After JO minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn. (The Sinister Secret of Saltmarsh)
-
- Source: Ghosts of Saltmarsh p. 229
-
-
- Piwafwi
- W
- 1
- uncommon (requires attunement)
-
- This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It loses its magic if exposed to sunlight for 1 hour without interruption.
-
- Source: Out of the Abyss, p. 222
-
-
- Piwafwi of Fire Resistance
- W
- 1
- rare (requires attunement)
-
- This dark spider-silk cloak is made by drow. It is a cloak of elvenkind: while you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.
-
- Source: Out of the Abyss, p. 222
-
-
- Pressure Capsule
- W
- 1
- common
-
- This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects of swimming at depths greater than 100 feet (see " Unusual Environments" in chapter 5 of the Dungeon Master's Guide). (Tammeraut's Fate)
-
- Source: Ghosts of Saltmarsh p. 229
-
-
- Red Dragon Mask
- W
- 1
- legendary (requires attunement)
-
- This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
-
- Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
-
- Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
-
- Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
-
- Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
-
- Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.
-
- Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
-
- Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
-
- Source: Rise of Tiamat Online Supplement p. 4
-
-
- Robe of Serpents
- W
- 1
- uncommon (requires attunement)
-
- A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4+3 stylized serpents, all brightly colored.
- As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
-
- Source: Storm King's Thunder, p. 238
-
-
- Robe of Summer
- W
- 1
- rare (requires attunement)
-
- This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.
-
- Source: Tales from the Yawning Portal, p. 229
-
-
- Rod of the Vonindod
- W
- 1
- rare (requires attunement)
-
- The fire giant duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.
- The rod has 10 charges and regains1d6+4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the locate object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
-
- Source: Storm King's Thunder, p. 238
- 1d6+4
-
-
- Sekolahian Worshiping Statuette
- W
- 1
- common
-
- skilfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour. (The Final Enemy)
-
- Source: Ghosts of Saltmarsh p. 229
-
-
- Shard of the Ise Rune
- W
- 1
- very rare (requires attunement)
-
- This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it's on your person.
-
- Frigid Touch: As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Frost Friend: You have resistance to fire damage.
-
- Icy Mantle: As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest.
-
- Winter's Howl: As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
-
- Gift of Frost. You can transfer the shard's magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
-
- Cloak: The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
-
- Boots: The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
-
- Source: Storm King's Thunder, p. 238
-
-
- Smokepowder
- W
- 1
- uncommon
-
- Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
- If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
- Casting dispel magic on smokepowder renders it permanently inert.
-
- Source: Waterdeep - Dragon Heist p.192
-
-
- Spell Gem, Amber
- W
- 1
- very rare (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Bloodstone
- W
- 1
- rare (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Diamond
- W
- 1
- legendary (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Jade
- W
- 1
- very rare (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Lapis Lazuli
- W
- 1
- uncommon (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Obsidian
- W
- 1
- uncommon (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- An obsidian spell gem can store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Quartz
- W
- 1
- rare (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Ruby
- W
- 1
- legendary (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Star Ruby
- W
- 1
- legendary (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Spell Gem, Topaz
- W
- 1
- very rare (Attunement Optional)
-
- A spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.
- A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.
- You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
- Once imbued with a spell, the gem can't be imbued again until the next dawn.
- Deep gnomes created these magic gemstones and keep the creation process a secret.
-
- Source: Out of the Abyss, p. 223
-
-
- Stone of Golorr
- W
- 1
- artifact (requires attunement)
-
- The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
- Random Properties: The Stone of Golorr has the following properties, determined by rolling on the tables in the "Artifacts" section in chapter 7 of the Dungeon Master's Guide:
-
- • 1 minor beneficial property
- • 1 minor detrimental property
-
- Legend Lore: The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.
- By using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.
- The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.
- Failed Memory: When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically.
- Sentience: The Stone of Golorr is a sentient lawful evil magic item with an Intelligence or 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. Io addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.
- The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see " Sentient Magic Items" in chapter 7 of the Dungeon Master's Guide).
- Personality: The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.
- Destroying the Stone: While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see.
-
- Source: Waterdeep — Dragon Heist p. 192
-
-
- Stone of Ill Luck
- W
- 1
- uncommon, cursed (requires attunement)
-
- This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item's property while on your person.
- Curse: This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item's bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
-
- Source: Tales from the Yawning Portal, p. 229
-
-
- Stonespeaker Crystal
- W
- 1
- rare (requires attunement)
-
- Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.
- The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
- When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
- The crystal regains 1d6+4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
-
- Source: Out of the Abyss, p. 223
- 1d6+4
-
-
- Weird Tank
- W
- 1
- rare (requires attunement)
-
- A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.
- You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.
- If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.
- The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
-
- Source: Princes of the Apocalypse p. 223
-
-
- White Dragon Mask
- W
- 1
- legendary (requires attunement)
-
- This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
-
- Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
-
- Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
-
- Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
-
- Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.
-
- Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.
-
- Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.
-
- Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
-
- Source: Rise of Tiamat Online Supplement p. 4
-
-
- Wingwear
- W
- 1
- uncommon (requires attunement)
-
- This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.
- The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
-
- Source: Princes of the Apocalypse p. 223
-
-
- Wyrmskull Throne
- W
- 1
- artifact
-
- Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne's powers are activated.
- After the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton's throne room in the undersea citadel of Maelstrom. Fear of the throne's power has helped prevent evil giants from challenging or threatening Hekaton's leadership.
- Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can't be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
- Any creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne's master.
- Properties of the Throne: The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne's properties, which are as follows:
-
- • The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn't expend any charges.
-
- • Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn't expend any charges.
-
- • As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne's blue dragon skulls.
-
- • As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne.
-
- • As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature's turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature's choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon's bite and claw attacks.
-
- Destroying the Throne: The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can't be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne's destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
-
- Source: Storm King's Thunder, p. 239
-
-
- Wand of Entangle
- WD
- 1
- uncommon (requires attunement by a spellcaster)
- 1
- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
- The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
-
- Source: Tales from the Yawning Portal, p. 229
- 1d6+1
-
-
- Wand of Viscid Globs
- WD
- 1
- rare (requires attunement)
- 1
- Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.
- Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.
- The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.
- A wand of viscid globs is destroyed if exposed to sunlight for 1 hour without interruption.
-
- Source: Out of the Abyss, p. 223
- 1d6+1
-
-
- Wand of Winter
- WD
- 1
- rare (requires attunement)
- 1
- This wand looks and feels like an icicle. You must be attuned to the want to use it.
- The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
-
- Source: Hoard of the Dragon Queen p. 94
- 1d6+1
-
-
-
-
-
- Aarakocra
- M
- 25
- Dex 2, Wis 1
-
-
-
- Flight
- You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
-
- Source: Elemental Evil Player's Companion, p. 5
-
-
- Talons
- You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
-
- Source: Elemental Evil Player's Companion, p. 5
-
-
- Language
- You can speak, read, and write Common, Aarakocra, and Auran.
-
- Source: Elemental Evil Player's Companion, p. 5
-
-
-
- Aasimar, Fallen
- M
- 30
- Cha 2, Str 1
- Charisma
-
-
- Darkvision
- Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Celestial Resistance
- You have resistance to necrotic damage and radiant damage.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Healing Hands
- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Light Bearer
- You know the light cantrip. Charisma is your spellcasting ability for it.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Languages
- You can speak, read, and write Common and Celestial.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Necrotic Shroud
- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
- Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
- Once you use this trait, you can't use it again until you finish a long rest.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
-
- Aasimar, Protector
- M
- 30
- Cha 2, Wis 1
- Charisma
-
-
- Darkvision
- Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Celestial Resistance
- You have resistance to necrotic damage and radiant damage.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Healing Hands
- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Light Bearer
- You know the light cantrip. Charisma is your spellcasting ability for it.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Languages
- You can speak, read, and write Common and Celestial.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Radiant Soul
- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
- Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
- Once you use this trait, you can't use it again until you finish a long rest.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
-
- Aasimar, Scourge
- M
- 30
- Cha 2, Con 1
- Charisma
-
-
- Darkvision
- Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Celestial Resistance
- You have resistance to necrotic damage and radiant damage.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Healing Hands
- As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Light Bearer
- You know the light cantrip. Charisma is your spellcasting ability for it.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Languages
- You can speak, read, and write Common and Celestial.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
- Radiant Consumption
- Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
- Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
- Once you use this trait, you can't use it again until you finish a long rest.
-
- Source: Volo's Guide to Monsters, p. 105
-
-
-
- Bugbear
- M
- 30
- Str 2, Dex 1
-
- Stealth
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Long-Limbed
- When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-
- Source: Volo's Guide to Monsters, p. 119
- powerful build
-
-
- Sneaky
- You are proficient in the Stealth skill.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Surprise Attack
- If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Languages
- You can speak, read, and write Common and Goblin.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
-
- Dwarf, Duergar
- M
- 25
- Con 2, Str 1
- Intelligence
-
-
- Superior Darkvision
- Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Sword Coast Adventurer's Guide, p. 104
- Mordenkainen's Tome of Foes, p. 81
-
-
- Dwarven Resilience
- You have advantage on saving throws against poison, and you have resistance against poison damage.
-
- Source: Player's Handbook p. 20
-
-
- Dwarven Combat Training
- You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
-
- Source: Player's Handbook p. 20
-
-
- Tool Proficiency
- You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
-
- Source: Player's Handbook p. 20
-
-
- Stonecunning
- Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
-
- Source: Player's Handbook p. 20
-
-
- Languages
- You can speak, read, and write Dwarvish, Common, and Undercommon.
-
- Source: Sword Coast Adventurer's Guide, p. 104
- Mordenkainen's Tome of Foes, p. 81
-
-
- Duergar Resilience
- You have advantage on saving throws against illusions and against being charmed or paralyzed.
-
- Source: Sword Coast Adventurer's Guide, p. 104
- Mordenkainen's Tome of Foes, p. 81
-
-
- Duergar Magic
- When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When your each 5th level, you can cast invisibility on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
-
- Source: Sword Coast Adventurer's Guide, p. 104
- Mordenkainen's Tome of Foes, p. 81
-
-
- Sunlight Sensitivity
- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
-
- Source: Sword Coast Adventurer's Guide, p. 104
- Mordenkainen's Tome of Foes, p. 81
-
-
-
- Elf, Eladrin
- M
- 30
- Dex 2, Cha 1
-
-
-
- Darkvision
- Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 23
-
-
- Keen Senses
- You have proficiency in the Perception skill.
-
- Source: Player's Handbook, p. 23
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Trance
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Languages
- You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
-
- Source: Player's Handbook, p. 23
-
-
- Fey Step
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
- When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier:
-
- Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
-
- Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
-
- Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
-
- Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).
-
- Source: Mordenkainen's Tome of Foes, p. 61
-
-
- Shifting Seasons
- Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin’s mood:
-
- Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.
- Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
- Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
- Summer is the season of boldness and aggression, a time of unfettered energy.
-
- Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.
-
- Source: Mordenkainen's Tome of Foes, p. 61
-
-
-
- Elf, Sea
- M
- 30
- Dex 2, Con 1
-
- Perception
-
- Darkvision
- Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 23
-
-
- Keen Senses
- You have proficiency in the Perception skill.
-
- Source: Player's Handbook, p. 23
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Trance
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Languages
- You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
-
- Source: Player's Handbook, p. 23
-
-
- Sea Elf Training
- You have proficiency with the spear, trident, light crossbow, and net.
-
- Source: Mordenkainen's Tome of Foes, p. 62
-
-
- Child of the Sea
- You have a swimming speed of 30 feet and can breathe air and water.
-
- Source: Mordenkainen's Tome of Foes, p. 62
-
-
- Friend of the Sea
- Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
-
- Source: Mordenkainen's Tome of Foes, p. 62
-
-
-
- Elf, Shadar-kai
- M
- 30
- Dex 2, Con 1
-
- Perception
-
- Darkvision
- Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 23
-
-
- Keen Senses
- You have proficiency in the Perception skill.
-
- Source: Player's Handbook, p. 23
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Trance
- Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
-
- Source: Player's Handbook, p. 23
-
-
- Languages
- You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
-
- Source: Player's Handbook, p. 23
-
-
- Necrotic Resistance
- You have resistance to necrotic damage.
-
- Source: Mordenkainen's Tome of Foes, p. 62
-
-
- Blessing of the Raven Queen
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest.
- Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
-
- Source: Mordenkainen's Tome of Foes, p. 62
-
-
-
- Firbolg
- M
- 30
- Wis 2, Str 1
-
-
-
- Firbolg Magic
- You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
-
- Source: Volo's Guide to Monsters, p. 107
-
-
- Hidden Step
- As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 107
-
-
- Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-
- Source: Volo's Guide to Monsters, p. 107
- powerful build
-
-
- Speech of Beast and Leaf
- You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
-
- Source: Volo's Guide to Monsters, p. 107
-
-
- Languages
- You can speak, read, and write Common, Elvish, and Giant.
-
- Source: Volo's Guide to Monsters, p. 107
-
-
-
- Genasi, Air
- M
- 30
- Con 2, Dex 1
- Constitution
-
-
- Unending Breath
- You can hold your breath indefinitely while you're not incapacitated.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 229
-
-
- Mingle with the Wind
- You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 229
-
-
- Languages
- You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 228
-
-
-
- Genasi, Earth
- M
- 30
- Con 2, Str 1
- Constitution
-
-
- Earth Walk
- You can move across difficult terrain made of earth or stone without expending extra movement.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 229
-
-
- Merge with Stone
- You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 229
-
-
- Languages
- You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 228
-
-
-
- Genasi, Fire
- M
- 30
- Con 2, Int 1
- Constitution
-
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Fire Resistance
- You have resistance to fire damage.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Reach to the Blaze
- You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Languages
- You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 228
-
-
-
- Genasi, Water
- M
- 30
- Con 2, Wis 1
- Constitution
-
-
- Acid Resistance
- You have resistance to acid damage.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Amphibious
- You can breathe air and water.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Swim
- You have a swimming speed of 30 feet.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Call to the Wave
- You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
-
- Source: Elemental Evil Player's Companion, p. 10
- Princes of the Apocalypse, p. 229
-
-
- Languages
- You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
-
- Source: Elemental Evil Player's Companion, p. 9
- Princes of the Apocalypse, p. 228
-
-
-
- Githyanki
- M
- 30
- Int 1, Str 2
- Intelligence
-
-
- Languages
- You can speak, read, and write Common and Gith.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
- Decadent Mastery
- You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
- Martial Prodigy
- You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
- Githyanki Psionics
- You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
- When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.
- Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
-
- Githzerai
- M
- 30
- Int 1, Wis 2
- Wisdom
-
-
- Languages
- You can speak, read, and write Common and Gith.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
- Mental Discipline
- You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
- Githzerai Psionics
- You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
- When you reach 3rd level, you can cast the shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.
- Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.
-
- Source: Mordenkainen's Tome of Foes, p. 96
-
-
-
- Gnome, Deep
- S
- 25
- Int 2, Dex 1
-
-
-
- Superior Darkvision
- Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Sword Coast Adventurer's Guide, p. 115
- Elemental Evil Player's Companion, p. 7
- Mordenkainen's Tome of Foes, p. 113
-
-
- Gnome Cunning
- You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
-
- Source: Sword Coast Adventurer's Guide, p. 115
- Elemental Evil Player's Companion, p. 7
- Mordenkainen's Tome of Foes, p. 113
-
-
- Stone Camouflage
- You have advantage on Dexterity (stealth) checks to hide in rocky terrain and underground.
-
- Source: Sword Coast Adventurer's Guide, p. 115
- Elemental Evil Player's Companion, p. 7
- Mordenkainen's Tome of Foes, p. 113
-
-
- Languages
- You can speak, read, and write Common, Gnomish, and Undercommon. The svirfneblin dialect is more guttural than surface Gnomish, and most svirfneblin know only a little bit of Common, but those who deal with outsiders (and that includes you as an adventurer) pick up enough Common to get by in other lands.
-
- Source: Sword Coast Adventurer's Guide, p. 115
- Elemental Evil Player's Companion, p. 7
- Mordenkainen's Tome of Foes, p. 113
-
-
-
- Goblin
- S
- 30
- Dex 2, Con 1
-
-
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Fury of the Small
- When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Nimble Escape
- You can take the Disengage or Hide action as a bonus action on each of your turns.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Languages
- You can speak, read, and write Common and Goblin.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
-
- Goliath
- M
- 30
- Str 2, Con 1
-
- Athletics
-
- Natural Athlete
- You have proficiency in the Athletics skill.
-
- Source: Volo's Guide to Monsters, p. 109
- Elemental Evil Player's Companion, p. 11
-
-
- Stone's Endurance
- You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 109
- Elemental Evil Player's Companion, p. 11
-
-
- Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-
- Source: Volo's Guide to Monsters, p. 109
- Elemental Evil Player's Companion, p. 11
- powerful build
-
-
- Mountain Born
- You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
-
- Source: Volo's Guide to Monsters, p. 109
- Elemental Evil Player's Companion, p. 11
-
-
- Languages
- You can speak, read, and write Common and Giant.
-
- Source: Volo's Guide to Monsters, p. 109
- Elemental Evil Player's Companion, p. 11
-
-
-
- Grung
- S
- 25
- Dex 2, Con 1
-
- Perception
-
- Natural Climber
- You have a climb speed of 25 feet.
-
- Source: One Grung Above, p. 4
-
-
- Arboreal Alertness
- You have proficiency in the Perception skill.
-
- Source: One Grung Above, p. 4
-
-
- Amphibious
- You can breathe air and water.
-
- Source: One Grung Above, p. 4
-
-
- Poison Immunity
- You're immune to poison damage and the poisoned condition.
-
- Source: One Grung Above, p. 4
-
-
- Poisonous Skin
- Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
- Source: One Grung Above, p. 4
-
-
- Standing Leap
- Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
-
- Source: One Grung Above, p. 4
-
-
- Water Dependency
- If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.
-
- Source: One Grung Above, p. 4
-
-
- Languages
- You can speak, read, and write Grung.
-
- Source: One Grung Above, p. 4
-
-
-
- Halfling, Ghostwise
- S
- 25
- Dex 2, Wis 1
-
-
-
- Lucky
- When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
-
- Source: Player's Handbook, p. 28
-
-
- Brave
- You have advantage on saving throws against being frightened.
-
- Source: Player's Handbook, p. 28
-
-
- Halfling Nimbleness
- You can move through the space of any creature that is of a size larger than yours.
-
- Source: Player's Handbook, p. 28
-
-
- Languages
- You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
-
- Source: Player's Handbook, p. 28
-
-
- Silent Speech
- You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
-
- Source: Sword Coast Adventurer's Guide, p. 110
-
-
-
- Half-Elf, High Elf Ancestry
- M
- 30
- Cha 2
-
-
-
- Ability Score Increase
- Two different ability scores of your choice increase by 1.
-
- Source: Player's Handbook, p. 39
-
-
- Darkvision
- Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 39
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 39
-
-
- Skill Versatility
- You gain proficiency in two skills of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Languages
- You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Variant: Elf Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
- A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
- Variant: Cantrip
- You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
- A half-elf of high elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
-
- Half-Elf, Wood Elf Ancestry
- M
- 30
- Cha 2
-
-
-
- Ability Score Increase
- Two different ability scores of your choice increase by 1.
-
- Source: Player's Handbook, p. 39
-
-
- Darkvision
- Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 39
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 39
-
-
- Skill Versatility
- You gain proficiency in two skills of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Languages
- You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Variant: Elf Weapon Training
- You have proficiency with the longsword, shortsword, shortbow, and longbow.
- A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
- Variant: Fleet of Foot
- Your base walking speed increases to 35 feet.
- A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
- Variant: Mask of the Wild
- You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
-
- Half-Elf, Dark Elf Ancestry
- M
- 30
- Cha 2
-
-
-
- Ability Score Increase
- Two different ability scores of your choice increase by 1.
-
- Source: Player's Handbook, p. 39
-
-
- Darkvision
- Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 39
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 39
-
-
- Skill Versatility
- You gain proficiency in two skills of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Languages
- You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Variant: Drow Magic
- You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells.
- A half-elf of dark elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
-
- Half-Elf, Aquatic Elf Ancestry
- M
- 30
- Cha 2
-
-
-
- Ability Score Increase
- Two different ability scores of your choice increase by 1.
-
- Source: Player's Handbook, p. 39
-
-
- Darkvision
- Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 39
-
-
- Fey Ancestry
- You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-
- Source: Player's Handbook, p. 39
-
-
- Skill Versatility
- You gain proficiency in two skills of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Languages
- You can speak, read, and write Common, Elvish, and one extra language of your choice.
-
- Source: Player's Handbook, p. 39
-
-
- Variant: Aquatic
- You have a swimming speed of 30 feet.
- A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility.
-
- Source: Sword Coast Adventurer's Guide, p. 116
-
-
-
- Hobgoblin
- M
- 30
- Con 2, Int 1
-
-
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Martial Training
- You are proficient with two martial weapons of your choice and with light armor.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Saving Face
- Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Languages
- You can speak, read, and write Common and Goblin.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
-
- Kenku
- M
- 30
- Dex 2, Wis 1
-
-
-
- Expert Forgery
- You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
-
- Source: Volo's Guide to Monsters, p. 111
-
-
- Kenku Training
- You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
-
- Source: Volo's Guide to Monsters, p. 111
-
-
- Mimicry
- You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
-
- Source: Volo's Guide to Monsters, p. 111
-
-
- Languages
- You can read and write Common and Auran, but you can speak only using your Mimicry trait
-
- Source: Volo's Guide to Monsters, p. 111
-
-
-
- Kobold
- S
- 30
- Dex 2, Str -2
-
-
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Grovel, Cower, and Beg
- As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you uses this trait, you can’t use it again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Pack Tactics
- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Sunlight Sensitivity
- You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
- Languages
- You can speak, read, and write Common and Draconic.
-
- Source: Volo's Guide to Monsters, p. 119
-
-
-
- Lizardfolk
- M
- 30
- Con 2, Wis 1
-
-
-
- Swim Speed
- You have a swimming speed of 30 feet.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Bite
- Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Cunning Artisan
- As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Hold Breath
- You can hold your breath for up to 15 minutes at a time.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Hunter's Lore
- You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Natural Armor
- You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Hungry Jaws
- In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
- Languages
- You can speak, read, and write Common and Draconic.
-
- Source: Volo's Guide to Monsters, p. 113
-
-
-
- Orc
- M
- 30
- Str 2, Con 1, Int -2
-
- Intimidation
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Aggressive
- As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Menacing
- You are trained in the Intimidation skill.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Powerful Build
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-
- Source: Volo's Guide to Monsters, p. 120
- powerful build
-
-
- Languages
- You can speak, read, and write Common and Orc.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
-
- Tabaxi
- M
- 30
- Dex 2, Cha 1
-
- Perception, Stealth
-
- Darkvision
- You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 115
-
-
- Feline Agility
- Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
-
- Source: Volo's Guide to Monsters, p. 115
-
-
- Cat's Claws
- Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
-
- Source: Volo's Guide to Monsters, p. 115
-
-
- Cat's Talents
- You have proficiency in the Perception and Stealth skills.
-
- Source: Volo's Guide to Monsters, p. 115
-
-
- Languages
- You can speak, read, and write Common and one other language of your choice.
-
- Source: Volo's Guide to Monsters, p. 115
-
-
-
- Tiefling (Variant)
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
- Variant: Appearance
- Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Devil's Tongue
- You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Hellfire
- Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Winged
- You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
-
- Tiefling, Feral
- M
- 30
- Int 1, Dex 2
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
- Variant: Appearance
- Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Devil's Tongue
- You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Hellfire
- Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Winged
- You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
-
- Tiefling of Asmodeus
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Infernal Legacy
- You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Player's Handbook, p. 43
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
- Variant: Appearance
- Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Devil's Tongue
- You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Hellfire
- Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
- Variant: Winged
- You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
-
- Source: Sword Coast Adventurer's Guide, p. 118
-
-
-
- Tiefling of Baalzebul
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Maladomini
- You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 21
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Dispater
- M
- 30
- Cha 2, Dex 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Dis
- You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 21
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Fierna
- M
- 30
- Cha 2, Wis 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Phlegethos
- You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 22
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Glasya
- M
- 30
- Cha 2, Dex 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Malbolge
- You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 22
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Levistus
- M
- 30
- Cha 2, Con 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Stygia
- You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 22
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Mammon
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Minauros
- You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser’s floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 22
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Mephistopheles
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Cania
- You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 23
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tiefling of Zariel
- M
- 30
- Cha 2, Str 1
- Charisma
-
-
- Darkvision
- Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Player's Handbook, p. 43
-
-
- Hellish Resistance
- You have resistance to fire damage.
-
- Source: Player's Handbook, p. 43
-
-
- Legacy of Avernus
- You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Mordenkainen's Tome of Foes, p. 23
-
-
- Languages
- You can speak, read, and write Common and Infernal.
-
- Source: Player's Handbook, p. 43
-
-
-
- Tortle
- M
- 30
- Str 2, Wis 1
-
- Survival
-
- Claws
- Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
-
- Source: The Tortle Package, p. 4
-
-
- Hold Breath
- You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
-
- Source: The Tortle Package, p. 4
-
-
- Natural Armor
- Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
-
- Source: The Tortle Package, p. 4
-
-
- Shell Defense
- You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
-
- Source: The Tortle Package, p. 4
-
-
- Survival Instinct
- You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
-
- Source: The Tortle Package, p. 4
-
-
- Languages
- You can speak, read, and write Aquan and Common.
-
- Source: The Tortle Package, p. 4
-
-
-
- Triton
- M
- 30
- Str 1, Cha 1, Con 1
-
-
-
- Swim Speed
- You have a swimming speed of 30 feet.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
- Amphibious
- You can breathe air and water.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
- Control Air and Water
- A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
- Emissary of the Sea
- Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
- Guardians of the Depths
- Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
- Languages
- You can speak, read, and write Common and Primordial.
-
- Source: Volo's Guide to Monsters, p. 118
-
-
-
- Yuan-ti Pureblood
- M
- 30
- Cha 2, Int 1
- Charisma
-
-
- Darkvision
- You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Innate Spellcasting
- You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Magic Resistance
- You have advantage on saving throws against spells and other magical effects.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Poison Immunity
- You are immune to poison damage and the poisoned condition.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
- Languages
- You can speak, read, and write Common, Abyssal, and Draconic.
-
- Source: Volo's Guide to Monsters, p. 120
-
-
-
-
-
- Barbarian
-
-
-
- Primal Path: Path of the Battlerager
- Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
- Restriction: Dwarves Only (Path of the Battlerager)
- Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
- Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
- Battlerager Armor (Path of the Battlerager)
- When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
- When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.
- Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
- Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior)
- Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10.
-
- Source: Sword Coast Adventurer's Guide p. 120
-
-
-
-
-
- Totem Spirit: Elk
- While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
-
- Source: Sword Coast Adventurer's Guide, p. 141
-
-
-
-
-
- Totem Spirit: Tiger
- While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
-
- Source: Sword Coast Adventurer's Guide, p. 122
-
-
-
-
-
- Reckless Abandon (Path of the Battlerager)
- Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
- Aspect of the Beast: Elk
- Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.
-
- Source: Sword Coast Adventurer's Guide, p. 122
-
-
-
-
-
- Aspect of the Beast: Tiger
- You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
-
- Source: Sword Coast Adventurer's Guide, p. 122
-
-
-
-
-
- Battlerager Charge (Path of the Battlerager)
- Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
-
- Spiked Retribution (Path of the Battlerager)
- Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.
-
- Source: Sword Coast Adventurer's Guide, p. 121
-
-
-
-
-
- Totemic Attunement: Elk
- While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
-
- Source: Sword Coast Adventurer's Guide, p. 122
-
-
-
-
-
- Totemic Attunement: Tiger
- While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
-
- Source: Sword Coast Adventurer's Guide, p. 122
-
-
-
-
- Cleric
-
-
-
- Divine Domain: Arcana Domain
- Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
- The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
-
- Arcana Domain Spells:
- At each indicated cleric level, add the listed spells to your spells prepared
-
- 1st — detect magic, magic missile
- 3rd — magic weapon, Nystul’s magic aura
- 5th — dispel magic, magic circle
- 7th — arcane eye, Leomund’s secret chest
- 9th — planar binding, teleportation circle
-
- Source: Sword Coast Adventurer's Guide, p. 125
-
-
-
-
- Arcane Initiate (Arcana Domain)
- When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
-
- Source: Sword Coast Adventurer's Guide, p. 125
- Arcana
-
-
-
-
- Channel Divinity: Arcane Abjuration (Arcana Domain)
- Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
- As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold:
-
- Cleric level — Banishes Creature of CR:
- 5th — 1/2 or lower
- 8th — 1 or lower
- 11th — 2 or lower
- 14th — 3 or lower
- 17th — 4 or lower
-
- Source: Sword Coast Adventurer's Guide, p. 125
-
-
-
-
- Spell Breaker (Arcana Domain)
- Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
-
- Source: Sword Coast Adventurer's Guide, p. 126
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- Potent Spellcasting (Arcana Domain)
- Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
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- Source: Sword Coast Adventurer's Guide, p. 126
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- Arcane Mastery (Arcana Domain)
- At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
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- Source: Sword Coast Adventurer's Guide, p. 126
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- Fighter
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- Martial Archetype: Purple Dragon Knight
- Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
- A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
- A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
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- Source: Sword Coast Adventurer's Guide, p. 128
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- Restriction: Knighthood (Purple Dragon Knight)
- Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.
- Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.
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- Source: Sword Coast Adventurer's Guide, p. 128
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- Rallying Cry (Purple Dragon Knight)
- When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
- When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
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- Source: Sword Coast Adventurer's Guide, p. 128
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- Royal Envoy (Purple Dragon Knight)
- A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
- At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
- Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
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- Source: Sword Coast Adventurer's Guide, p. 128
- Persuasion
- Persuasion+%0
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- Inspiring Surge (Purple Dragon Knight)
- Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
- Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
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- Source: Sword Coast Adventurer's Guide, p. 128
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- Bulwark (Purple Dragon Knight)
- Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
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- Source: Sword Coast Adventurer's Guide, p. 128
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- Monk
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- Monastic Tradition: Way of the Long Death
- Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
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- Source: Sword Coast Adventurer's Guide, p. 130
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- Touch of Death (Way of the Long Death)
- Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point).
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- Source: Sword Coast Adventurer's Guide, p. 130
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- Monastic Tradition: Way of the Sun Soul
- Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
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- Source: Sword Coast Adventurer's Guide, p. 131
- Xanathar's Guide to Everything, p. 35
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- Radiant Sun Bolt (Way of the Sun Soul)
- Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
- You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
- When you use the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
- When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
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- Source: Sword Coast Adventurer's Guide, p. 131
- Xanathar's Guide to Everything, p. 35
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- Hour of Reaping (Way of the Long Death)
- At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
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- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
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- • The creature can't willingly move closer to the source of its fear.
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- Source: Sword Coast Adventurer's Guide, p. 130
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- Searing Arc Strike (Way of the Sun Soul)
- At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.
- You can spend additional ki points to cast burning hands as a higher level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.
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- Source: Sword Coast Adventurer's Guide, p. 131
- Xanathar's Guide to Everything, p. 35
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- Mastery of Death (Way of the Long Death)
- Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
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- Source: Sword Coast Adventurer's Guide, p. 131
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- Searing Sunburst (Way of the Sun Soul)
- At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
- Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.
- You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
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- Source: Sword Coast Adventurer's Guide, p. 131
- Xanathar's Guide to Everything, p. 35
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- Touch of the Long Death (Way of the Long Death)
- Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
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- Source: Sword Coast Adventurer's Guide, p. 131
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- Sun Shield (Way of the Sun Soul)
- At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
- If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
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- Source: Sword Coast Adventurer's Guide, p. 131
- Xanathar's Guide to Everything, p. 35
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- Paladin
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- Sacred Oath: Oath of the Crown
- The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks.
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- Tenets of the Crown:
- The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
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- Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
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- Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
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- Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
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- Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
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- Oath Spells:
- You gain oath spells at the paladin levels listed.
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- 3rd — command, compelled duel
- 5th — warding bond, zone of truth
- 9th — aura of vitality, spirit guardians
- 13th — banishment, guardian of faith
- 17th — circle of power, geas
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- Source: Sword Coast Adventurer's Guide, p. 132
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- Channel Divinity: Champion Challenge (Oath of the Crown)
- As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
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- Source: Sword Coast Adventurer's Guide, p. 133
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- Channel Divinity: Turn the Tide (Oath of the Crown)
- As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
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- Source: Sword Coast Adventurer's Guide, p. 133
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- Divine Allegiance (Oath of the Crown)
- Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
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- Source: Sword Coast Adventurer's Guide, p. 133
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- Unyielding Spirit (Oath of the Crown)
- Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
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- Source: Sword Coast Adventurer's Guide, p. 133
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- Exalted Champion (Oath of the Crown)
- At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
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- • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
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- • Your allies have advantage on death saving throws while within 30 feet of you.
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- • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
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- This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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- Source: Sword Coast Adventurer's Guide, p. 133
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- Rogue
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- Roguish Archetype: Mastermind
- Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Master of Intrigue (Mastermind)
- When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
- Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Master of Tactics (Mastermind)
- Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Roguish Archetype: Swashbuckler
- You focus your training on the art of the blade, relying on speed, elegance, and charisma in equal parts. While other warriors are brutes clad in heavy armor, your method of fighting looks more like performance. Duelists and pirates typically belong to this archetype.
- A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 47
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- Fancy Footwork (Swashbuckler)
- When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 47
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- Rakish Audacity (Swashbuckler)
- Starting at 3rd level, your unmistakable confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
- You also gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you
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- Source: Sword Coast Adventurer's Guide, p. 136
- Xanathar's Guide to Everything, p. 47
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- Insightful Manipulator (Mastermind)
- Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
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- • Intelligence score
- • Wisdom score
- • Charisma score
- • Class levels (if any)
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- At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Panache (Swashbuckler)
- At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
- If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
- If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
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- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
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- • The charmer has advantage on any ability check to interact socially with the creature.
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- Source: Sword Coast Adventurer's Guide, p. 136
- Xanathar's Guide to Everything, p. 47
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- Misdirection (Mastermind)
- Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Elegant Maneuver (Swashbuckler)
- Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
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- Source: Sword Coast Adventurer's Guide, p. 136
- Xanathar's Guide to Everything, p. 47
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- Soul of Deceit (Mastermind)
- Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.
- Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.
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- Source: Sword Coast Adventurer's Guide, p. 135
- Xanathar's Guide to Everything, p. 46
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- Master Duelist (Swashbuckler)
- Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
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- Source: Sword Coast Adventurer's Guide, p. 136
- Xanathar's Guide to Everything, p. 47
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- Sorcerer
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- Sorcerous Origin: Storm Sorcery
- Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn Whatever the case, the magic of the storm permeates your being.
- Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 51
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- Wind Speaker (Storm Sorcery)
- The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Tempestuous Magic (Storm Sorcery)
- Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Heart of the Storm (Storm Sorcery)
- At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Storm Guide (Storm Sorcery)
- At 6th level, you gain the ability to subtly control the weather around you.
- If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.
- If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Storm's Fury (Storm Sorcery)
- Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Wind Soul (Storm Sorcery)
- At 18th level, you gain immunity to lightning and thunder damage.
- You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for one hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
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- Source: Sword Coast Adventurer's Guide, p. 137
- Xanathar's Guide to Everything p. 52
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- Warlock
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- Otherworldly Patron: The Undying
- Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
- In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.
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- Expanded Spell List:
- The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
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- 1st — false life, ray of sickness
- 2nd — blindness/deafness, silence
- 3rd — feign death, speak with dead
- 4th — aura of life, death ward
- 5th — contagion, legend lore
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- Source: Sword Coast Adventurer's Guide, p. 139
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- Among the Dead (The Undying)
- Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
- Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
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- Source: Sword Coast Adventurer's Guide, p. 139
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- Defy Death (The Undying)
- Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
- Once you use this feature, you can’t use it again until you finish a long rest.
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- Source: Sword Coast Adventurer's Guide, p. 140
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- Undying Nature (The Undying)
- Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
- In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
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- Source: Sword Coast Adventurer's Guide, p. 140
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- Indestructible Life (The Undying)
- When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
- Once you use this feature, you can’t use it again until you finish a short or long rest.
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- Source: Sword Coast Adventurer's Guide, p. 140
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- Wizard
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- Arcane Tradition: Bladesinging
- Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
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- Source: Sword Coast Adventurer's Guide, p. 141
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- Restriction: Elves Only (Bladesinging)
- Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.
- Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms.
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- Source: Sword Coast Adventurer's Guide, p. 121
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- Training in War and Song (Bladesinging)
- When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
- You also gain proficiency in the Performance skill if you don’t already have it.
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- Source: Sword Coast Adventurer's Guide, p. 142
- Performance
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-
-
- Bladesong (Bladesinging)
- Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
- You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).
- While your bladesong is active, you gain the following benefits:
-
- • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- • Your walking speed increases by 10 feet.
- • You have advantage on Dexterity (Acrobatics) checks.
- • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
-
- You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
-
- Source: Sword Coast Adventurer's Guide, p. 142
-
-
-
-
-
- Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy)
- Starting at 2nd level, you can use your Channel Arcana to abjure otherworldly creatures.
- As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
- A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold:
-
- Wizard level — Banishes Creature of CR:
- 5th — 1/2 or lower
- 8th — 1 or lower
- 11th — 2 or lower
- 14th — 3 or lower
- 17th — 4 or lower
-
- Source: Sword Coast Adventurer's Guide, p. 125
-
-
-
-
-
- Extra Attack (Bladesinging)
- Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
-
- Source: Sword Coast Adventurer's Guide, p. 142
-
-
-
-
-
- Arcane Initiate (Arcana Domain) (Theurgy)
- You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list.
-
- Source: Sword Coast Adventurer's Guide, p. 125
- Arcana
-
-
-
-
-
- Song of Defense (Bladesinging)
- Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell’s slot level.
-
- Source: Sword Coast Adventurer's Guide, p. 142
-
-
-
-
-
- Spell Breaker (Arcana Domain) (Theurgy)
- When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
-
- Source: Sword Coast Adventurer's Guide, p. 126
-
-
-
-
-
- Song of Victory (Bladesinging)
- Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
-
- Source: Sword Coast Adventurer's Guide, p. 142
-
-
-
-
-
- Arcane Mastery (Arcana Domain) (Theurgy)
- Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells are always prepared.
-
- Source: Sword Coast Adventurer's Guide, p. 126
-
-
-
-
-
-
- Svirfneblin Magic
- Gnome (deep gnome)
- You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
- Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
-
- Source: Sword Coast Adventurer's Guide, p. 115
- Elemental Evil Player's Companion, p. 7
- Mordenkainen's Tome of Foes, p. 114
-
-
-
-
- Anthropologist
- Insight, Religion
-
- Description
- You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first-hand observation — by visiting far-flung settlements and exploring local histories and customs.
-
-
- Cultural Chameleon
- Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you’ve adopted, or roll on the Adopted Culture table.
-
- d8 — Culture
- 1 — Aarakocra
- 2 — Dwarf
- 3 — Elf
- 4 — Goblin
- 5 — Halfling
- 6 — Human
- 7 — Lizardfolk
- 8 — Orc
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Religion
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Adept Linguist
- You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudimentary level.
-
- Source: Tomb of Annihilation, p. 191
-
-
- Equipment
- A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I prefer the company of those who aren’t like me, including people of other races.
-
- 2. I’m a stickler when it comes to observing proper etiquette and local customs.
-
- 3. I would rather observe than meddle.
-
- 4. By living among violent people, I have become desensitized to violence.
-
- 5. I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
-
- 6. When I arrive at a new settlement for the first time, I must learn all its customs.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Discovery. I want to be the first person to discover a lost culture. (Any)
-
- 2. Distance. One must not interfere with the affairs of another culture — even one in need of aid. (Lawful)
-
- 3. Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)
-
- 4. Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)
-
- 5. Protection. I must do everything possible to save a society facing extinction. (Good)
-
- 6. Indifferent. Life is cruel. What’s the point in saving people if they’re going to die anyway? (Chaotic)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.
-
- 2. Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
-
- 3. Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.
-
- 4. I want to learn more about a particular humanoid culture that fascinates me.
-
- 5. I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.
-
- 6. I have a trinket that I believe is the key to finding a long-lost society.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. Boats make me seasick.
-
- 2. I talk to myself, and I don’t make friends easily.
-
- 3. I believe that I’m intellectually superior to people from other cultures and have much to teach them.
-
- 4. I’ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs.
-
- 5. I complain about everything.
-
- 6. I wear a tribal mask and never take it off.
-
-
-
- Archaeologist
- History, Survival
-
- Description
- An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
-
-
- Dust Digger
- Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.
-
- d8 — Item
- 1 — 10-foot pole
- 2 — Crowbar
- 3 — Hat
- 4 — Hooded lantern
- 5 — Medallion
- 6 — Shovel
- 7 — Sledgehammer
- 8 — Whip
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: History, Survival
-
- Languages: any one of your choice
-
- Tools: cartographer's tools or navigator's tools
-
-
- Historical Knowledge
- When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
-
- Source: Tomb of Annihilation, p. 192
-
-
- Equipment
- A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I love a good puzzle or mystery.
-
- 2. I’m a pack rat who never throws anything away.
-
- 3. Fame is more important to me than money.
-
- 4. I have no qualms about stealing from the dead.
-
- 5. I’m happier in a dusty old tomb than I am in the centers of civilization.
-
- 6. Traps don’t make me nervous. Idiots who trigger traps make me nervous.
-
- 8. I might fail, but I will never give up. 8 You might think I’m a scholar, but I love a good brawl. These fists were made for punching.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Preservation. That artifact belongs in a museum. (Good)
-
- 2. Greed. I won’t risk my life for nothing. I expect some kind of payment. (Any)
-
- 3. Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
-
- 4. Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)
-
- 5. Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)
-
- 6. Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
-
- 2. I want to find my mentor, who disappeared on an expedition some time ago.
-
- 3. I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.
-
- 4. I won’t sell an art object or other treasure that has historical significance or is one of a kind.
-
- 5. I’m secretly in love with the wealthy patron who sponsors my archaeological exploits.
-
- 6. I hope to bring prestige to a library, a museum, or a university.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have a secret fear of some common wild animal — and in my work, I see them everywhere.
-
- 2. I can’t leave a room without searching it for secret doors.
-
- 3. When I’m not exploring dungeons or ruins, I get jittery and impatient.
-
- 4. I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.
-
- 5. When given the choice of going left or right, I always go left.
-
- 6. I can’t sleep except in total darkness.
-
-
-
- Black Fist Double Agent
- Deception, Insight
-
- Description
- You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you’ve been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.
- In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other phlan insurgents.
- Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Insight
-
- Languages: none
-
- Tools: disguise kit and one type of artisan's tools or gaming set
-
-
- Double Agent
- You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 2
-
-
- Equipment
- Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan’s tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered).
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. People are only as trustworthy as you are valuable to them. Always strive to be the most valuable person around.
-
- 2.My eloquence and sophistication are tools I use to avoid arousing suspicion myself.
-
- 3. I am a thrill-seeker, excited by covert and dangerous missions.
-
- 4. I live by my wits and always check every lock twice, just to be certain.
-
- 5. I never admit to my mistakes lest they be used against me.
-
- 6. I take every effort to be unnoticeable and blend into the crowd. Passersby rarely give me a second look.
-
- 7. I am prepared for any eventuality; including the day my usefulness as a spy comes to an end.
-
- 8. I always make certain to know my enemy before acting, lest I bite off more than I can chew.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Suspicious: In my experience, everybody has something to hide, and what they hide can usually hurt me (Any).
-
- 2. Secretive: I trade in secrets, and am not about to let any of mine slip (Any).
-
- 3. Hedonist: Life is short. I live my life to the fullest, as I know any day could be my last (Chaotic).
-
- 4. Selfless: I use my position to help the downtrodden avoid persecution from the authorities (Good).
-
- 5. Patriotic: I am a loyal supporter of Phlan and its leaders, and see my role as a solemn duty and necessary evil to prevent anarchy. (Lawful)
-
- 6. Manipulative: I use my knowledge to blackmail and manipulate others to my own benefit (Evil).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I was framed for a crime I did not commit, and seek to bring the true culprit to justice.
-
- 2. I am a part of an underground network that smuggles innocent civilians out of the city prior to being raided by the authorities.
-
- 3. I miss the glory days of Phlan, before the coming of the dragon.
-
- 4. I seek to prove myself worthy of joining the Black Fist as a member of their order.
-
- 5. My sister was killed by a Tear of Virulence, and now I feed them false information whenever possible.
-
- 6. My family was wrongly imprisoned, and I act as an informant in order to secure their release.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I think too highly of myself, and have an exaggerated sense of self-importance.
-
- 2. I have difficulty trusting strangers. I see spies and informants everywhere.
-
- 3. Years of getting away with minor crimes has left me believing that I am above the law, and have diplomatic immunity above my station.
-
- 4. Years of seeing innocent people suffer have left me despondent and pessimistic for the future.
-
- 5. My desire for vengeance often gets me into trouble
-
- 6. I am spendthrift, and share my wealth with the patrons of my favorite tavern.
-
-
-
- Caravan Specialist
- Animal Handling, Survival
-
- Description
- You are used to life on the road. You pride yourself at having traveled every major tradeway in the Moonsea region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Animal Handling, Survival
-
- Languages: any one of your choice
-
- Tools: land vehicles
-
-
- Wagonmaster
- You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.
-
- Source: Mulmaster Bonds, p. 2
-
-
- Equipment
- A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. Any group is only as strong as its weakest link. Everyone has to pull their own weight.
-
- 2. There's always someone out there trying to take what I've got. Always be vigilant.
-
- 3. Anything can be learned if you have the right teacher. Most folks just need a chance.
-
- 4. Early to bed and early to rise; this much at least is under my control.
-
- 5. You can listen to me or don't and wish you had. Everyone ends up on one side of that fence.
-
- 6. Eventually my hard work will be rewarded. Maybe that time has finally come.
-
- 7. A strong ox or horse is more reliable than most people I've met.
-
- 8. I never had time for books, but wish I had. I admire folks who have taken the time to learn.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Service: Using my talents to help others is the best way of helping myself. (Good) d6 Ideal
-
- 2. Selfish: What people don't know WILL hurt them, but why is that my problem? (Evil)
-
- 3. Wanderer: I go where the road takes me. Sometimes that's a good thing... (Chaotic)
-
- 4. Fittest: On the open road, the law of nature wins. Victims are the unprepared. (Lawful)
-
- 5. Focused: I simply have a job to do, and I'm going to do it. (Neutral)
-
- 6. Motivated: There's a reason I'm good at what I do, I pay attention to the details. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. My brother has a farm In Elmwood and I've helped him and his neighbors move their goods to Mulmaster and other surrounding towns. Those are good people.
-
- 2. A caravan I lead was attacked by bandits and many innocents died. I swear that I will avenge them by killing any bandits I encounter.
-
- 3. The Soldiery are mostly good guys who understand the importance of protecting the roads. The City Watch is who you have to look out for. If they are inspecting your goods, get ready to pay a fine.
-
- 4. The new commander of Southroad Tower, Capt. Holke, understands the importance of safe roads. He's hired me for several jobs and I'm grateful.
-
- 5. There's always a road I haven't traveled before. I'm always looking for new places to explore.
-
- 6. Wealth and power mean little without the freedom to go where and when you want.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have trouble trusting people I've just met.
-
- 2. I enjoy the open road. Underground and tight spaces make me very nervous.
-
- 3. I expect others to heed my orders and have little respect or sympathy if they don't.
-
- 4. I am very prideful and have trouble admitting when I'm wrong.
-
- 5. Once I decide on a course of action, I do not waiver.
-
- 6. I like to explore, and my curiosity will sometimes get me into trouble.
-
-
-
- City Watch
- Athletics, Insight
-
- Description
- You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
- You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.
- Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.
- Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
-
-
- Suggested Characteristics
- Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
-
- Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Insight
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Watcher's Eye
- Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
-
- Source: Sword Coast Adventurer's Guide, p. 145
-
-
- Equipment
- A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I'm always polite and respectful.
-
- 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
-
- 3. I've lost too many friends, and I'm slow to make new ones.
-
- 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
-
- 5. I can stare down a hell hound without flinching.
-
- 6. I enjoy being strong and like breaking things.
-
- 7. I have a crude sense of humor.
-
- 8. I face problems head-on. A simple, direct solution is the best path to success.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
-
- 2. Responsibility: I do what I must and obey just authority. (Lawful).
-
- 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
-
- 4. Might: In life as in war, the stronger force wins. (Evil).
-
- 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
-
- 6. Nation: My city, nation, or people are all that matter. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I would still lay down my life for the people I served with.
-
- 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
-
- 3. My honor is my life.
-
- 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
-
- 5. Those who fight beside me are those worth dying for.
-
- 6. I fight for those who cannot fight for themselves.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
-
- 2. I have little respect for anyone who is not a proven warrior.
-
- 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
-
- 4. My hatred of my enemies is blind and unreasoning.
-
- 5. I obey the law, even if the law causes misery.
-
- 6. I'd rather eat my armor than admit when I'm wrong.
-
-
-
- Clan Crafter
- History, Insight
-
- Description
- The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
- You are most likely a dwarf, but not necessarily — particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation
-
-
- Suggested Characteristics
- Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)
-
- Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: History, Insight
-
- Languages: Dwarvish or one of your choice if you already speak Dwarvish
-
- Tools: one type of artisan's tools
-
-
- Respect of the Stout Folk
- As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.
-
- Source: Sword Coast Adventurer's Guide, p. 145
-
-
- Equipment
- A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist.
-
- 2. I'm a snob who looks down on those who can't appreciate fine art.
-
- 3. I always want to know how things work and what makes people tick.
-
- 4. I'm full of witty aphorisms and have a proverb for every occasion.
-
- 5. I'm rude to people who lack my commitment to hard work and fair play.
-
- 6. I like to talk at length about my profession.
-
- 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible.
-
- 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful).
-
- 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good).
-
- 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic).
-
- 4. Greed: I'm only in it for the money. (Evil).
-
- 5. People: I'm committed to the people I care about, not to ideals. (Neutral).
-
- 6. Aspiration: I work hard to be the best there is at my craft.
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The workshop where I learned my trade is the most important place in the world to me.
-
- 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
-
- 3. I owe my guild a great debt for forging me into the person I am today.
-
- 4. I pursue wealth to secure someone's love.
-
- 5. One day I will return to my guild and prove that I am the greatest artisan of them all.
-
- 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I'll do anything to get my hands on something rare or priceless.
-
- 2. I'm quick to assume that someone is trying to cheat me.
-
- 3. No one must ever learn that I once stole money from guild coffers.
-
- 4. I'm never satisfied with what I have- I always want more.
-
- 5. I would kill to acquire a noble title.
-
- 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
-
-
-
- Cloistered Scholar
- History
-
- Description
- As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home — not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
- The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.
-
-
- Suggested Characteristics
- Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
-
- Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth — perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: History, plus your choice of one from among Arcana, Nature, and Religion
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Library Access
- Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library,, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
- You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
- Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.
-
- Source: Sword Coast Adventurer's Guide, p. 146
-
-
- Equipment
- The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I use polysyllabic words that convey the impression of great erudition.
-
- 2. I've read every book in the world's greatest libraries-or I like to boast that I have.
-
- 3. I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
-
- 4. There's nothing I like more than a good mystery.
-
- 5. I'm willing to listen to every side of an argument before I make my own judgment.
-
- 6. I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
-
- 7. I am horribly, horribly awkward in social situations.
-
- 8. I'm convinced that people are always trying to steal my secrets.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Knowledge: The path to power and self-improvement is through knowledge. (Neutral).
-
- 2. Beauty: What is beautiful points us beyond itself toward what is true. (Good).
-
- 3. Logic: Emotions must not cloud our logical thinking. (Lawful).
-
- 4. No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic).
-
- 5. Power: Knowledge is the path to power and domination. (Evil).
-
- 6. Self-Improvement: The goal of a life of study is the betterment of oneself. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. It is my duty to protect my students.
-
- 2. I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
-
- 3. I work to preserve a library, university, scriptorium, or monastery.
-
- 4. My life's work is a series of tomes related to a specific field of lore.
-
- 5. I've been searching my whole life for the answer to a certain question.
-
- 6. I sold my soul for knowledge. I hope to do great deeds and win it back.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I am easily distracted by the promise of information.
-
- 2. Most people scream and run when they see a demon. I stop and take notes on its anatomy.
-
- 3. Unlocking an ancient mystery is worth the price of a civilization.
-
- 4. I overlook obvious solutions in favor of complicated ones.
-
- 5. I speak without really thinking through my words, invariably insulting others.
-
- 6. I can't keep a secret to save my life, or anyone else's.
-
-
-
- Cormanthor Refugee
- Nature, Survival
-
- Description
- You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for non- humans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Nature, Survival
-
- Languages: Elvish
-
- Tools: one type of artisan's tools
-
-
- Shelter of the Elven Clergy
- The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 4
-
-
- Equipment
- A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch, 5 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I long for a home that never really existed, whether in the camps, Hillsfar, or Myth Drannor.
-
- 2. Though I am not an elf, I am a fervent, radical worshipper of the elven gods.
-
- 3. I live in the moment, knowing my life could be turned upside down any day.
-
- 4. I appreciate beauty in all of its forms.
-
- 5. I hate the dark elves and the Netherese for each driving the elves out of Cormanthyr in the past.
-
- 6. I am a forest bumpkin who grew up in a tent in the woods and is wholly ignorant of city life.
-
- 7. I was raised alongside children of many other races. I harbor no racial prejudices at all.
-
- 8. The elves have just the right word for so many things that cannot be expressed as well in other languages. I pepper my speech with elven words, phrases, and sayings
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Patient: The elves have taught me to think and plan for the long-term. (Lawful)
-
- 2. Rebellious: Governments and politicians drove my family to the camps. I subtly defy authority whenever I think I can get away with it. (Chaotic)
-
- 3. Self-Absorbed: I've had to look out for number one so long that it has become second nature. (Any)
-
- 4. Wanderlust: I want to see as much of the world beyond the camps as I can. (Any)
-
- 5. Generous: I give everything I can to help those in need, regardless of who they are. (Good)
-
- 6. To the Abyss with Them: The people of Hillsfar cast me out. I won't risk my hide to help them. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The elves took me in when I had nowhere else to go. In return, I do what I can to help elves in need.
-
- 2. I seek revenge against the people of Hillsfar for driving my family into the forest.
-
- 3. My family lost everything when they were driven from Hillsfar. I strive to rebuild that fortune.
-
- 4. The forest has provided me with food and shelter. In return, I protect forests and those who dwell within.
-
- 5. I am deeply, tragically in love with someone whose racial lifespan is far longer or shorter than mine.
-
- 6. Members of my extended family did not make it to the camps or have been kidnapped to fight in the Arena. I search for them tirelessly.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I am very uncomfortable indoors and underground.
-
- 2. I am haughty. I grew up among the elves and emulate them. Other races are crude in comparison.
-
- 3. Elf this, elf that. I am sick and tired of the elves.
-
- 4. I am a miser. Having lost everything once before, I clutch my possessions and wealth very tightly.
-
- 5. I am a moocher. I am so used to others providing for me that I have come to expect everyone to do it.
-
- 6. I believe the gods have cursed me, my family, and all of the Cormanthor refugees. We are all doomed, doomed I tell you!
-
-
-
- Courtier
- Insight, Persuasion
-
- Description
- In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
-
-
- Suggested Characteristics
- Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
-
- The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Persuasion
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Court Functionary
- Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
-
- Source: Sword Coast Adventurer's Guide, p. 146
-
-
- Equipment
- A set of fine clothes and a pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist.
-
- 2. I'm a snob who looks down on those who can't appreciate fine art.
-
- 3. I always want to know how things work and what makes people tick.
-
- 4. I'm full of witty aphorisms and have a proverb for every occasion.
-
- 5. I'm rude to people who lack my commitment to hard work and fair play.
-
- 6. I like to talk at length about my profession.
-
- 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible.
-
- 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful).
-
- 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good).
-
- 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic).
-
- 4. Greed: I'm only in it for the money. (Evil).
-
- 5. People: I'm committed to the people I care about, not to ideals. (Neutral).
-
- 6. Aspiration: I work hard to be the best there is at my craft.
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The workshop where I learned my trade is the most important place in the world to me.
-
- 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
-
- 3. I owe my guild a great debt for forging me into the person I am today.
-
- 4. I pursue wealth to secure someone's love.
-
- 5. One day I will return to my guild and prove that I am the greatest artisan of them all.
-
- 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I'll do anything to get my hands on something rare or priceless.
-
- 2. I'm quick to assume that someone is trying to cheat me.
-
- 3. No one must ever learn that I once stole money from guild coffers.
-
- 4. I'm never satisfied with what I have- I always want more.
-
- 5. I would kill to acquire a noble title.
-
- 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
-
-
-
- Dragon Casualty
- Intimidation, Survival
-
- Description
- When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord.
- While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.
- What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.
-
-
- Origin
- Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life.
- Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.
-
- 1. Dockworker/Fisherman — Vehicles (Water)
-
- 2. Tradesperson / Merchant — Artisans' Tools
-
- 3. Black Fist Soldier — Gaming set or Vehicles (Land)
-
- 4. Adventurer / Visitor — Vehicles (Land)
-
- 5. Entertainer — Musical Instrument
-
- 6. Scholar / Healer — Alchemists Supplies or Herbalism Kit
-
- 7. Criminal — Thieves' Tools, Forgery Kit, or Disguise Kit
-
- 8. Unskilled laborer — Gaming Set
-
-
- Disfigurement (Optional)
- In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.
-
- 1. Small non-functional wing(s) or alternately - misshapen, wing-like membranes along one or both arms
-
- 2. Elongated, claw-like hand(s) and/or feet
-
- 3. Painful green scales randomly embedded in skin
-
- 4. Bulbous, reptilian eye(s)
-
- 5. Enlarged dorsal spines
-
- 6. Hair replaced with small irregular spines
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Intimidation, Survival
-
- Languages: Draconic
-
- Tools: special (see origin below)
-
-
- Dragonscarred
- Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence.
- This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest.
- However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 3
-
-
- Equipment
- A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax - the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan)
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I am driven to escape my past, and rarely stay in one place long.
-
- 2. I know secrets of the Maimed Virulence, but fear the harm that may befall me should others learn them.
-
- 3. Speaking of my ordeal helps sooth the still open wounds in my soul.
-
- 4. My former life is meaningless, and was ripped to shreds by the claws of Vorgansharax. All that matters now is what I do with the future.
-
- 5. I have faced the worst a dragon can deliver and survived. I am fearless, and my resolve unshakable.
-
- 6. I am haunted my tortured past, and wake at night screaming at half-remembered horrors.
-
- 7. I sleep with my back to a wall or tree, and a weapon within arm’s reach.
-
- 8. I am slow to trust, but incredibly loyal to those who have earned it.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Survivor: No matter the cost, I will take any action necessary to survive (any)
-
- 2. Independence: When in trouble, the only person I can rely on is myself (Chaotic)
-
- 3. Compassionate: I have suffered long at the hands of a Dragon, and take pity and compassion on the suffering of others (Good)
-
- 4. Secretive: I am withdrawn, and hide my monstrous appearance for fear of drawing unwanted attention (Chaotic).
-
- 5. Justice: I have been wronged, and will not allow the same fate to befall others (Lawful).
-
- 6. Sycophant: During my ordeal, I became a willing servant of the Maimed Virulence, and spy on his behalf (evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I have sworn vengeance on the Maimed Virulence and those that follow him.
-
- 2. I long to reunite with friends and family who may dwell among the Phlan Refugees, and protect them.
-
- 3. While a prisoner of the Maimed Virulence, I overheard rumors of an item or treasure the Dragon seeks. I will have that treasure for myself!
-
- 4. I seek to reclaim and rebuild my former life to the best of my ability.
-
- 5. I have been reborn as a child of Vorgansharax. I will claim my birthright as his chosen heir and successor.
-
- 6. I attribute my survival to the work of the divine, and seek to prove myself worthy of the honor.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have been touched with dragon-greed, and have a lust for wealth which can never be satisfied.
-
- 2. I secretly believe others are plotting to harm me.
-
- 3. I no longer enjoy the simple pleasures in life. Food is but ashes and bile in my throat.
-
- 4. Anyone who refuses to celebrate my celebrity does not deserve my company.
-
- 5. I am paranoid and overly suspicious of others. Anyone may be an agent of the Maimed Virulence.
-
- 6. Once I make up my mind, I follow my chosen course of action regardless of the consequences.
-
-
-
- Earthspur Miner
- Athletics, Survival
-
- Description
- You are a down-on-your-luck miner from the Earthspur Mountains who is no stranger to hardship. You have spent a great deal of time living among the dwarves, goliaths, and denizens of the Underdark that also work mines in the area. At this point, you're just as comfortable working underground as above. You know how to read a seam, dicker for supplies with the deep gnomes, party with dwarves, and find your way back to the surface afterwards. Unfortunately, you haven't struck it rich... yet. Although you've come to Mulmaster looking for work, the tall peaks and deep mines of the Earthspurs still call to you.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Survival
-
- Languages: Dwarvish, Undercommon
-
- Tools: none
-
-
- Deep Miner
- You are used to navigating the deep places of the earth. You never get lost in caves or mines if you have either seen an accurate map of them or have been through them before. Furthermore, you are able to scrounge fresh water and food for yourself and as many as five other people each day if you are in a mine or natural caves.
-
- Source: Mulmaster Bonds, p. 3
-
-
- Equipment
- A shovel or a miner's pick, a block and tackle, a climber's kit, a set of common clothes, and a belt pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. Nothing bothers me for long.
-
- 2. I hate the horrors of the Underdark with a passion. They took my friends and family and almost got me.
-
- 3. Anything worth doing takes time and patience. I have learned to plan and wait for the things I want and to be patient to achieve my goals.
-
- 4. I can party with everyone. Whether with dwarves, or goliaths, or deep gnomes, I can find a way to have a good time.
-
- 5. I'd rather be mining. This is okay; mining is better.
-
- 6. I think that I will stumble upon great riches if I just keep looking.
-
- 7. People who don't work with their hands and who live in houses are soft and weak.
-
- 8. I wish I were more educated. I look up to people who are.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Generosity: The riches of the earth are to be shared by all. (Good)
-
- 2. Greed: Gems and precious metals, I want them all for myself. (Evil)
-
- 3. Mooch: Property, schmoperty. If I need it, I take and use it. If I don't, I leave it for someone else. (Chaotic)
-
- 4. Boundaries: Everything and everyone has its prescribed place; I respect that and expect others to do the same. (Lawful)
-
- 5. Let it Be: I don't meddle in the affairs of others if I can avoid it. They're none of my business. (Neutral)
-
- 6. Materialist: I want riches to improve my life. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The people of the Earthspur mines are my family. I will do anything to protect them.
-
- 2. A deep gnome saved my life when I was injured and alone. I owe his people a great debt.
-
- 3. I must behold and preserve the natural beauty of places below the earth.
-
- 4. Gems hold a special fascination for me, more than gold, land, magic, or power.
-
- 5. I want to explore new depths and scale new heights.
-
- 6. Someday I'm going to find the mother lode, then I'll spend the rest of my life in luxury.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I'm uncomfortable spending time under the open sky. I'd rather be indoors or underground.
-
- 2. I'm not used to being around other people much and sometimes get grouchy about it.
-
- 3. Good tools are more reliable than people. In a cave in, I would save a sturdy pick before a stranger.
-
- 4. I jealously guard my secrets, because I think others will take advantage of me if they learn what I know.
-
- 5. I am obsessed with getting rich. I always have a scheme brewing for making it big.
-
- 6. I'm afraid of the dark.
-
-
-
- Faction Agent
- Insight
-
- Description
- Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
- As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction
-
-
- Factions of the Sword Coast
- The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
-
- The Harpers: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.
-
- The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.
-
- The Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.
-
- The Lords' Alliance: On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.
-
- The Zhentarim: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
-
-
- Suggested Characteristics
- Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)
-
- Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Safe Haven
- As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
-
- Source: Sword Coast Adventurer's Guide, p. 147
-
-
- Equipment
- Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I idolize a particular hero of my faith and constantly refer to that person's deeds and example.
-
- 2. I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
-
- 3. I see omens in every event and act around me. The gods try to speak to us, we just need to listen.
-
- 4. Nothing can shake my optimistic attitude
-
- 5. I quote (or misquote) sacred texts and proverbs in almost every situation.
-
- 6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
-
- 7. I enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
-
- 8. I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Tradition: The ancient tradition of worship and sacrifice must be preserved and upheld. (Lawful)
-
- 2. Charity: I always try to help those in need, no matter what the personal cost. (Good)
-
- 3. Change: We must help bring about the changes the gods are consistently working in the world. (Chaotic)
-
- 4. Power: I hope on day to rise to the top of my faith's religious hierarchy (Lawful)
-
- 5. Faith: I trust my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
-
- 6. Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I would die to recover an ancient relic of my faith that was lost long ago.
-
- 2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
-
- 3. I owe my life to the priest who took me in when my parents died.
-
- 4. Everything I do is for the common people.
-
- 5. I will do anything to protect the temple where I served.
-
- 6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I judge others harshly, and myself even more severely.
-
- 2. I put too much trust in those who wield power within my temple's hierarchy.
-
- 3. My piety sometimes leads me to blindly trust those that profess faith to my god.
-
- 4. I am inflexible in my thinking.
-
- 5. I am suspicious of anyone not of part of my own temple and adventuring party and expect the worst of them.
-
- 6. Once I choose a goal, I become obsessed with it to the detriment of everything else in my life.
-
-
-
- Far Traveler
- Insight, Perception
-
- Description
- Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
- You aren't one of those folk.
- You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
- Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
-
-
- Why Are You Here?
- A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll 1d6 or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
-
- 1. Emissary
- 2. Exile
- 3. Fugitive
- 4. Pilgrim
- 5. Sightseer
- 6. Wanderer
-
-
- Where Are You From?
- The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
-
- Evermeet: The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
-
- Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.
-
- Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
-
- Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
-
- Kara-Tur: The continent of Kara-Tur, far to the east of Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.
-
- The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.
-
- Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
-
- Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.
-
- Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.
-
- Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.
-
- Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.
-
- You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
-
- The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child.
-
- If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Perception
-
- Languages: any one of your choice
-
- Tools: any one musical instrument or gaming set of your choice, likely something native to your homeland
-
-
- All Eyes on You
- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
- You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
-
- Source: Sword Coast Adventurer's Guide, p. 148
-
-
- Equipment
- One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
-
- 2. I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
-
- 3. I have a strong code of honor or sense of propriety that others don't comprehend.
-
- 4. I express affection or contempt in ways that are unfamiliar to others.
-
- 5. I honor my deities through practices that are foreign to this land .
-
- 6. I begin or end my day with small traditional rituals that are unfamiliar to those around me.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Open: I have much to learn from the kindly folk I meet along my way. (Good)
-
- 2. Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
-
- 3. Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic)
-
- 4. Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
-
- 5. Inquisitive: Everything is new, but I have a thirst to learn. (Neutral)
-
- 6. Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. So long as I have this token from my homeland, I can face any adversity in this strange land.
-
- 2. The gods of my people are a comfort to me so far from home.
-
- 3. I hold no greater cause than my service to my people.
-
- 4. My freedom is my most precious possession. I'll never let anyone take it from me again.
-
- 5. I'm fascinated by the beauty and wonder of this new land.
-
- 6. Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
-
- 2. I pretend not to understand the local language in order to avoid interactions I would rather not have.
-
- 3. I have a weakness for the new intoxicants and other pleasures of this land.
-
- 4. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
-
- 5. I consider the adherents of other gods to be deluded innocents at best, or ignorant foo ls at worst.
-
- 6. I have a weakness for the exotic beauty of the people of these lands.
-
-
-
- Fisher
- History, Survival
-
- Description
- You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end- a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon.
-
-
- Feature: Harvest the Water
- You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
-
-
- Fishing Tale
- You can tell a compelling tale. whether tall or true. to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM's discretion, a number of those listeners become friendly toward you; this is not a magical effect, and continued amicability on their part depends on your actions. You can roll on the following table to help determine the theme of your tale or choose one that best fits your character. Alternatively, work with your OM to create your own fishing tale.
-
- 1. Lobster Wrestling: You fought in hand-to-hand combat with an immense lobster.
-
- 2. It Dragged the Boat: You nearly caught a fish of monstrous size that pulled your boat for miles.
-
- 3. Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
-
- 4. Ghost Fish: You are haunted by a ghostly fish that only you can see.
-
- 5. Nemesis Clam. A large clam containing a pearl the size of your head claimed one of your fingers before jetting away; one day, you'll find that clam.
-
- 6. It Swallowed the Sun. You once saw a fish leap from the water and turn day into night.
-
- 7. Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
-
- 8. Love Story. You fell in love with a creature of pure water, but your brief romance ended tragically.
-
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies
-
- Skills: History, Survival
-
- Languages: One of your choice
-
- Tools: none
-
-
- Fisher
- Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood.
-
- Source: Ghosts of Saltmarsh p. 30
-
-
- Equipment
- Fishing tackle. a net. a favorite fishing lure or oiled leather wading boots, a set of traveler's clothes, and a belt pouch containing 10 gp
-
-
- Personality
- Choose one or randomly determine
-
-
- 1. I am unmoved by the wrath of nature.
-
- 2. My friends are my crew; we sink or float together.
-
- 3. I need long stretches of quiet to clear my head.
-
- 4. Rich folk don't know the satisfaction of hard work.
-
- 5. I laugh heartily, feel deeply, and fear nothing.
-
- 6. I work hard; nature offers no handouts.
-
- 7. I dislike bargaining; state your price and mean it.
-
- 8. Luck favors me, and l take risks others might not.
-
-
- Ideals
- Choose or randomly determine
-
-
- 1. Camaraderie. Good people make even the longest voyage bearable. (Good)
-
- 2. Luck. Our luck depends on respecting its rules-now throw this salt over your shoulder. (Lawful)
-
- 3. Daring. The richest bounty goes to those who risk everything. (Chaotic)
-
- 4. Plunder. Take all that you can and leave nothing for the scavengers. (Evil)
-
- 5. Balance. Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral)
-
- 6. Hard Work. No wave can move a soul hard at work. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I lost something important in the deep sea, and I intend to find it.
-
- 2. Someone else's greed destroyed my livelihood, and I will be compensated.
-
- 3. I will fish the many famous waters of this land.
-
- 4. The gods saved me during a terrible storm, and I will honor their gift.
-
- 5. My destiny awaits me at the bottom of a particular pond in the Feywild.
-
- 6. I must repay my village's debt.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. l am judgmental, especially of those I deem homebodies or otherwise lazy.
-
- 2. I become depressed and anxious if I'm away from the sea too long.
-
- 3. l have lived a hard life and find it difficult to empathize with others.
-
- 4. I am inclined to tell long-winded stones at inopportune times.
-
- 5. I work hard, but l play harder.
-
- 6. l am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits.
-
-
-
- Gate Urchin
- Deception, Sleight of Hand
-
- Description
- All traffic into and out of the City of Trade passes through the Hillsfar Gate, making it the ideal place for the destitute to gather to panhandle, busk, gossip, and pick pockets. You grew up on the streets in the shadow of that great steel edifice, which houses both Red Plumes and Guild Mages. Though you may have moved on, you still have friends among them, and that life has had a lasting impact on you.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Sleight of Hand
-
- Languages: none
-
- Tools: thieves' tools, one type of musical instrument
-
-
- Red Plume and Mage Guild Contacts
- You made a number of friends among the Red Plumes and the Mage's Guild when you lived at the Hillsfar Gate. They remember you fondly and help you in little ways when they can. You can invoke their assistance in and around Hillsfar to obtain food, as well as simple equipment for temporary use. You can also invoke it to gain access to the low-security areas of their garrisons, halls, and encampments.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 5
-
-
- Equipment
- A battered alms box, a musical instrument, a cast-off military jacket, cap, or scarf, a set of common clothes, a belt pouch, and 10 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I appreciate the simple things in life: a song, a warm meal, a sunny day. I don't need any more.
-
- 2.My problems are always caused by others. I'm never to blame.
-
- 3. I am afraid I could wind up back on the streets any day.
-
- 4.I get along with everyone.
-
- 5. I see people as marks for a con and have difficulty feeling true empathy for them.
-
- 6.I have a real flair for matchmaking. I can find anyone a spouse!
-
- 7. I think money is the true measure of appreciation and affection. Everything else is talk or an act.
-
- 8.I don't like having a lot of stuff, just a few simple things I need. I don't like being tied down and tend to leave things behind when I don't need them anymore.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Loyal: I never rat out any of my friends, even when the Red Plumes or the Rogues Guild ask. (Lawful)
-
- 2.Adventurous: I don't like doing the same thing every day. I crave variety. (Chaotic)
-
- 3. Strong: Only the strong survive. I respect those who are strong and powerful. (Any)
-
- 4.Witty: Brains are better than brawn. I rely on my wits and respect others who do the same. (Any)
-
- 5. Honest: Others can do what they want, but I won't lie or steal, even to feed my family. (Good)
-
- 6.Ungrateful: Those who give, only do it to make themselves feel better. I steal from them. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The Joydancers of Lliira gave me my instrument when I really needed food. I hate them for that.
-
- 2.Busking has taught me to love music above all else.
-
- 3. The Rogues Guild spared me when I did a job without cutting them in. I owe them a great debt.
-
- 4.I know people hate the Red Plumes, but some of them were really good to me. I help Red Plumes whenever I can, and I respect them. They're just doing what they have to do to get by in this world.
-
- 5. I will be wealthy some day. My descendants will live in comfort and style.
-
- 6.I know how hard life on the streets is. I do everything I can for those who have less than me.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. Though I no longer live at the Gate, I am still always concerned about where I will get my next meal.
-
- 2.Years of thieving have become habit. I sometimes steal from strangers without thinking about it.
-
- 3. I am ashamed of my origins. I pretend I am higher-born and fear others will find out the truth.
-
- 4.I think people who grew up in houses are soft, spoiled, and ungrateful. I frequently tell them so.
-
- 5. I am still very uncomfortable wearing nice clothes, sleeping in a warm bed, and eating fine food.
-
- 6.I do not trust anyone who has not had a hard life.
-
-
-
- Harborfolk
- Athletics, Sleight of Hand
-
- Description
- You are one of the hundreds of small-time fishermen and women who haul the bounty of Mulmaster's freshwater harbor to the city's markets each morning. You have spent countless days rowing in the waters in and around Mulmaster and know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Sleight of Hand
-
- Languages: none
-
- Tools: one type of gaming set, water vehicles
-
-
- Harborfolk
- You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are).
-
- Source: Mulmaster Bonds, p. 4
-
-
- Equipment
- Fishing tackle, dice set, playing card set, or Three Dragon Ante set, a set of common clothes, rowboat, and a belt containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I am curious. I want to know why things are the way they are and why people do the things that they do.
-
- 2. I can't sing, but that never stops me from doing it, loudly. Everyone loves a good sea chanty!
-
- 3. I think the High Blade is doing a terrific job, don't you?
-
- 4. I'm very excited that the House Built on Gold is being restored. I am a zealous worshipper of Waukeen.
-
- 5. I am quite superstitious. I see portents in everyday occurrences.
-
- 6. I resent the rich and enjoy thwarting their plans and spoiling their fun in small ways.
-
- 7. I have a sea story to fit every occasion.
-
- 8. I'm a fisher, but I secretly detest eating fish. I will do anything to avoid it.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Calm: For all things, there is a tide. I set sail when it is right, and mend my nets when it is not. (Lawful)
-
- 2. Windblown: I go where the winds blow. No man or woman tells me where or when to sail. (Chaotic)
-
- 3. Aspiring: I will gain the favor of a Zor or Zora patron, maybe even one of the Blades! (Any)
-
- 4. Salty: I want people to look to me as an expert on plying Mulmaster Harbor. (Any)
-
- 5. Selfless: We are all children of the sea. I help everyone in peril afloat and ashore. (Good)
-
- 6. Let them Drown: I refuse to risk my hide to help others. They wouldn't help me if roles were reversed. (Evil)
-
-
- Bond
- Choose or randomly determine
- 1. I once lost everything but my rowboat. I'll do anything to protect it.
-
- 2. My brother was in the Soldiery, but he was killed. I really look up to the men and women who serve.
-
- 3. The Cloaks killed my friend for spellcasting. I'll get them back somehow, someday.
-
- 4. The High House of Hurting helped me when I was hurt and asked nothing in return. I owe them my life.
-
- 5. I was robbed in the Zhent ghetto once. It will not happen again.
-
- 6. I would do anything to protect the other harborfolk. They are my family.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I drink too much, which causes me to miss the tide.
-
- 2. I killed a drunk member of the City Watch in a brawl. I am terrified that they might find out.
-
- 3. I oversell myself and make promises I can't keep when I want to impress someone.
-
- 4. Book learning is a waste of time. I have no patience for people who don't speak from experience.
-
- 5. I almost always cheat. I can't help myself.
-
- 6. I am a secret informant for the Hawks. I send them reports about everything I see and hear, even what my friends and allies are up to.
-
-
-
- Haunted One
-
-
- Description
- You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and flee from it, to no avail. This thing that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from others and making you question your sanity. You must find a way to overcome it before it destroys you.
-
-
- Harrowing Event
- Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll 1d10.
-
- 1. A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
-
- 2. You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
-
- 3. An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone.
-
- 4. Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you ed in terror.
-
- 5. An oni took your sibling one cold, dark night, and you were unable to stop it.
-
- 6. You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
-
- 7. A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
-
- 8. You opened an eldritch tome and saw things un t for a sane mind. You burned the book, but its words and images are burned into your psyche.
-
- 9. A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.
-
- 10. You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Choose two from Arcana, Investigation, Religion, or Survival
-
- Languages: any one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon) of your choice
-
- Tools: none
-
-
- Heart of Darkness
- Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
-
- Source: Curse of Strahd, p. 209
-
-
- Equipment
- Monster hunter’s pack, one trinket of special significance (choose one or roll on the Gothic Trinkets table)
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I don’t run from evil. Evil runs from me.
-
- 2. I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
-
- 3. I spend money freely and live life to the fullest, knowing that tomorrow I might die.
-
- 4. I live for the thrill of the hunt.
-
- 5. I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
-
- 6. I expect danger around every corner.
-
- 7. I refuse to become a victim, and I will not allow others to be victimized.
-
- 8. I put no trust in divine beings.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. I try to help those in need, no matter what the personal cost. (Good)
-
- 2. I’ll stop the spirits that haunt me or die trying. (Any)
-
- 3. I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
-
- 4. I have a dark calling that puts me above the law. (Chaotic)
-
- 5. I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
-
- 6. I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I keep my thoughts and discoveries in a journal. My journal is my legacy.
-
- 2. I would sacrifice my life and my soul to protect the innocent.
-
- 3. My torment drove away the person I love. I strive to win back the love I’ve lost.
-
- 4. A terrible guilt consumes me. I hope that I can find redemption through my actions.
-
- 5. There’s evil in me, I can feel it. It must never be set free.
-
- 6. I have a child to protect. I must make the world a safer place for him (or her).
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have certain rituals that I must follow every day. I can never break them.
-
- 2. I assume the worst in people.
-
- 3. I feel no compassion for the dead. They're the lucky ones.
-
- 4. I have an addiction.
-
- 5. I am a purveyor of doom and gloom who lives in a world without hope.
-
- 6. I talk to spirits that no one else can see.
-
-
-
- Hillsfar Merchant
- Insight, Persuasion
-
- Description
- Before becoming an adventurer, you were a successful merchant operating out Hillsfar, the City of Trade. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Moonsea region, as well as up and down the length of the Sword Coast. Perhaps they import ore, uncut gems, untreated furs, or grain into the City of Trade, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.
-
-
- Alternate Feature: Trade Contract
- You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Persuasion
-
- Languages: none
-
- Tools: land vehicles, water vehicles
-
-
- Factor
- Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 6
-
-
- Equipment
- A fine set of clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I fill my evenings with wine or mead and song.
-
- 2.I greatly admire gladiators and enjoy the Arena.
-
- 3. I take my wealth for granted. It seldom occurs to me that others aren't rich themselves.
-
- 4.I leave broken hearts all around the Moonsea and up and down the Sword Coast.
-
- 5. I work hard and seldom make time for fun.
-
- 6.I am a particularly devout and pray often.
-
- 7. The Red Plumes caught me once. I hate them.
-
- 8.I ask a lot of questions to get information about those with whom I am working and dealing.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Frugal: I spend my money very carefully. (Lawful)
-
- 2.Profligate: I tend to spend extravagantly. (Chaotic)
-
- 3. Honest: I deal with others above board. (Any)
-
- 4.Sharp: I seek to make the best deal possible. (Any)
-
- 5. Charitable: I give generously to others. (Good)
-
- 6.Greedy: I do not share my wealth with others. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I am fiercely loyal to those with whom I work.
-
- 2.I must uphold the good name of my family.
-
- 3. I will prove myself to my family as an adventurer.
-
- 4.Deals are sacrosanct. I never go back on my word.
-
- 5. I love making deals and negotiating agreements.
-
- 6.I guard my wealth jealously.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I am a braggart. I promote myself shamelessly.
-
- 2.I am vain. I always wear the latest fashions.
-
- 3. I am a glutton. I eat and drink to excess.
-
- 4.I am a snob. I want only the finest things in life.
-
- 5. I am lazy. I want others to take care of everything.
-
- 6.I am overconfident. I overestimate my abilities.
-
-
-
- Hillsfar Smuggler
- Perception, Stealth
-
- Description
- Hillsfar is the City of Trade. However, the Great Law of Trade only protects "legitimate" trade, trade that passes through the city's sole gate, which the Red Plumes monitor and tax. And the Great Law of Humanity banishes non- humans from the city altogether. The two Great Laws create great demand and great risk for smugglers, who shepherd illicit goods and non-humans into and out of the city by secret routes. The Rogues Guild tightly controls all of this activity, taking its cut from sanctioned jobs and exacting punishment for independent jobs.
- Perhaps you trafficked Dragon's Breath (a brandy-like liquor) to avoid tariffs or contraband to avoid seizure, or maybe you are a human who sympathizes with the non- humans and worked as part of the network of secret routes and safe houses that helps them pass through Hillsfar. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Perception, Stealth
-
- Languages: one racial language
-
- Tools: forgery kit
-
-
- Secret Passage
- You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rouges Guild a favor and/or may have to pay bribes.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 7
-
-
- Equipment
- A forgery kit, a set of common clothes, a belt pouch, and 5 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. When I'm not smuggling, I gamble.
-
- 2.I just love Halfling cooking and baking!
-
- 3. I party with dwarves whenever I can.
-
- 4.I'm a terrible singer, but I love to do it.
-
- 5. I was raised to honor Chauntea and still do.
-
- 6.The blood sports of the Arena sicken me.
-
- 7. I think non-humans are really interesting.
-
- 8.I exaggerate the tales of my exploits.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Fair: I think everyone deserves to be treated fairly. I don't play favorites. (Lawful)
-
- 2.Impulsive: Planning is often a waste of time. No plan survives contact with reality. It's easier to dive in and deal with the consequences. (Chaotic)
-
- 3. Curious: I want to learn as much as I can about the people and places I encounter. (Any)
-
- 4.Prepared: I think success depends on preparing as much as possible in advance. (Any)
-
- 5. Respectful: I think everyone deserves to be treated with respect and dignity, regardless of their race, creed, color, or origin. (Good)
-
- 6.Corrupt: I will break the law or act dishonestly if the money is right. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I am loyal to the Rogues Guild and would do anything for them.
-
- 2.I love the city of Hillsfar and my fellow Hillsfarians, despite the recent problems.
-
- 3. I admire the elves. I help them whenever I can.
-
- 4.A gnome helped me once. I pay the favor forward.
-
- 5. I enjoy tricking the Red Plumes at every opportunity.
-
- 6.I smuggled agricultural goods for non-human farmers. I try to help them when I can.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. My hatred for the Red Plumes burns so brightly that I have difficulty suppressing It around them.
-
- 2.The Red Plumes caught me once before, and I was branded for my crime. If they catch me again, for any offense, the punishment will be dire.
-
- 3. I treat all Hillsfarans poorly. I am disgusted with their failure to revolt against the Great Law of Humanity.
-
- 4.I have difficulty trusting strangers. Anyone could be a spy for the authorities.
-
- 5. I am greedy. There Isn't much I won't do for money.
-
- 6.I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar.
-
-
-
- Inheritor
- Survival
-
- Description
- You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.
-
-
- Inheritance
- Choose or randomly determine your inheritance from the possibilities below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
-
- The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
-
- When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
-
- 1 - A document such as a map, a letter, or a journal
-
- 2-3 - a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
-
- 4 - an article of clothing
-
- 5 - a piece of jewelry
-
- 6 - an arcane book or formulary
-
- 7 - a written story, song, poem, or secret
-
- 8 - a tattoo or other body marking
-
-
- Suggested Characteristics
- Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
-
- Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Survival, plus one from among Arcana, History, and Religion
-
- Languages: any one of your choice
-
- Tools: your choice of a gaming set or a musical instrument
-
-
- Inheritance
- Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
- The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
- When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
-
- d8 — Object or item:
- 1 — A document such as a map, a letter, or a journal
- 2-3 — a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
- 4 — an article of clothing
- 5 — a piece of jewelry
- 6 — an arcane book or formulary
- 7 — a written story, song, poem, or secret
- 8 — a tattoo or other body marking
-
- Source: Sword Coast Adventurer's Guide, p. 150
-
-
- Equipment
- Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency, and a pouch containing 15 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I judge people by their actions, not their words.
-
- 2. If someone is in trouble, I'm always ready to lend help.
-
- 3. When I set my mind to something, I follow through no matter what gets in my way.
-
- 4. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
-
- 5. I'm confident in my own abilities and do what I can to instil confidence in others.
-
- 6. Thinking is for other people. I prefer action.
-
- 7. I misuse long words in an attempt to sound smarter.
-
- 8. I get bored easily. When am I going to get on with my destiny?
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Respect: People deserve to be treated with dignity and respect. (Good).
-
- 2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful).
-
- 3. Freedom: Tyrants must not be allowed to oppress the people. (Chaotic).
-
- 4. Might: If I become strong, I can take what I want — what I deserve. (Evil).
-
- 5. Sincerity: There's no good in pretending to be something I'm not. (Neutral).
-
- 6. Destiny: Nothing and no one can steer me away from my higher calling. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I have a family, but I have no idea where they are. One day, I hope to see them again.
-
- 2. I worked the land, I love the land, and I will protect the land.
-
- 3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
-
- 4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
-
- 5. I protect those who cannot protect themselves.
-
- 6. I wish my childhood sweetheart had come with me to pursue my destiny.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. The tyrant who rules my land will stop at nothing to see me killed.
-
- 2. I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
-
- 3. The people who knew me when I was young know my shameful secret, so I can never go home again.
-
- 4. I have a weakness for the vices of the city, especially hard drink.
-
- 5. Secretly, I believe that things would be better if I were a tyrant lording over the land.
-
- 6. I have trouble trusting in my allies.
-
-
-
- Investigator
- Insight, Investigation
-
- Description
- Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals.
-
-
- Suggested Characteristics
- Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
-
- Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Investigation
-
- Languages: any two of your choice
-
- Tools: none
-
-
- Watcher's Eye
- Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
-
- Source: Sword Coast Adventurer's Guide, p. 145
-
-
- Equipment
- A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I'm always polite and respectful.
-
- 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
-
- 3. I've lost too many friends, and I'm slow to make new ones.
-
- 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
-
- 5. I can stare down a hell hound without flinching.
-
- 6. I enjoy being strong and like breaking things.
-
- 7. I have a crude sense of humor.
-
- 8. I face problems head-on. A simple, direct solution is the best path to success.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
-
- 2. Responsibility: I do what I must and obey just authority. (Lawful).
-
- 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
-
- 4. Might: In life as in war, the stronger force wins. (Evil).
-
- 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
-
- 6. Nation: My city, nation, or people are all that matter. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I would still lay down my life for the people I served with.
-
- 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
-
- 3. My honor is my life.
-
- 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
-
- 5. Those who fight beside me are those worth dying for.
-
- 6. I fight for those who cannot fight for themselves.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
-
- 2. I have little respect for anyone who is not a proven warrior.
-
- 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
-
- 4. My hatred of my enemies is blind and unreasoning.
-
- 5. I obey the law, even if the law causes misery.
-
- 6. I'd rather eat my armor than admit when I'm wrong.
-
-
-
- Iron Route Bandit
- Stealth, Animal Handling
-
- Description
- The Iron Route, once the primary trade route between Phlan and Zhentil Keep, used to be a site of extensive banditry until the Phlan’s recent occupation. Your time as an erstwhile bandit has given you plenty of experience in the saddle and a knack for acquiring and appraising other people’s mounts, pets, and vehicles among other things. This particular set of skills has become very lucrative for you by working for the underground as a horse thief for a local guild of thieves and other shadowy organizations.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Stealth, Animal Handling
-
- Languages: none
-
- Tools: one type of gaming set, land vehicles
-
-
- Black-Market Breeder
- You know how to find people who are always looking for stolen animals & vehicles, whether to provide for animal pit fights, or to supply some desperate rogues the means to get away faster on mounts during an illegal job. This contact not only provides you with information of what such animals & vehicles are in high demand in the area, but also offer to give you favors and information (DM choice) if you bring such animals & vehicles to them.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 5
-
-
- Equipment
- A set of dark common clothes, pack saddle, burglar’s pack and a belt pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. If people leave their gear unsecured, they must not want it very much.
-
- 2. I feel more comfortable sleeping under the open sky.
-
- 3. I always pre-plan my escape should things go bad; I always like to have an exit strategy.
-
- 4. I tend to give animal owners breeding and care advice whether or not they want it.
-
- 5. I lost a pet as a child and sadly reflect on it to this day.
-
- 6. I always form a powerful, emotional bond with my mount.
-
- 7. I recoil at the thought of killing someone else’s pet or mount.
-
- 8. I prefer to hang to the back of a scuffle or discussion. Better to have my enemies in front of me.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Loyalty: Never bite the hand that feeds. (Good)
-
- 2. Unpredictability: Keep your enemy guessing and off-balance like a confused deer. (Chaotic)
-
- 3. Power: I strive to become leader of the pack at all costs. (Lawful)
-
- 4. Freedom: I bow to no one I don’t respect. (Chaotic)
-
- 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
-
- 6. Unity: Lone wolves fail where the pack succeeds. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I cannot leave a harmed animal behind; I must save it or put it out of its misery.
-
- 2. I leave behind my own personal calling cards when I do a job.
-
- 3. I do not trust people who do not have a pet, mount, or furry companion.
-
- 4. The pelt I wear on my back was from an animal that died saving my life, I will always cherish it.
-
- 5. If my pet does not like you, I do not like you!
-
- 6. Once you’ve ridden with me and fought by my side, I’ll be there for you, odds be damned.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I growl at and bite anyone who gets too close to my food while I am eating.
-
- 2. I growl at and bite anyone who gets too close to my food while I am eating.
-
- 3. I strongly dislike enclosed spaces and require intoxication or firm encouragement to enter them.
-
- 4. I robbed the wrong caravan once. The owner is a powerful merchant who holds a grudge.
-
- 5. I’m an inveterate gambler.
-
- 6. I judge people based on how well they stand their ground in a fight. I got no time for cowards...
-
-
-
- Knight of the Order
- Persuasion
-
- Description
- You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.
-
-
- Knightly Orders of Faerûn
- Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
-
- Knights of the Unicorn: The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriarch families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses.
-
- Knights of Myth Drannor: Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falcon hand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
-
- Knights of the Silver Chalice: The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.
-
-
- Suggested Characteristics
- Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.
-
- Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
-
- Languages: any one of your choice
-
- Tools: your choice of a gaming set or a musical instrument
-
-
- Knightly Regard
- Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community — whether a lone settlement or a great nation — that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
- This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
-
- Source: Sword Coast Adventurer's Guide, p. 151
-
-
- Equipment
- One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I'm always polite and respectful.
-
- 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
-
- 3. I've lost too many friends, and I'm slow to make new ones.
-
- 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
-
- 5. I can stare down a hell hound without flinching.
-
- 6. I enjoy being strong and like breaking things.
-
- 7. I have a crude sense of humor.
-
- 8. I face problems head-on. A simple, direct solution is the best path to success.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
-
- 2. Responsibility: I do what I must and obey just authority. (Lawful).
-
- 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
-
- 4. Might: In life as in war, the stronger force wins. (Evil).
-
- 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
-
- 6. Nation: My city, nation, or people are all that matter. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I would still lay down my life for the people I served with.
-
- 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
-
- 3. My honor is my life.
-
- 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
-
- 5. Those who fight beside me are those worth dying for.
-
- 6. I fight for those who cannot fight for themselves.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
-
- 2. I have little respect for anyone who is not a proven warrior.
-
- 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
-
- 4. My hatred of my enemies is blind and unreasoning.
-
- 5. I obey the law, even if the law causes misery.
-
- 6. I'd rather eat my armor than admit when I'm wrong.
-
-
-
- Marine
- Athletics, Survival
-
- Description
- You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
-
-
- Feature: Steady
- You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
-
-
- Hardship Endured
- Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.
-
-
- 1. Nearly Drowned: You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
-
- 2. Captured: You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
-
- 3. Sacrifice: You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
-
- 4. Juggernaut: No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
-
- 5. Stowaway: For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
-
- 6. Leave None Behind: You carried an injured marine for miles to avoid capture and death.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Survival
-
- Languages: none
-
- Tools: Vehicles (water, land)
-
-
- Marine Life
- Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant. marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
-
- Source: Ghosts of Saltmarsh p. 31
-
-
- Equipment
- A dagger that belonged to a fallen comrade, a folded Rag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I speak rarely but mean every word I say.
-
- 2. laugh loudly and see the humor in stressful situations.
-
- 3. I prefer to solve problems without violence, but I finish fights decisively.
-
- 4. I enjoy being out in nature; poor weather never sours my mood.
-
- 5. I am dependable.
-
- 6. I am always working on some project or other.
-
- 7. I become cantankerous and quiet in the rain.
-
- 8. When the sea is within my sight, my mood is jovial and optimistic.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Teamwork: Success depends on cooperation and communication. {Good)
-
- 2. Code: The marines' code provides a solution for every problem, and following it is imperative. {Lawful)
-
- 3. Embracing: Lafe is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
-
- 4. Might: The strong train so that they might rule those who are weak. (Evil)
-
- 5. Bravery: To act when others quake in fear- this is the essence of the warrior. (Any)
-
- 6. Perseverance: No injury or obstacle can turn me from my goal. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I face danger and evil to offset an unredeemable act in my past.
-
- 2. I. Will. Finish. The. job.
-
- 3. I must set an example of hope for those who have given up.
-
- 4. I'm searching for a fellow marine captured by an elusive enemy.
-
- 5. Fear leads to tyranny, and both must be eradicated.
-
- 6. My commander betrayed my unit, and I will have revenge.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I grow combative and unpredictable when I drink.
-
- 2. I find civilian life difficult and struggle to say the right thing in social situations.
-
- 3. My intensity can drive others away.
-
- 4. I hold grudges and have difficulty forgiving others.
-
- 5. I become irrational when innocent people are hurt.
-
- 6. I sometimes stay up all night listening to the ghosts of my fallen enemies.
-
-
-
- Mercenary Veteran
- Athletics, Persuasion
-
- Description
- As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one.
- Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.
-
-
- Mercenaries of the North
- Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
-
- The Chill: The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
-
- Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested.
-
- The Bloodaxes: Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Persuasion
-
- Languages: none
-
- Tools: one type of gaming set, land vehicles
-
-
- Mercenary Life
- You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
-
- Source: Sword Coast Adventurer's Guide, p. 152
-
-
- Equipment
- A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp).
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I'm always polite and respectful.
-
- 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
-
- 3. I've lost too many friends, and I'm slow to make new ones.
-
- 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
-
- 5. I can stare down a hell hound without flinching.
-
- 6. I enjoy being strong and like breaking things.
-
- 7. I have a crude sense of humor.
-
- 8. I face problems head-on. A simple, direct solution is the best path to success.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
-
- 2. Responsibility: I do what I must and obey just authority. (Lawful).
-
- 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
-
- 4. Might: In life as in war, the stronger force wins. (Evil).
-
- 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
-
- 6. Nation: My city, nation, or people are all that matter. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I would still lay down my life for the people I served with.
-
- 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
-
- 3. My honor is my life.
-
- 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
-
- 5. Those who fight beside me are those worth dying for.
-
- 6. I fight for those who cannot fight for themselves.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
-
- 2. I have little respect for anyone who is not a proven warrior.
-
- 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
-
- 4. My hatred of my enemies is blind and unreasoning.
-
- 5. I obey the law, even if the law causes misery.
-
- 6. I'd rather eat my armor than admit when I'm wrong.
-
-
-
- Mulmaster Aristocrat
- Deception, Performance
-
- Description
- From your hilltop home, you have looked down (literally and perhaps figuratively) on the unwashed masses of Mulmaster for your entire life. Your fur-trimmed robes and training in the visual and performing arts mark you as wealthy and perhaps well-born; you are a member of the City of Danger's aristocracy.
- None of your immediate family members sits on the Council of Blades or is even a Zor or Zora...yet. Nevertheless, you are one of Mulmaster's elite, and whether you personally covet a higher standing or not, you are at home in the dance halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Performance
-
- Languages: none
-
- Tools: one type of artistic artisan's tools and one musical instrument
-
-
- Highborn
- Mulmaster is run by and for its aristocracy. Every other class of citizen in the city defers to you, and even the priesthood, Soldiery, Hawks, and Cloaks treat you with deference. Other aristocrats and nobles accept you in their circles and likely know you or of you. Your connections can get you the ear of a Zor or Zora under the right circumstances.
-
- Source: Mulmaster Bonds, p. 5
-
-
- Equipment
- One set of artisan's tools or musical instrument, a set of fine clothes, and a purse containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. My ambitions are boundless. I will be a Zor or Zora one day!
-
- 2. I must always look my best.
-
- 3. Beauty is everywhere. I can find it in even the homeliest person and the most horrible tragedy.
-
- 4. Decorum must be preserved at all costs.
-
- 5. I will not admit I am wrong if I can avoid it.
-
- 6. I am extremely well-educated and frequently remind others of that fact.
-
- 7. I take what I can today, because I do not know what tomorrow holds.
-
- 8. My life is full of dance, song, drink, and love.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Generous: I have a responsibility to help and protect the less fortunate. (Good)
-
- 2. Loyal: My word, once given, is my bond. (Lawful)
-
- 3. Callous: I am unconcerned with any negative effects my actions may have on the lives and fortunes of others. (Evil)
-
- 4. Impulsive: I follow my heart. (Chaotic)
-
- 5. Ignorant: Explanations bore me. (Neutral)
-
- 6. Isolationist: I am concerned with the fortunes of my friends and family. Others must see to themselves. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I have dedicated my wealth and my talents to the service of one of the city's many temples.
-
- 2. My family and I are loyal supporters of High Blade Jaseen Drakehorn. Our fortunes are inexorably tied to hers. I would do anything to support her.
-
- 3. Like many families who were close to High Blade Selfaril Uoumdolphin, mine has suffered greatly since his fall. We honor his memory in secret.
-
- 4. My family plotted with Rassendyll Uoumdolphin brother usurped brother as High Blade. Betrayal is the quickest route to power.
-
- 5. Wealth and power are nothing. Fulfilment can only be found in artistic expression.
-
- 6. It's not how you feel, who you know, or what you can do - it's how you look, and I look fabulous.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have difficulty caring about anyone or anything other than myself.
-
- 2. Having grown up with wealth, I am careless with my finances. I overspend and am overly generous.
-
- 3. The ends (my advancement) justify any means.
-
- 4. I must have what I want and will brook no delay.
-
- 5. My family has lost everything. I must keep up appearances, lest we become a laughingstock.
-
- 6. I have no artistic sense. I hide that fact behind extreme opinions and have become a trendsetter.
-
-
-
- Phlan Insurgent
- Stealth, Survival
-
- Description
- The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.
- Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.
-
-
- Origin
- Removed from your life as a townsperson, you’ve adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).
-
- General:
- 1. Fisher
- 2. Hunter
- 3. Craftsperson
- 4. Priest/Priestess
- 5. Cook
- 6. City Watch
- 7. Servant
- 8. Unskilled laborer
-
- Specific:
- 1. Stojanow river worker
- 2. Twilight Marsh worker
- 3. Mantor’s Library scribe
- 4. Clergy of Ilmater
- 5. Laughing Goblin server
- 6. Black Fist guard
- 7. House Sokol retainer
- 8. Bay of Phlan dockworker
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Stealth, Survival
-
- Languages: none
-
- Tools: one type of artisan's tools, land vehicles
-
-
- Guerilla
- You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge—or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 6
-
-
- Equipment
- A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. My patience knows no bounds, so long as my goal is in sight.
-
- 2. In life and in struggle, the ends justify my actions.
-
- 3. If you aren’t helping me, you’d best at least stay out of my way.
-
- 4. I long for the life that was taken away from me.
-
- 5. Friends and family perished, tragically, before my eyes. I hope never to undergo that again.
-
- 6. Making the right choices in life are important to me. The choices I make might save not just my life, but the lives of others as well.
-
- 7. I can never allow my foes to get the drop on me.
-
- 8. Time is a precious resource that I must spend wisely.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Leadership: The oppressed need someone to inspire them to courageous acts. (Good)
-
- 2. Unpredictability: Keeping the enemy guessing and off-balance is my tactical strength. (Chaos)
-
- 3. Determination: Threats to my home must be eliminated at all costs. (Any)
-
- 4. Freedom: Those who are enslaved and unjustly imprisoned deserve my aid. (Good)
-
- 5. Resourcefulness: Our wits are our most valuable resource in troubled times. (Any)
-
- 6. Unity: Working together, we can overcome all obstacles, even the most seemingly insurmountable ones. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I’ll never let my fellow insurgents down. They are my only remaining friends.
-
- 2. I was separated from a loved one during my escape from town. I will find them.
-
- 3. One of the Tears of the Virulence was a trusted friend, until the day they betrayed the city. They will pay harshly for their transgressions.
-
- 4. An item I hold close is my last remaining connection to the family I lost during the fall.
-
- 5. The dragon who took my past life away from me will feel the full extent of my vengeance.
-
- 6. The knowledge in Mantor’s Library is an irreplaceable treasure that must be protected.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I have no respect for those who flee. I harbor a deep grudge against the citizens who abandoned Phlan.
-
- 2. Ale is the only way I can escape the desperation of my circumstances.
-
- 3. It doesn’t take much to get me into a fight.
-
- 4. Being an insurgent means doing things that aren’t always ethical. I’m still learning to live with that.
-
- 5. My desire to liberate Phlan oftentimes clouds my judgement, despite my best efforts.
-
- 6. I relentlessly despise the Maimed Virulence and his allies. I’d abandon other goals in order to strike out at them.
-
-
-
- Phlan Refugee
- Insight, Athletics
-
- Description
- Gone are the happier days of walking into the Laughing Goblin Inn after a hard day’s labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count 2 yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Insight, Athletics
-
- Languages: any one of your choice
-
- Tools: one type of artisan's tools
-
-
- Phlan Survivor
- Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos.
-
- Source: Mulmaster Bonds, p. 6
-
-
- Equipment
- A set of artisan’s tools (one of your choice), a token of the life you once knew, a set of traveler’s clothes, and a belt pouch containing 15 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I may have lost everything I worked for most of my life, but there's work to be done, no time to linger on the past.
-
- 2. I worked hard to get where I am and I refuse to let a little hardship stop me from succeeding.
-
- 3. I protect those around me, you never know when one of them will be useful.
-
- 4. I have always gotten ahead by giving, why change now?
-
- 5. I prepare for everything, it paid off in Phlan and it will pay off again.
-
- 6. I will reclaim my home, though the path may be long, I will never give up hope.
-
- 7. I never cared for personal hygiene, and am amazed that It bothers others.
-
- 8. I am always willing to volunteer my services, just as long as don’t have to do anything.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Justice: Corruption brought Phlan down, I will not tolerate that any longer. (Lawful)
-
- 2. Acceptance: Stability is a myth, to think you can control your future is futile. (Chaotic)
-
- 3. Hope: I am guided by a higher power and I trust that everything will be right in the end. (Good)
-
- 4. Restraint: I hate those who caused my loss. It is all I can do not to lash out at them. (Any)
-
- 5. Strength: As shown in Phlan, the strong survive. If you are weak you deserve what you get (Evil)
-
- 6. Openness: I am always willing to share my life story with anyone who will listen. (Any)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I have the chance at a new life and this time I am going to do things right.
-
- 2. The Lord Regent brought this suffering upon his people. I will see him brought to justice.
-
- 3. I await the day I will be able to return to my home in Phlan.
-
- 4. I will never forget the debt owed to Glevith of the Welcomers. I will be ready to repay that debt when called upon.
-
- 5. There was someone I cared about in Phlan, I will find out what happened to them.
-
- 6. Some say my life wasn't worth saving, I will prove them wrong.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I used the lives of children to facilitate my escape from Phlan.
-
- 2. I am a sucker for the underdog, and always bet on the loosing team.
-
- 3. I am incapable of standing up for myself.
-
- 4. I will borrow money from friends with no intention to repay it.
-
- 5. I am unable to keep secrets. A secret is just an untold story.
-
- 6. When something goes wrong, it’s never my fault.
-
-
-
- Secret Identity
- Deception, Stealth
-
- Description
- Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human.
- If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide.
- Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Stealth
-
- Languages: none
-
- Tools: disguise kit, forgery kit
-
-
- Secret Identity
- You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 8
-
-
- Equipment
- A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. Despite its problems, I love Hillsfar, it's the greatest city in the world. The only one for me.
-
- 2.I move from place to place, never staying anywhere long and leaving nothing behind.
-
- 3. I think flattery is the best way to direct attention away from me.
-
- 4.I don't make friends easily. They're a liability I cannot afford.
-
- 5. Risk and danger are exhilarate me. Pulling off schemes and deceptions is a rush.
-
- 6.The First Lord is right, humans are superior. I really admire them, despite the atrocities.
-
- 7. I avoid people of my own race, as well as things associated with my race, lest they give me away.
-
- 8.I live for the Arena. I admire gladiators and enjoy the thrill of blood on the sands!
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Quisling: Supporting the rulers of the land and following the laws is the road to salvation. (Lawful)
-
- 2.Scofflaw: The laws and lawmakers are corrupt. I follow laws only when it suits me. (Chaotic)
-
- 3. Optimist: Everyone Is basically good. Though the government is misguided it will all be okay. (Any)
-
- 4.Secretive: I am in the habit of not talking about myself. My business is none of yours. (Any)
-
- 5. Heroic: I do everything I can to help non-humans, regardless of the personal cost to me. (Good)
-
- 6.Depraved: I have lost my moral compass. The ends justify most any means. (Evil)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. The humans of Hillsfar have inflicted terrible harm on me, my family, and my race. I will have revenge.
-
- 2.I am part of an underground network that smuggles non-humans into and out of the city.
-
- 3. I am a partisan. I commit minor acts of defiance against the First Lord and Red Plumes when I can.
-
- 4.I am a spy. I report on events in and around Hillsfar.
-
- 5. My secret identity is the only thing protecting me from the Arena. I will stop at nothing to maintain it.
-
- 6.I am madly in love with a human who does not know my true identity, and I fear rejection if I reveal it.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. After years of denying who I am, I now despise myself and other members of my pathetic race.
-
- 2.Years have hiding have made me somewhat paranoid. I trust no one.
-
- 3. I've been lying so often and for so long that I can't help it anymore. I frequently lie for no reason at all.
-
- 4.I am ashamed. I failed to protect a member of my family who was seized and thrown into the Area.
-
- 5. I am struggling with maintaining my secret identity. I subconsciously want to get caught and therefore sometimes let my secret identity slip.
-
- 6.Years of successfully deceiving others have made me cocky. I think no one can see through my lies.
-
-
-
- Shade Fanatic
- Deception, Intimidation
-
- Description
- You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross- legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor.
- You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Intimidation
-
- Languages: Netherese
-
- Tools: forgery kit
-
-
- Secret Society
- You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 9
-
-
- Equipment
- A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I am a bully; I try to hide it though.
-
- 2.I let my actions speak for themselves
-
- 3. I am important; I will not let anyone forget that.
-
- 4.You are either with me or against me.
-
- 5. I know it is only a time before I am betrayed by those I care for.
-
- 6.I never understand why people get so emotional.
-
- 7. They are out to get me. It is only my cunning that keeps me ahead of them
-
- 8.Everyone has a choice, the one I make is always right though.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Hope: I know even if I need do evil acts, history will be my redemption. (Chaos)
-
- 2. Dedicated: I can do anything I put my mind to (Lawful)
-
- 3. Exciting: I have found the truth of the Shadovar and want to share it with everyone. (Any)
-
- 4.Frugal: I horde my possessions knowing that someday I will be called upon to give everything I have to the cause (Any)
-
- 5. Eloquent: I use my words to sway others to my beliefs. (Any)
-
- 6.Compassionate: It is through love that others will join in our cause. (Good)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. They say the Shade broke the bonds of mortality; I want to find out how.
-
- 2.The whispers in my head remind me that there is power to be found in the shadows.
-
- 3. For the glory of Netheril, I will grow in power.
-
- 4.I once lived in Hillsfar, I was chased out before I was able to say farewell.
-
- 5. My true love was a killed by the Red Plumes; I plot to make them suffer.
-
- 6.I had a loved one die in the arena at Hillsfar; I am out to prove I am stronger than them!
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I always over exaggerate my abilities.
-
- 2.I cannot bear to let those I care for out of my sight.
-
- 3. I am incapable of standing up for myself.
-
- 4.The group I am with has committed atrocities; I am always worried their actions will become public.
-
- 5. I always enjoy a good mug of ale... or five.
-
- 6.I know what I do is wrong, but am afraid to speak up about it.
-
-
-
- Shipwright
- History, Perception
-
- Description
- You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it.
-
-
- Feature: I’ll Patch It!
- Provided you have carpenter's tools and wood. you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points co the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
-
-
- Life at Sea
- Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.
-
- 1. Grand Designs: You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
-
- 2. Solid and Sound: You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
-
- 3. Favored: You insisted on thicker planking for a merchant vessel's hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant's distant mansion.
-
- 4. Master of Armaments: You specialized in designing and mounting defenses for the navy. You easily recognize and determine the quality of such items.
-
- 5. Low Places: You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for coin and favors.
-
- 6. Mysteries of the Deep. You experienced an encounter with a possibly divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: History, Perception
-
- Languages: none
-
- Tools: Carpenter's tools, vehicles (water)
-
-
- Equipment
- A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of travelers clothes, and a leather pouch with 10gp.
-
-
- Shipwright
- Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.
-
- Source: Ghosts of Saltmarsh p. 33
-
-
- Personality Traits
- Choose or randomly determine
-
-
- 1. I love talking and being heard more than I like to listen.
-
- 2. I'm extremely fond of puzzles.
-
- 3. thrive under pressure.
-
- 4. I love sketching and designing objects, especially boats.
-
- 5. I'm not afraid of hard work-in fact, I prefer it.
-
- 6. A pipe, an ale, and the smell of the sea: paradise.
-
- 7. I have an endless supply of cautionary tales related to the sea.
-
- 8. I don't mind getting my hands dirty.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Crew: If everyone on deck pitches in, we'll never sink. (Good)
-
- 2. Careful Lines: A ship must be balanced according to the laws of the universe. (Lawful)
-
- 3. Invention: Make what you need out of whatever is at hand. (Chaotic)
-
- 4. Perfection… To measure a being and find it lacking is the greatest disappointment. (Evil)
-
- 5. Reflection: Muddied water always clears in time. (Any)
-
- 6. Hope: The horizon at sea holds the greatest promise. (Any)
-
-
- Bonds
- Choose or randomly determine
-
-
- 1. I must visit all the oceans of the world and behold the ships that sail there.
-
- 2. Much of the treasure I claim will be used to enrich my community.
-
- 3. I must find a kind of wood rumored to possess magical qualities.
-
- 4. I repair broken things to redeem what's broken in myself.
-
- 5. I will craft a boat capable of sailing through the most dangerous of storms.
-
- 6. A kraken destroyed my masterpiece; its teeth shall adorn my hearth.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I don't know when to throw something away. You never know when it might be useful again.
-
- 2. I get frustrated to the point of distraction by shoddy craftsmanship.
-
- 3. Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
-
- 4. I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
-
- 5. I'm judgmental of those who are not skilled with tools of some kind.
-
- 6. I sometimes take things that don't belong to me, especially if they are very well made.
-
-
-
- Smuggler
- Athletics, Deception
-
- Description
- On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.
-
-
- Feature: Down Low
- You are acquainted with a network of smugglers who are willing to help you out of tight situations. White in a particular town, city. or other similarly sized community (DM's discretion). you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Deception
-
- Languages: none
-
- Tools: Vehicles (water)
-
-
- Claim to Fame
- Every smuggler has that one tale that sets them apart from common criminals. By wits, sailing skill, or a silver tongue, you lived co tell the story- and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
-
- 1. Spirit of the Whale: You smuggled stolen dwarven spirits in the body of a dead whale being pulled behind a fishing boat. When you delivered the goods, the corpse suddenly exploded, sending whale meat and whiskey bottles for half a mile.
-
- 2. Cart and Sword: You drove a cart filled with stolen art through the middle of a battlefield while singing sea shanties to confuse the combatants.
-
- 3. The Recruit. You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
-
- 4. River of Shadows. Your riverboat accidentally slipped through the veil into the Shadowfell for several hours. While you were there, you sold some stolen dragonborn artifacts before returning to this plane and paddling home.
-
- 5. Cold-Hearted. You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass. The family never found out about this gesture.
-
- 6. Playing Both Sides. You once smuggled crates of crossbow bolts and bundles of arrows, each destined for an opposing side in a regional war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.
-
-
- Smuggler
- In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted.
-
- Source: Ghosts of Saltmarsh p. 35
-
-
- Equipment
- A fancy leather vest or a pair of leather (Any) boots, a set of common clothes, and a leather pouch with 15 gp.
-
-
- Personality Traits
- Choose or randomly determine
-
-
- 1. I love being on the water but hate fishing.
-
- 2. I think of everything in terms of monetary value.
-
- 3. I never stop smiling.
-
- 4. Nothing rattles me; I have a lie for every occasion.
-
- 5. I love gold but won't cheat a friend.
-
- 6. I enjoy doing things others believe to be impossible.
-
- 7. I become wistful when I see the sun rise over the ocean.
-
- 8. I am no common criminal; I am a mastermind.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Wealth: Heaps of coins in a secure vault is all I dream of. (Any)
-
- 2. Smuggler's Code: I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
-
- 3. All for a Coin: I'll do nearly anything if it means I turn a profit. (Evil)
-
- 4. Peace and Prosperity: I smuggle only to achieve a greater goal that benefits my community. (Good)
-
- 5. People: For all my many lies, I place a high value on friendship. (Any)
-
- 6. Daring: I am most happy when risking everything. (Any)
-
-
- Bonds
- Choose or randomly determine
-
-
- 1. My vessel was stolen from me, and I burn with the desire to recover it.
-
- 2. I intend to become the leader of the network of smugglers that I belong to.
-
- 3. I owe a debt that cannot be repaid in gold.
-
- 4. After one last job, I will retire from the business.
-
- 5. I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
-
- 6. I give most of my profits to a charitable cause, and I don't like to brag about it.
-
-
- Flaws
- Choose or randomly determine
-
-
- 1. Lying is reflexive, and I sometimes engage in it without realizing.
-
- 2. I tend to assess my relationships in terms of profit and loss.
-
- 3. I believe everyone has a price and am cynical toward those who present themselves as virtuous.
-
- 4. I struggle to trust the words of others.
-
- 5. Few people know the real me.
-
- 6. Though I act charming, I feel nothing for others and don't know what friendship is.
-
-
-
- Stojanow Prisoner
- Deception, Perception
-
- Description
- "We need to leave, now!”
- Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.
- Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Deception, Perception
-
- Languages: none
-
- Tools: one type of gaming set, thieves' tools
-
-
- Ex-Convict
- The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 8
-
-
- Equipment
- A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I am a bully; others will suffer as I have.
-
- 2.I always say yes even when I mean no; it’s just easier.
-
- 3. I aim to misbehave.
-
- 4.I go out of my way to frustrate or anger those in power.
-
- 5. I strive to obey the law. I will never again make the mistake of going against authority.
-
- 6.I always plan everything out. The one time I let others plan things it did not end well for me.
-
- 7. I take blame to protect others from pain.
-
- 8.I horde information, you never know what may come in handy.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Loss: I freely give those who offend me what was so brutally denied me, death. (Chaos)
-
- 2.Dedication: I never betray those who trust me. (Law)
-
- 3. Vengeance: I use any means to get information I need; I have been well taught. (Evil)
-
- 4.Redemption: Everyone deserves a second chance. (Good)
-
- 5. Resilience: I can survive any challenge (Any)
-
- 6.Leadership: The best teams are made up of those that society has discarded.
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I take up arms to help establish a free Phlan.
-
- 2.The horrors of my time in Stojanow haunt my dreams, only after a day of hard work can I find sleep.
-
- 3. I am indebted to those who freed me from prison, I will repay this debt.
-
- 4.My torturer survived the attack that set me free, I will find him/her.
-
- 5. I will not rest while others suffer fates similar to mine.
-
- 6.I am searching for a way to heal the scars of Stojanow, both physical and emotional.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. During stressful times, I find myself crying for no reason.
-
- 2.My nerve endings are shot from the interrogations; I am numb to all but the harshest touch.
-
- 3. I am incapable of standing up for myself.
-
- 4.I folded under the torture, and gave information that I promised would be kept secret. My life would be in jeopardy if others found out.
-
- 5. Survival is worth more than friendship.
-
- 6.The ghosts from my past hinder my actions.
-
-
-
- Ticklebelly Nomad
- Nature, Animal Handling
-
- Description
- You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant’s Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.
- In your migrations, your people have come to know the stone giant tribes that populate the Giant’s Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Nature, Animal Handling
-
- Languages: Giant
-
- Tools: herbalism kits
-
-
- At Home in the Wild
- The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you.
-
- Source: Curse of Strahd: Optional Backgrounds, p. 9
-
-
- Equipment
- Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I eagerly inject myself into the unknown.
-
- 2.Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day.
-
- 3. I accomplish my tasks efficiently, using as few resources as possible.
-
- 4.It’s difficult for me to remain in one place for long.
-
- 5. I loudly brag about my tribe every chance I get.
-
- 6.Having walked among giants, I am fearless in the face of bigger creatures.
-
- 7. I am quiet and reserved, but observant. Nothing escapes my attention.
-
- 8.My word is my bond. I see a promise to completion, even if it conflicts with my beliefs.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Kinship: Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others’ lives as well. (Good)
-
- 2.Preservation: Nature must not be despoiled by encroaching civilization. (Any)
-
- 3. Wanderlust: One must expand their horizons by seeing the world and exploring. (Chaos)
-
- 4.Isolation: My tribe and its ways must be protected and shielded from outside influence. (Neutral)
-
- 5. Protection: Threats to the land and to the people must be dealt with at any and all costs. (Law)
-
- 6.Belonging: All creatures have a place in the world, so I strive to help others find theirs. (Good)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.
-
- 2.The dragon cultists that invaded my homeland stole away one of my tribe’s people. I will not know rest until I’ve found them.
-
- 3. The dragon’s presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done.
-
- 4.I carry a trinket that spiritually and emotionally ties me to my people and my home.
-
- 5. I discovered a strange relic in the hills during my tribe’s wanderings. I must discover what it is.
-
- 6.One of the stone giant clans from the Giant’s Cairn has graced me with a mark of kinship.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I throw myself and my friends into situations rarely ever thinking about consequences.
-
- 2.Unfamiliar people and surroundings put me on edge.
-
- 3. I have absolutely no patience for slowpokes and those who prove indecisive.
-
- 4.My desire to experience new things causes me to make unsafe choices.
-
- 5. I am overly protective of nature, sometimes to the detriment of my companions and myself.
-
- 6.My lack of worldliness often proves my undoing in social, commercial, and hostile situations.
-
-
-
- Trade Sherriff
- Investigation, Persuasion
-
- Description
- You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement.
- You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Investigation, Persuasion
-
- Languages: Elvish
-
- Tools: thieves' tools
-
-
- Investigative Services
- You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade.
-
- Source: Hillsfar Character Backgrounds and Bonds, p. 10
-
-
- Equipment
- Thieves' tools, a gray cloak, Sherriff's insignia (badge) a set of fine clothes, and 17 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I am always polite and respectful. I let my actions speak for themselves
-
- 3. I am haunted by my past having seen the murder of a close friend or family member and it is the one case I always needed to solve but have not been able to.
-
- 4.I am quick to judge and slow to vindicate
-
- 5. I can be very persuasive and am able to ask questions where others might not be able to.
-
- 6.I have a quirky personality that seems to take others off their guard.
-
- 7. My sense of humor is considered by most to be awkward
-
- 8.Everyone has a choice, and they can always make the right choice, mine!
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Hope: my job is to speak for the victim (good)
-
- 2.Dedicated: Once I start an investigation, until told to do so, I do not quit, not matter where it leads. (Lawful)
-
- 3. Nation: My city, nation, or people are all that matter (any)
-
- 4.Mercenary: When I do investigations, I expect answers immediately (Any)
-
- 5. Eloquent: I use my words to sway others to give me answers. (good)
-
- 6.Might: It is through threats and force that I get my answers (lawful)
-
-
- Bond
- Choose or randomly determine
-
-
- 1. To this day an unsolved case will always leave me haunted and bother me.
-
- 2.Through the might of my personality I will solve an investigation or puzzle
-
- 3. It is my right to believe what I will, just try and stop me.
-
- 4.I need to prove my worth to my fellow sheriffs.
-
- 5. Someone I cared for died under suspicious circumstances. I will find out what happened to them and bring their killer to justice.
-
- 6.I speak for those that cannot speak for themselves.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I always over exaggerate my abilities.
-
- 2.I cannot bear to let those I care for out of my sight.
-
- 3. I took a bribe to tank an investigation and I would do anything to keep it secret.
-
- 4.I have little respect for those that are of “low” intelligence/race.
-
- 5. I always enjoy a good mug of ale ... or five to cover up my past.
-
- 6.I speak for the First Lord of Hillsfar and make sure everyone knows it.
-
-
-
-
- Urban Bounty Hunter
-
-
- Description
- Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
- You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar — any place that's large enough to have a steady supply of potential quarries.
- As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives — but on the other hand, you can take down much more formidable targets with the help of your companions.
-
-
- Suggested Characteristics
- Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
-
- For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Choose two from among Deception, Insight, Persuasion, and Stealth
-
- Languages: none
-
- Tools: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools
-
-
- Ear to the Ground
- You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
-
- Source: Sword Coast Adventurer's Guide, p. 153
-
-
- Equipment
- A set of clothes appropriate to your duties and a pouch containing 20 gp
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I always have a plan for what to do when things go wrong.
-
- 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
-
- 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden.
-
- 4. I would rather make a new friend than a new enemy.
-
- 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
-
- 6. I don't pay attention to the risks in a situation. Never tell me the odds.
-
- 7. The best way to get me to do something is to tell me I can't do it.
-
- 8. I blow up at the slightest insult.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Honor: I don't steal from others in the trade. (Lawful).
-
- 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic).
-
- 3. Charity: I steal from the wealthy so that I can help people in need. (Good).
-
- 4. Greed: I will do whatever it takes to become wealthy. (Evil).
-
- 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral).
-
- 6. Redemption; There's a spark of good in everyone. (Good).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I'm trying to pay off an old debt I owe to a generous benefactor.
-
- 2. My ill - gotten gains go to support my family.
-
- 3. Something important was taken from me, and I aim to steal it back.
-
- 4. I will become the greatest thief that ever lived.
-
- 5. I'm guilty of a terrible crime. I hope I can redeem myself for it.
-
- 6. Someone I loved died because of a mistake I made. That will never happen again.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. When I see something valuable, I can't think about anything but how to steal it.
-
- 2. When faced with a choice between money and my friends, I usually choose the money.
-
- 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
-
- 4. I have a "tell" that reveals when I'm lying.
-
- 5. I turn tail and run when things look bad.
-
- 6. An innocent person is in prison for a crime that I committed. I'm okay with that.
-
-
-
-
-
- Uthgardt Tribe Member
- Athletics, Survival
-
- Description
- Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.
- Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.
- You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.
-
-
- Suggested Characteristics
- Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
-
- Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds — great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred- are sacred to you.
-
- Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: Athletics, Survival
-
- Languages: any one of your choice
-
- Tools: one type of musical instrument or artisan's tools
-
-
- Uthgardt Heritage
- You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.
- Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.
-
- Source: Sword Coast Adventurer's Guide, p. 153
-
-
- Equipment
- A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. I'm driven by a wanderlust that led me away from home.
-
- 2. I watch over my friends as if they were a litter of newborn pups.
-
- 3. I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
-
- 4. I have a lesson for every situation, drawn from observing nature.
-
- 5. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
-
- 6. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
-
- 7. I feel far more comfortable around animals than people.
-
- 8. I was, in fact, raised by wolves.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic).
-
- 2. Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good).
-
- 3. Honor: If I dishonor myself, I dishonor my whole clan. (Lawful).
-
- 4. Might: The strongest are meant to rule. (Evil).
-
- 5. Nature: The natural world is more important than all the constructs of civilization. (Neutral).
-
- 6. Glory: I must earn glory in battle, for myself and my clan. (Any).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. My family, clan, or tribe is the most important thing in my life, even when they are far from me.
-
- 2. An injury to the unspoiled wilderness of my home is an injury to me.
-
- 3. I will bring terrible wrath down on the evildoers who destroyed my homeland.
-
- 4. I am the last of my tribe, and it is up to me to ensure their names enter legend.
-
- 5. I suffer awful visions of a coming disaster and will do anything to prevent it.
-
- 6. It is my duty to provide children to sustain my tribe.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I am too enamored of ale, wine, and other intoxicants.
-
- 2. There's no room for caution in a life lived to the fullest.
-
- 3. I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
-
- 4. I am slow to trust members of other races, tribes, and societies.
-
- 5. Violence is my answer to almost any challenge.
-
- 6. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
-
-
-
- Waterdhavian Noble
- History, Persuasion
-
- Description
- You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
- Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?
- Work with your DM to come up with the family you are part of — there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.
-
-
- Suggested Characteristics
- Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.
-
- Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family a lone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
-
-
- Starting Proficiencies
- Your background grants you the following proficiencies.
-
- Skills: History, Persuasion
-
- Languages: any one of your choice
-
- Tools: one type of gaming set or one musical instrument
-
-
- Kept in Style
- While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
- This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income — the benefit is a line of credit, not an actual monetary reward.
-
- Source: Sword Coast Adventurer's Guide, p. 154
-
-
- Equipment
- A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp.
-
-
- Personality Trait
- Choose or randomly determine
-
-
- 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
-
- 2. The common folk love me for my kindness and generosity.
-
- 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
-
- 4. I take great pains to always look my best and follow the latest fashions.
-
- 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
-
- 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood.
-
- 7. My favor, once lost, is lost forever.
-
- 8. If you do me an injury, I will crush you, ruin your name, and salt your fields.
-
-
- Ideal
- Choose or randomly determine
-
-
- 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good).
-
- 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful).
-
- 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic).
-
- 4. Power: If I can attain more power, no one will tell me what to do. (Evil).
-
- 5. Family: Blood runs thicker than water. (Any).
-
- 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good).
-
-
- Bond
- Choose or randomly determine
-
-
- 1. I will face any challenge to win the approval of my family.
-
- 2. My house's alliance with another noble family must be sustained at all costs.
-
- 3. Nothing is more important than the other members of my family.
-
- 4. I am in love with the heir of a family that my family despises.
-
- 5. My loyalty to my sovereign is unwavering.
-
- 6. The common folk must see me as a hero of the people.
-
-
- Flaw
- Choose or randomly determine
-
-
- 1. I secretly believe that everyone is beneath me.
-
- 2. I hide a truly scandalous secret that could ruin my family forever.
-
- 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
-
- 4. I have an insatiable desire for carnal pleasures.
-
- 5. In fact, the world does revolve around me.
-
- 6. By my words and actions, I often bring shame to my family.
-
-
-
-
-
- Booming Blade
- 0
- EV
- NO
-
- 5 feet
- V, M (a weapon)
- 1 round
- Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
- As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
- This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
-
- Source: Sword Coast Adventurer's Guide, p. 142
- 1d8
-
-
- Greenflame Blade
- 0
- EV
- NO
-
- 5 feet
- V, M (a weapon)
- Instantaneous
- Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
- As part of casting this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
- This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the secondary creature increases to 1d8+your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
-
- Source: Sword Coast Adventurer's Guide, p. 143
- SPELL
-
-
- Lightning Lure
- 0
- EV
- NO
-
- 15 feet
- V
- Instantaneous
- Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
- You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
- This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
- Source: Sword Coast Adventurer's Guide, p. 143
- 1d8
-
-
- Sword Burst
- 0
- C
- NO
-
- 5 feet
- V
- Instantaneous
- Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
- You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
- This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
-
- Source: Sword Coast Adventurer's Guide, p. 143
- 1d6
-
-
-
-
- Aarakocra
- M
- humanoid (aarakocra)
- neutral good
- 12
- 13 (3d8)
- 20 ft., fly 50 ft.
- 101410111211
-
- Perception +5
-
-
-
-
-
- 15
- Aarakocra, Auran
- 1/4
-
- Source
- Monster Manual, p. 12
-
-
- Dive Attack
- If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
- Dive Attack||1d6
-
-
- Talon
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
- Talon|4|1d4+2
-
-
- 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.
- Javelin|4|1d6+2
-
-
- Summon Air Elemental
- Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
-
-
-
- mountain
-
-
- Abjurer
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 84 (13d8+26)
- 30 ft.
- 91414181211
- Int +8, Wis +5
- Arcana +8, History +8
-
-
-
-
-
- 11
- any four languages
- 9
-
- Source
- Volo's Guide to Monsters, p. 209
-
-
- Spellcasting
- The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:
-
- Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost
-
- 1st level {4 slots): alarm*, mage armor, magic missile, shield*
-
- 2nd level (3 slots): arcane lock*, invisibility
-
- 3rd level (3 slots): counterspell*, dispel magic*, fireball
-
- 4th level (3 slots): banishment*, stoneskin*
-
- 5th level (2 slots): cone of cold, wall of force
-
- 6th level (1 slot): flesh to stone, globe of invulnerability*
-
- 7th level (1 slot): symbol* teleport
-
- *Abjuration spell of 1st level or higher
-
-
- Arcane Ward
- The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
-
-
- Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|3|1d6-1
- Two Handed|3|1d8-1
-
- blade ward. dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol teleport
- 4, 3, 3, 3, 2, 1, 1
- urban
-
-
- Abyssal Wretch
- M
- fiend (demon)
- chaotic evil
- 11 ()
- 18 (4d8)
- 20 ft.
- 91211585
-
-
- cold, fire, lightning
-
- poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 9
- understands Abyssal but can’t speak
- 1/4
-
- Source
- Mordenkainen's Tome of Foes, p. 136
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
- Bite|3|1d8+1
-
-
-
-
-
- Acererak
- M
- undead
- neutral evil
- 21 (natural armor)
- 285 (30d8+150)
- 30 ft.
- 131620272120
- Con +12, Int +15, Wis +12
- Arcana +22, History +22, Insight +12, Perception +12, Religion +15
- cold, lightning
-
- necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- truesight 120 ft.
- 22
- Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
- 23
-
- Source
- Tomb of Annihilation, p. 209
-
-
- Special Equipment
- Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a talisman of the sphere and has a sphere of annihilation under his control.
-
-
- Legendary Resistance (3/Day)
- If Acererak fails a saving throw, he can choose to succeed instead.
-
-
- Rejuvenation
- Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden.
-
-
- Spellcasting
- Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared:
-
- Cantrips (at will): mage hand, ray of frost, shocking grasp
-
- 1st level (at will): ray of sickness, shield
-
- 2nd level (at will): arcane lock, knock
-
- 3rd level (at will): animate dead, counterspell
-
- 4th level (3 slots): blight, ice storm, phantasmal killer
-
- 5th level (3 slots): cloudkill, hold monster, wall of force
-
- 6th level (3 slots): chain lightning, circle of death, disintegrate
-
- 7th level (3 slots): finger of death, plane shift, teleport
-
- 8th level (2 slots): maze, mind blank
-
- 9th level (2 slots): power word kill, time stop.
-
-
- Turn Resistance
- Acererak has advantage on saving throws against any effect that turns undead.
-
-
- Paralyzing Touch
- Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Paralyzing Touch|8|3d6
-
-
- Staff (+3 Quarterstaff)
- Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8+4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands.
- Staff|11|1d6+4+3d6
-
-
- Invoke Curse
- While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.
-
-
- Legendary Actions (3/Turn)
- Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Acererak regains spent legendary actions at the start of his turn.
-
-
- At-Will Spell
- Acererak can cast one of his at-will spells.
-
-
- Melee Attack
- Acererak uses Paralyzing Touch or makes one melee attack with his staff.
-
-
- Frightening Gaze (Costs 2 Actions)
- Acererak fixes his gaze on one creature it can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Acererak's gaze for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Talisman of the Sphere (Costs 2 Actions)
- Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet.
-
-
- Disrupt Life (Costs 3 Actions)
- Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
-
- mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop
- 0,0,0,3,3,3,3,2,2
-
-
- Adult Kruthik
- M
- monstrosity
- unaligned
- 18 (natural armor)
- 39 (6d8+12)
- 40 ft., burrow 20 ft., climb 40 ft.
- 1516157128
-
-
-
-
-
-
- darkvision 60 ft., tremorsense 60 ft.
- 11
- Kruthik
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 212
-
-
- Keen Smell
- The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pack Tactics
- The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Tunneler
- The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.
-
-
- Multiattack
- The kruthik makes two stab attacks or two spike attacks.
-
-
- Stab
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Stab|5|1d6+3
-
-
- Spike
- Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Spike|5|1d4+3
-
-
-
-
-
- Adult Oblex
- M
- ooze
- lawful evil
- 14 ()
- 75 (10d8+30)
- 20 ft.
- 81916191215
- Int +7, Cha +5
- Deception +5, Perception +4, Arcana +7, History +7, Nature +7, Religion +7
-
-
-
- blinded, charmed, deafened, exhaustion, prone
- blindsight 60 ft. (blind beyond this distance)
- 14
- Common plus two more languages
- 5
-
- Source
- Mordenkainen's Tome of Foes, p. 218
-
-
- Ooze Nature
- An oblex doesn't require sleep.
-
-
- Amorphous
- The oblex can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Aversion to Fire
- If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
-
-
- Innate Spellcasting
- The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
-
- 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell).
-
-
- Sulfurous Impersonation
- As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
-
-
- Multiattack
- The oblex makes one pseudopod attack and uses Eat Memories.
-
-
- Pseudopod
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage.
- Pseudopod|7|1d6+4+2d4
-
-
- Eat Memories
- The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
- While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
- When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- charm person, color spray, detect thoughts, hold person
-
-
-
- Aerisi Kalinoth
- M
- humanoid (elf)
- neutral evil
- 13 (16 with mage armor)
- 66 (12d8+12)
- 30 ft.
- 81612171016
-
- Arcana +6, History +6, Perception +3
- lightning
-
-
-
- darkvision 60 ft.
- 13
- Auran, Common, Elvish
- 7
-
- Source
- Princes of the Apocalypse p. 193
-
-
- Fey Ancestry
- Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
-
-
- Howling Defeat
- When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
-
-
- Legendary Resistance (2/Day)
- If Aerisi fails a saving throw, she can choose to succeed instead.
-
-
- Spellcasting
- Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
-
- • Cantrips (at will): gust, mage hand, message, prestidigitation, ray of frost, shocking grasp
-
- • 1st level (4 slots): charm person, feather fall, mage armor, thunderwave
-
- • 2nd level (3 slots): dust devil, gust of wind, invisibility
-
- • 3rd level (3 slots): fly, gaseous form, lightning bolt
-
- • 4th level (3 slots): ice storm, storm sphere
-
- • 5th level (2 slots): cloudkill, seeming (cast each day)
-
- • 6th level (1 slot): chain lightning
-
-
- Windvane
- Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 9 (1d6+6) piercing damage, or 10 (1d8+6) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.
- One Handed|9|1d6+6+1d6
- Two Handed|9|1d8+6+1d6
-
- gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning
- 4, 3, 3, 3, 2, 1
-
-
- Air Elemental Myrmidon
- M
- elemental
- neutral
- 18 (plate)
- 117 (18d8+36)
- 30 ft., fly 30 ft.
- 18141491010
-
-
- lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
-
- poison
- paralyzed, petrified, poisoned, prone
- darkvision 60 ft.
- 10
- Auran, one language of its creator's choice
- 7
-
- Source
- Princes of the Apocalypse p. 212
- Mordenkainen's Tome of Foes, p. 202
-
-
- Magic Weapons
- The myrmidon's weapon attacks are magical.
-
-
- Multiattack
- The myrmidon makes three flail attacks.
-
-
- Flail
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
- Flail|7|1d8+4
-
-
- Lightning Strike (Recharge 6)
- The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Lightning Strike|7|1d8+4+4d8
-
-
-
-
-
- Albino Dwarf Spirit Warrior
- M
- humanoid (dwarf)
- any alignment
- 13 (hide armor)
- 30 (4d8+12)
- 25 ft.
- 131317121411
-
- Perception +4, Stealth +3, Survival +4
- poison
-
-
-
- darkvision 60 ft.
- 14
- Common, Dwarvish
- 1
-
- Source
- Tomb of Annihilation, p. 210
-
-
- Dwarven Resilience
- The dwarf has advantage on saving throws against poison.
-
-
- Innate Spellcasting
- The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:
-
- 1/day each: hunter's mark, jump, pass without trace, speak with animals, speak with plant
-
-
- Handaxe
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Handaxe|3|1d6+1
-
- hunter’s mark, jump, pass without trace, speak with animals, speak with plants
- 0
-
-
- Albino Dwarf Warrior
- M
- humanoid (dwarf)
- any alignment
- 13 (hide armor)
- 30 (4d8+12)
- 25 ft.
- 131317121411
-
- Perception +4, Stealth +3, Survival +4
- poison
-
-
-
- darkvision 60 ft.
- 14
- Common, Dwarvish
- 1/4
-
- Source
- Tomb of Annihilation, p. 210
-
-
- Dwarven Resilience
- The dwarf has advantage on saving throws against poison.
-
-
- Handaxe
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
- Handaxe|3|1d6+1
-
-
-
-
-
- Aldani (Lobsterfolk)
- M
- monstrosity
- lawful neutral
- 14 (natural armor)
- 49 (9d8+9)
- 20 ft., swim 30 ft.
- 13812101410
-
- Perception +4, Survival +4
-
-
-
-
- darkvision 60 ft.
- 14
- Common
- 1
-
- Source
- Tomb of Annihilation, p. 210
-
-
- Amphibious
- The aldani can breathe air and water.
-
-
- Multiattack
- The aldani makes two attacks with its claws.
-
-
- Claw
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Claw|3|1d8+1
-
-
-
-
-
- Alhoon
- M
- undead
- any evil alignment
- 15 (natural armor)
- 120 (16d8+48)
- 30 ft.
- 111216191717
- Con +7, Int +8, Wis +7, Cha +7
- Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
- cold, lightning, necrotic
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks
- charmed, exhaustion, frightened, paralyzed, poisoned
- truesight 120 ft.
- 17
- Deep Speech, Undercommon, telepathy 120 ft.
- 10
-
- Source
- Volo's Guide to Monsters, p. 172
-
-
- Magic Resistance
- The alhoon has advantage on saving throws against spells and other magical effects.
-
-
- Innate Spellcasting (Psionics)
- The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
-
- At will: detect thoughts, levitate
-
- 1/day each: dominate monster, plane shift (self only)
-
-
- Spellcasting
- The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:
-
- Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
-
- 1st level (4 slots): detect magic, disguise self, magic missile, shield
-
- 2nd level (3 slots): invisibility, mirror image, scorching ray
-
- 3rd level (3 slots): counterspell, fly, lightning bolt
-
- 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer
-
- 5th level (2 slots): modify memory, wall of force
-
- 6th level (1 slot): disintegrate, globe of invulnerability
-
-
- Turn Resistance
- The alhoon has advantage on saving throws against any effect that turns undead.
-
-
- Chilling Grasp
- Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
- Chilling Grasp|8|3d6
-
-
- Mind Blast (Recharge 5-6)
- The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Mind Blast| |4d8+4
-
- detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard’s black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability
- 4, 3, 3, 3, 2, 1
- underdark
-
-
- Alkilith
- M
- fiend (demon)
- chaotic evil
- 17 (natural armor)
- 157 (15d8+90)
- 40 ft.
- 1219226117
- Dex +8, Con +10
- Stealth +8
- acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 10
- understands Abyssal but can’t speak
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 130
-
-
- Amorphous
- The alkilith can move through a space as narrow as 1 inch wide without squeezing.
-
-
- False Appearance
- While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
-
-
- Foment Madness
- Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
- If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
-
-
- Magic Resistance
- The alkilith has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The alkilith makes three tentacle attacks.
-
-
- Tentacle
- Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
- Tentacle|8|4d6+4
-
-
-
-
-
- Allip
- M
- undead
- neutral evil
- 13 ()
- 40 (9d8)
- 0 ft., fly 40 ft. (hover)
- 61710171516
- Int +6, Wis +5
- Perception +5, Stealth +6
- acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- cold; necrotic, poison
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 15
- the languages it knew in life
- 5
-
- Source
- Mordenkainen's Tome of Foes, p. 116
-
-
- Undead Nature
- An allip doesn't require air, food, drink, or sleep.
-
-
- Incorporeal Movement
- The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
-
-
- Maddening Touch
- Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
- Maddening Touch|6|4d6+3
-
-
- Whispers of Madness
- The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.
-
-
- Howling Babble (Recharge 6)
- Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
-
-
- Almiraj
- S
- beast
- unaligned
- 13
- 3 (1d6)
- 50 ft.
- 2161021410
-
-
-
-
-
-
-
- 12
-
- 0
-
- Source
- Tomb of Annihilation, p. 211
-
-
- Keen Senses
- The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
-
-
- Horn
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Horn|5|1d4+3
-
-
-
-
-
- Ambush Drake
- M
- dragon
- unaligned
- 13 (natural armor)
- 22 (4d6+8)
- 30 ft.
- 1315144116
-
- Perception +4, Stealth +4
- poison
-
-
-
- darkvision 60 ft.
- 14
- understands Draconic but can't speak it
- 1/2
-
- Source
- Hoard of the Dragon Queen p. 88
-
-
- Pack Tactics
- The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Surprise Attack
- If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
- Surprise Attack||2d6
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d6+1) piercing damage.
- Bite|4|1d6+1
-
-
-
-
-
- Amnizu
- M
- fiend (devil)
- lawful evil
- 21 (natural armor)
- 202 (27d8+81)
- 30 ft., fly 40 ft.
- 111316201218
- Dex +7, Con +9, Wis +7, Cha +10
- Perception +7
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- fire, poison
- charmed, poisoned
- darkvision 120 ft.
- 17
- Common, Infernal, telepathy 1,000 ft.
- 18
-
- Source
- Mordenkainen's Tome of Foes, p. 163
-
-
- Devil's Sight
- Magical darkness doesn't impede the amnizu's darkvision.
-
-
- Innate Spellcasting
- The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
-
- At will: charm person, command
-
- 3/day each: dominate person, fireball
-
- 1/day each: dominate monster, feeblemind.
-
-
- Magic Resistance
- The amnizu has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
-
-
- Taskmaster Whip
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
- Taskmaster Whip|11|2d4+5+6d10
-
-
- Disruptive Touch
- Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage.
- Disruptive Touch|11|8d10
-
-
- Poison Mind
- The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu's next turn.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
-
- Forgetfulness (Recharge 6)
- The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Variant: Summon Devil (1/Day)
- The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action.
-
-
- Instinctive Charm
- When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.
-
-
- charm person, command, dominate person, fireball, dominate monster, feeblemind
-
-
-
- Amphisbaena
- M
- monstrosity
- unaligned
- 14
- 11 (2d8+2)
- 30 ft., swim 30 ft.
- 1418123103
-
- Perception +2
-
-
-
-
- blindsight 10 ft.
- 13
-
- 1/2
-
- Source
- Ghosts of Saltmarsh p. 230
-
-
- Two Heads
- The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
-
-
- Multiattack
- The amphisbaena makes two bite attacks
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
- Bite|6|1d4+4+1d6
-
-
-
- underwater
-
-
- Animated Table
- L
- construct
- unaligned
- 15 (natural armor)
- 39 (6d10+6)
- 40 ft.
- 18813131
-
-
-
-
- poison, psychic
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- blindsight 60 ft. (blind beyond this radius)
- 6
-
- 2
-
- Source
- Tales from the Yawning Portal, p. 230
-
-
- Constructed Nature
- An animated table doesn't require air, food, drink, or sleep.
-
-
- Antimagic Susceptibility
- The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
- False Appearance
- While the table remains motionless, it is indistinguishable from a normal table.
-
-
- Charge
- If the table 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 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Ram
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
- Ram|6|2d8+4
-
-
-
-
-
- Ankylosaurus Zombie
- H
- undead
- unaligned
- 14 (natural armor)
- 68 (8d12+16)
- 20 ft.
- 19915263
-
-
-
-
- poison
- poisoned
- darkvision 60 ft.
- 8
-
- 3
-
- Source
- Tomb of Annihilation, p. 240
-
-
- Undead Fortitude
- If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
-
-
- Tail
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Tail|6|4d6+4
-
-
-
-
-
- Annis Hag
- L
- fey
- chaotic evil
- 17 (natural armor)
- 75 (10d10+20)
- 40 ft.
- 211214131415
- Con +5
- Deception +5, Perception +5
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 60 ft.
- 15
- Common, Giant, Sylvan
- 6
-
- Source
- Volo's Guide to Monsters, p. 159
-
-
- Innate Spellcasting
- The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
-
- 3/day each: disguise self (including the form of a Medium humanoid), fog cloud
-
-
- Hag Coven
- When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
- A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
-
-
- Shared Spellcasting (Coven Only)
- While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
-
- • 1st level (4 slots): identify, ray of sickness
-
- • 2nd level (3 slots): hold person, locate object
-
- • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
-
- • 4th level (3 slots): phantasmal killer, polymorph
-
- • 5th level (2 slots): contact other plane, scrying
-
- • 6th level (1 slot): eyebite
-
- For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
-
-
- Hag Eye (Coven Only)
- A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
- A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
-
-
- Variant: Death Coven
- For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): false life, inflict wounds
-
- 2nd level (3 slots): gentle repose, ray of enfeeblement
-
- 3rd level (3 slots): animate dead, revivify, speak with dead
-
- 4th level (3 slots): blight, death ward
-
- 5th level (2 slots): contagion, raise dead
-
- 6th level (1 slot): circle of death
-
-
- Variant: Nature Coven
- For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): entangle, speak with animals
-
- 2nd level (3 slots): flaming sphere, moonbeam, spike growth
-
- 3rd level (3 slots): call lightning, plant growth
-
- 4th level (3 slots): dominate beast, grasping vine
-
- 5th level (2 slots): insect plague, tree stride
-
- 6th level (1 slot): wall of thorns
-
-
- Variant: Prophecy Coven
- For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): bane, bless
-
- 2nd level (3 slots): augury, detect thoughts
-
- 3rd level (3 slots): clairvoyance, dispel magic, nondetection
-
- 4th level (3 slots): arcane eye, locate creature
-
- 5th level (2 slots): geas, legend lore
-
- 6th level (1 slot): true seeing
-
-
- Multiattack
- The annis makes three attacks: one with her bite and two with her claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.
- Bite|8|3d6+5
-
-
- Claw
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
- Claw|8|3d6+5
-
-
- Crushing Hug
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Crushing Hug|8|9d6+5
- Per Turn| |9d6+5
-
- disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite
-
- hill, mountain
-
-
- Apprentice Wizard
- M
- humanoid (any race)
- any alignment
- 10
- 9 (2d8)
- 30 ft.
- 101010141011
-
- Arcana +4, History +4
-
-
-
-
-
- 10
- any one language (usually Common)
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 209
-
-
- Spellcasting
- The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will): fire bolt, mending, prestidigitation
-
- 1st level (2 slots): burning hands, disguise self, shield
-
-
- Dagger
- Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage.
- Dagger|2|1d4
-
- fire bolt, mending, prestidigitation, burning hands, disguise self, shield
- 2
- urban
-
-
- Archdruid
- M
- humanoid (any race)
- any alignment
- 16 (hide armor, shield)
- 132 (24d8+24)
- 30 ft.
- 101412122011
- Int +5, Wis +9
- Medicine +9, Nature +5, Perception +9
-
-
-
-
-
- 19
- Druidic plus any two languages
- 12
-
- Source
- Volo's Guide to Monsters, p. 210
-
-
- Spellcasting
- The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
-
- Cantrips (at will): druidcraft, mending, poison spray, produce flame
-
- 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
-
- 2nd level (3 slots): animal messenger, beast sense, hold person
-
- 3rd level (3 slots): conjure animals, meld into stone, water breathing
-
- 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire
-
- 5th level (3 slots): commune with nature, mass cure wounds, tree stride
-
- 6th level (1 slot): heal, heroes’ feast, sunbeam
-
- 7th level (1 slot): fire storm
-
- 8th level (1 slot): animal shapes
-
- 9th level (1 slot): foresight
-
-
- Scimitar
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
- Scimitar|6|1d6+2
-
-
- Change Shape (2/Day)
- The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
- While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
- The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
-
- druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight
- 4, 3, 3, 3, 3, 1, 1, 1, 1
- forest, mountain, swamp, underwater
-
-
- Archer
- M
- humanoid (any race)
- any alignment
- 16 (studded leather armor)
- 75 (10d8+30)
- 30 ft.
- 111816111310
-
- Acrobatics +6, Perception +5
-
-
-
-
-
- 15
- any one language (usually Common)
- 3
-
- Source
- Volo's Guide to Monsters, p. 210
-
-
- Archer's Eye
- As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
-
-
- Multiattack
- The archer makes two attacks with its longbow.
-
-
- Shortsword
- Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage.
- Shortsword|6|1d6+4
-
-
- Longbow
- Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
- Longbow|6|1d8+4
-
-
-
- forest, urban
-
-
- Armanite
- L
- fiend (demon)
- chaotic evil
- 16 (natural armor)
- 84 (8d10+40)
- 60 ft.
- 21182181213
-
-
- cold, fire, lightning
-
- poison
- poisoned
- darkvision 120 ft.
- 11
- Abyssal, telepathy 120 ft.
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 130
-
-
- Magic Resistance
- The armanite has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The armanite's weapon attacks are magical.
-
-
- Multiattack
- The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
-
-
- Hooves
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
- Hooves|8|2d6+5
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
- Claws|8|2d4+5
-
-
- Serrated Tail
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
- Serrated Tail|8|2d10+5
-
-
- Lightning Lance (Recharge 5-6)
- The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Artus Cimber
- M
- humanoid (human)
- neutral good
- 14 (studded leather)
- 82 (15d8+15)
- 30 ft.
- 101513171618
- Dex +5, Cha +7
- Deception +7, History +9, Insight +6, Survival +9
-
-
- cold (while wearing the Ring of Winter)
-
-
- 13
- Common, Draconic, Dwarvish, Goblin
- 7
-
- Source
- Tomb of Annihilation, p. 212
-
-
- Special Equipment
- Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.
- Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:
-
- • Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
-
- • Turn the dagger into a compass that, while resting on Artus's palm, points north.
-
- • Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn.
-
- • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.
-
-
- Multiattack
- Artus makes three attacks with [magic item]Bookmark[magic item] or his longbow.
-
-
- Bookmark (+3 Dagger)
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
- Bookmark|8|1d4+5
-
-
- Longbow
- Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Longbow|5|1d8+2
-
-
- Ring of Winter
- The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
-
- • Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of _30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.
-
- • Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).
-
- • Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary.
-
-
-
-
-
- Assassin Vine
- L
- plant
- unaligned
- 13 (natural armor)
- 85 (10d10+30)
- 5 ft., climb 5 ft.
- 1810161101
-
-
- cold, fire
-
-
- blinded, deafened, exhaustion, prone
- blindsight 30 ft.
- 10
-
- 3
-
- Source
- Tomb of Annihilation, p. 213
-
-
- False Appearance
- While the assassin vine remains motionless, it is indistinguishable from a normal plant.
-
-
- Constrict
- Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|6|2d6+4
-
-
- Entangling Vines
- The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
-
-
-
- Astral Dreadnought
- G
- monstrosity (titan)
- unaligned
- 20 (natural armor)
- 297 (17d20+119)
- 15 ft., fly 80 ft. (hover)
- 2872551418
- Dex +5, Wis +9
- Perception +9
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
- darkvision 120 ft.
- 19
-
- 21
-
- Source
- Mordenkainen's Tome of Foes, p. 117
-
-
- Titanic Nature
- Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep.
-
-
- Antimagic Cone
- The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
-
-
- Astral Entity
- The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.
-
-
- Demiplanar Donjon
- Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
-
-
- Legendary Resistance (3/Day)
- If the astral dreadnought fails a saving throw, it can choose to succeed instead.
-
-
- Magic Weapons
- An astral dreadnought's weapon attacks are magical.
-
-
- Sever Silver Cord
- If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.
-
-
- Multiattack
- The astral dreadnought makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon.
- Bite|16|5d10+9
-
-
- Claw
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
- Claw|16|3d6+9
-
-
- Legendary Actions (3/Turn)
- The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dreadnought regains spent legendary actions at the start of its turn.
-
-
- Claw
- The astral dreadnought makes one claw attack.
-
-
- Donjon Visit (Costs 2 Actions)
- One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
-
-
- Psychic Projection (Costs 3 Actions)
- Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Atropal
- H
- undead (titan)
- neutral evil
- 7
- 225 (18d12+108)
- 0 ft., fly 50 ft. (hover)
- 19522251924
- Con +11, Wis +9
-
-
- radiant
- cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- exhaustion, frightened, paralyzed, poisoned, prone
- darkvision 120 ft., truesight 120 ft.
- 14
- understands Celestial but utters only obscene nonsense
- 13
-
- Source
- Tomb of Annihilation, p. 214
-
-
- Magic Resistance
- The atropal has advantage on saving throws against spells and other magical effects.
-
-
- Negative Energy Aura
- Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage.
- If the atropal is struck by a vorpal sword, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature.
-
-
- Turn Resistance Aura
- The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead.
-
-
- Touch
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.
- Touch|9|3d6
-
-
- Ray of Cold
- Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage.
- Ray of Cold|12|6d6
-
-
- Life Drain
- The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt.
-
-
- Summon Wraith (Recharge 6)
- The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies.
-
-
- Legendary Actions (3/Turn)
- The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The atropal regains spent legendary actions at the start of its turn.
-
-
- Touch
- The atropal makes a touch attack.
-
-
- Ray of Cold (Costs 2 Actions)
- The atropal uses its Ray of Cold.
-
-
- Disrupt Life (Costs 3 Actions)
- The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.
-
-
-
-
-
- Augrek Brighthelm
- M
- humanoid (shield dwarf)
- lawful good
- 15 (chain shirt, shield)
- 13 (2d8+4)
- 25 ft.
- 141115101111
-
- Athletics +4, Perception +2
- poison
-
-
-
- darkvision 60 ft.
- 12
- Common, Dwarvish
-
-
- Source
- Storm King's Thunder, p. 247
-
-
- Dwarvish Resilience
- Augrek has advantage on saving throws against poison.
-
-
- Roleplaying Information
- Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.
-
- Ideal: "You'll get farther in life with a kind word than an axe."
-
- Bond: "Bryn Shander is my home. It's my job to protect her."
-
- Flaw: "I'm head over heels in love with Sheriff Southwell. One day I hope to marry him."
-
-
- Warhammer
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) bludgeoning damage if used with two hands.
- One Handed|4|1d8+2
- Two Handed|4|1d10+2
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.
- Heavy Crossbow|2|1d10
-
-
-
-
-
- Aurochs
- L
- beast
- unaligned
- 11 (natural armor)
- 38 (4d10+16)
- 50 ft.
- 2010192125
-
-
-
-
-
-
-
- 11
-
- 2
-
- Source
- Volo's Guide to Monsters, p. 207
-
-
- Charge
- If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d8
-
-
- Gore
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
- Gore|7|2d8+5
-
-
-
- grassland, hill, mountain
-
-
- Autumn Eladrin
- M
- fey (elf)
- chaotic neutral
- 19 (natural armor)
- 127 (17d8+51)
- 30 ft.
- 121616141718
-
- Insight +7, Medicine +7
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 60 ft.
- 13
- Common, Elvish, Sylvan
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 195
-
-
- Enchanting Presence
- Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
- Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Fey Step (Recharge 4-6)
- As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
-
-
- Innate Spellcasting
- The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: calm emotions, sleep
-
- 3/day each: cure wounds (as a 5th-level spell), lesser restoration
-
- 1/day each: greater restoration, heal, raise dead.
-
-
- Magic Resistance
- The eladrin has advantage on saving throws against spells and other magical effects.
-
-
- Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
- Longsword|5|1d8+1
-
-
- Longbow
- Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.
- Longbow|7|1d8+3+4d8
-
-
- Foster Peace
- If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
-
-
- calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead
- 0
-
-
- Awakened Zurkhwood
- H
- plant
- unaligned
- 13 (natural armor)
- 59 (7d12+14)
- 20 ft.
- 1961510107
-
-
- bludgeoning, piercing
- fire
-
-
- darkvision 120 ft.
- 10
- one language known by its creator (if created by a myconid sovereign, can't speak)
- 2
-
- Source
- Out of the Abyss p. 230
-
-
- False Appearance
- While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom.
-
-
- Slam
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
- Slam|6|3d6+4
-
-
-
-
-
- Azbara Jos
- M
- humanoid (human)
- lawful evil
- 13 (16 with mage armor)
- 39 (6d8+12)
- 30 ft.
- 91614161311
- Int +5, Wis +3
- Arcana +5, Deception +2, Insight +3, Stealth +5
-
-
-
-
-
- 11
- Common, Draconic, Infernal, Primordial, Thayan
- 4
-
- Source
- Hoard of the Dragon Queen p. 88
-
-
- Special Equipment
- Azbara has two scrolls of mage armor.
-
-
- Potent Cantrips
- When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect.
-
-
- Sculpt Spells
- When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell.
-
-
- Spellcasting
- Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:
-
- • Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
-
- • 1st level (4 slots): fog cloud, magic missile, shield, thunderwave
-
- • 2nd level (3 slots): invisibility, misty step, scorching ray
-
- • 3rd level (3 slots): counterspell, dispel magic, fireball
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 5 (1d4+3) piercing damage.
- Dagger|5|1d4+3
-
- mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball
- 4, 3, 3
-
-
- Baba Lysaga
- M
- humanoid (human, shapechanger)
- chaotic evil
- 15 (natural armor)
- 120 (16d8+48)
- 30 ft.
- 181016201713
- Wis +7
- Arcana +13, Religion +13
-
-
-
-
-
- 13
- Abyssal, Common, Draconic, Dwarvish, Giant
- 11
-
- Source
- Curse of Strahd p. 228
-
-
- Shapechanger
- Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.
-
-
- Blessing of Mother Night
- Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.
-
-
- Spellcasting
- Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
-
- • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
-
- •1st level (4 slots): detect magic, magic missile, sleep, witch bolt
-
- •2nd level (3 slots): crown of madness, enlarge/reduce, misty step
-
- •3rd level (3 slots): dispel magic, fireball, lightning bolt
-
- •4th level (3 slots): blight, Everard's black tentacles, polymorph
-
- •5th level (2 slots): cloudkill, geas, scrying
-
- •6th level (1 slot): programmed illusion, true seeing
-
- •7th level (1 slot): finger of death, mirage arcane
-
- •8th level (1 slot): power word stun
-
-
- Multiattack
- Baba Lysaga makes three attacks with her quarterstaff
-
-
- Quarterstaff
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if wielded with two hands.
- One Handed|8|1d6+4
- Two Handed|8|1d8+4
-
-
- Summon Swarms of Insects (Recharges after a Short or Long Rest)
- Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.
-
- acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Everard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun
- 4, 3, 3, 3, 2, 1, 1, 1
-
-
- Baba Lysaga's Creeping Hut
- G
- construct
- unaligned
- 16 (natural armor)
- 263 (17d10+85)
- 30 ft.
- 26720133
- Con +9, Wis +0, Cha +0
-
-
-
- poison, psychic
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
- blindsight 120 ft. (blind beyond this radius)
- 6
-
- 11
-
- Source
- Curse of Strahd p. 226
-
-
- Constructed Nature
- An animated object doesn't require air, food, drink, or sleep.
- The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
-
-
- Antimagic Susceptibility
- The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
-
-
- Siege Monster
- The hut deals double damage to objects and structures.
-
-
- Multiattack
- The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.
-
-
- Root
- Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
- Root|12|4d10+8
-
-
- Rock
- Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8+8) bludgeoning damage.
- Rock|12|3d8+8
-
-
-
-
-
- Babau
- M
- fiend (demon)
- chaotic evil
- 16 (natural armor)
- 82 (11d8+33)
- 40 ft.
- 191616111213
-
- Perception +5, Stealth +5
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- poisoned
- darkvision 120 ft.
- 15
- Abyssal
- 4
-
- Source
- Volo's Guide to Monsters, p. 136
-
-
- Innate Spellcasting
- The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:
-
- At will: darkness, dispel magic, fear, heat metal, levitate
-
-
- Multiattack
- The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.
- Claw|6|1d8+4
-
-
- Spear
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.
- One Handed|6|1d6+4
- Two Handed|6|1d8+4
-
-
- Weakening Gaze
- The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- darkness, dispel magic, fear, heat metal, levitate
-
- underdark, urban
-
-
- Bael
- L
- fiend (devil)
- lawful evil
- 18 (plate)
- 189 (18d10+90)
- 30 ft.
- 241720212424
- Dex +9, Con +11, Int +11, Cha +13
- Intimidation +13, Perception +13, Persuasion +13
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 23
- all, telepathy 120 ft.
- 19
-
- Source
- Mordenkainen's Tome of Foes, p.170
-
-
- Dreadful
- Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Innate Spellcasting
- Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image
-
- 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire
-
- 1/day each: dominate monster, symbol (stunning only).
-
-
- Legendary Resistance (3/Day)
- If Bael fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Bael has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- Bael's weapon attacks are magical.
-
-
- Regeneration
- Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Multiattack
- Bael makes two melee attacks.
-
-
- Hellish Morningstar
- Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.
- Hellish Morningstar|13|2d8+7+3d8
-
-
- Infernal Command
- Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.
-
-
- Teleport
- Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Legendary Actions (3/Turn)
- Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn.
-
-
- Attack (Costs 2 Actions)
- Bael attacks once with his hellish morningstar.
-
-
- Awaken Greed
- Bael casts charm person or major image.
-
-
- Infernal Command
- Bael uses his Infernal Command action.
-
-
- Teleport
- Bael uses his Teleport action.
-
- alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol
-
-
-
- Balhannoth
- L
- aberration
- chaotic evil
- 17 (natural armor)
- 114 (12d10+48)
- 25 ft., climb 25 ft.
- 178186158
- Con +8
- Perception +6
-
-
-
- blinded
- blindsight 500 ft. (blind beyond this radius)
- 16
- understands Deep Speech, telepathy 1 mile
- 11
-
- Source
- Mordenkainen's Tome of Foes, p.118
-
-
- Legendary Resistance (2/Day)
- If the balhannoth fails a saving throw, it can choose to succeed instead.
-
-
- Multiattack
- The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.
- Bite|7|4d10+3
-
-
- Tentacle
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacle|7|2d6+3
-
-
- Lair Actions
- When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:
-
- • The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.
-
- • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.
-
- • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Legendary Actions (3/Turn)
- The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn.
-
-
- Bite Attack
- The balhannoth makes one bite attack against one creature it has grappled.
-
-
- Teleport
- The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
-
-
- Vanish
- The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
-
-
-
-
-
- Banderhobb
- L
- monstrosity
- neutral evil
- 15 (natural armor)
- 84 (8d10+40)
- 30 ft.
- 20122011148
-
- Athletics +8, Stealth +7
-
-
-
- charmed, frightened
- darkvision 120 ft.
- 12
- understands Common and the languages of its creator, but can't speak
- 5
-
- Source
- Volo's Guide to Monsters, p. 122
-
-
- Resonant Connection
- If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb.
-
-
- Shadow Stealth
- While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|8|5d6+5
-
-
- Tongue
- Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
- Tongue|8|3d6
-
-
- Swallow
- The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.
- The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Swallow||3d6
-
-
- Shadow Step
- The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
-
-
-
- urban
-
-
- Baphomet
- H
- fiend (demon)
- chaotic evil
- 22 (natural armor)
- 333 (23d12+184)
- 40 ft.
- 301426182416
- Dex +9, Con +15, Wis +14
- Intimidation +17, Perception +14
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 24
- all, telepathy 120 ft.
- 23
-
- Source
- Out of the Abyss p. 234
- Mordenkainen's Tome of Foes, p. 143
-
-
- Charge
- If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
- ||4d10
-
-
- Innate Spellcasting
- Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
-
- At will: detect magic
- 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone
- 1/day each: teleport
-
-
- Labyrinthine Recall
- Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
-
-
- Legendary Resistance (3/Day)
- If Baphomet fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Baphomet has advantage on saving throws against spells and other magic effects.
-
-
- Magic Weapon
- Baphomet's weapon attacks are magical.
-
-
- Reckless
- At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
-
-
- Multiattack
- Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
-
-
- Heartcleaver
- Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage
- Heartcleaver|17|4d6+10
-
-
- Bite
- Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage.
- Bite|17|2d8+10
-
-
- Gore
- Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) piercing damage.
- Gore|17|2d10+10
-
-
- Frightful Presence
- Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
- If a creature succeeds on any of these saves or the effect ends on it, the creature is immune is Baphomet's Frightful Presence for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:
-
- • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.
-
- • Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
-
- • Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.
-
-
- Legendary Actions (3/Turn)
- Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn.
-
-
- Heartcleaver Attack
- Baphomet makes a melee attack with Heartcleaver.
- Heartcleaver|17|4d6+10
-
-
- Charge (Costs 2 Actions)
- Baphomet moves up to his speed, then makes a gore attack.
- Charge|17|2d10+10
-
- detect magic, dispel magic, dominate beast, hunter's mark, maze, wall of stone, teleport
-
-
-
- Bard
- M
- humanoid (any race)
- any alignment
- 15 (chain shirt)
- 44 (8d8+8)
- 30 ft.
- 111412101314
- Dex +4, Wis +3
- Acrobatics +4, Perception +5, Performance +6
-
-
-
-
-
- 15
- any two languages
- 2
-
- Source
- Volo's Guide to Monsters, p. 211
-
-
- Spellcasting
- The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
-
- Cantrips (at will): friends, mage hand, vicious mockery
-
- 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
-
- 2nd level (3 slots): invisibility, shatter
-
-
- Song of Rest
- The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
-
-
- Taunt (2/day)
- The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Shortbow
- Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.
- Shortbow|4|1d6+2
-
- friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter
- 4, 3
- urban
-
-
- Barghest
- L
- fiend (shapechanger)
- neutral evil
- 17 (natural armor)
- 90 (12d10+24)
- 60 ft. (30 ft.in goblin form)
- 191514131214
-
- Deception +4, Intimidation +4, Perception +5, Stealth +4
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 15
- Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
- 4
-
- Source
- Volo's Guide to Monsters, p. 123
-
-
- Shapechanger
- The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
-
-
- Fire Banishment
- When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
-
-
- Keen Smell
- The barghest has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Innate Spellcasting
- The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components::
-
- • At will: levitate, minor illusion, pass without trace
-
- • 1/day each: charm person, dimension door, suggestion
-
-
- Soul Feeding
- A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
- While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
- Bite|6|2d8+4
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
- Claws|6|1d8+4
-
- levitate, minor illusion, pass without trace, charm person, dimension door, suggestion
-
- forest, grassland, hill, mountain, underdark
-
-
- Barovian Witch
- M
- humanoid (human)
- chaotic evil
- 10
- 16 (3d8+3)
- 30 ft.
- 71113141112
-
- Arcana +4, Perception +2
-
-
-
-
- darkvision 60 ft.
- 12
- Common
- 1/2
-
- Source
- Curse of Strahd p. 229
-
-
- Spellcasting
- The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:
-
- • Cantrips (at will): mage hand, prestidigitation, ray of frost
-
- •1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter
-
- •2nd level (2 slots): alter self, invisibility
-
-
- Claws (Requires Alter Self)
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. This attack is magical.
- Claws|3|1d6+1
-
-
- Dagger
- Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
- Dagger|2|1d4
-
- mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility
- 4, 2
-
-
- Bastian Thermandar
- M
- humanoid (fire genasi)
- neutral evil
- 12 (15 with mage armor)
- 78 (12d8+24)
- 30 ft.
- 12141511918
-
- Arcana +3, Deception +7
- fire
-
-
-
- darkvision 60 ft.
- 9
- Common, Ignan
- 8
-
- Source
- Princes of the Apocalypse p. 201
-
-
- Innate Spellcasting
- Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
-
- • At will: produce flame
-
- • 1/day: burning hands
-
-
- Spellcasting
- Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells:
-
- • Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
-
- • 1st level (4 slots): mage armor, magic missile, shield
-
- • 2nd level (3 slots): misty step, scorching ray
-
- • 3rd level (3 slots): counterspell, fireball
-
- • 4th level (3 slots): dimension door, wall of fire
-
- • 5th level (1 slot): hold monster
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|5|1d4+2
-
- produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster
- 4, 3, 3, 3, 1
-
-
- Belaphoss
- H
- fiend (demon)
- chaotic evil
- 19 (natural armor)
- 262 (21d12+126)
- 40 ft., fly 80 ft.
- 261522201622
- Str +14, Con +12, Wis +9, Cha +12
-
- cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
-
- fire, poison
- charmed, frightened, poisoned
- truesight 120 ft.
- 13
- Abyssal, telepathy 120 ft.
- 20
-
- Source
- Dragon+ #4
-
-
- Death Throes
- When Belaphoss dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Belaphoss's weapons.
-
-
- Fire Aura
- At the start of each of Belaphoss's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Belpahoss or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.
-
-
- Magic Resistance
- Belaphoss has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapon
- Belaphoss's weapon attacks are magical.
-
-
- Multiattack
- Belaphoss makes two attacks: one with his greataxe and one with his whip.
-
-
- Greataxe
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+9) slashing damage plus 13 (3d8) fire damage. If Belaphoss scores a critical hit, he rolls damage dice three times, instead of twice.
- Greataxe|14|3d10+9+3d8
-
-
- Whip
- Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Belaphoss.
- Whip|14|2d6+8+3d6
-
-
- Abyssal Storm (Recharge 5-6)
- Belaphoss surrounds himself with explosive fire that fills a 30-foot sphere centered on him and spreads around corners. Each creature in the fire must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage on a failed save, or half as much on a successful one. Belaphoss is immune to this damage. Objects in the area are subject to it, and the fire ignites flammable objects in the area that aren't being worn or carried.
-
-
- Teleport
- Belaphoss magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Winged Barrage
- Belaphoss beats his wings. Each creature in a 20-foot cube originating from him must make a DC 20 Dexterity saving throw. On a failure, a target takes 29 (6d6+9) bludgeoning damage and is pushed 20 feet away from Belaphoss. On a success, the target takes half the bludgeoning damage and isn't pushed. Belaphoss can then fly up to half his flying speed.
-
-
-
-
-
- Beldora
- M
- humanoid (Illuskan human)
- chaotic good
- 12
- 18 (4d8)
- 30 ft.
- 101410161216
-
- Deception +5, Insight +3, Investigation +5, Perception +3, Persuasion +5
-
-
-
-
-
- 13
- Common, Draconic, Dwarvish, Halfling
-
-
- Source
- Storm King's Thunder, p. 249
-
-
- Roleplaying Information
- Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.
-
- Ideal: "We should all strive to help one another."
-
- Bond: "I'll risk my life to protect the powerless."
-
- Flaw: "I like lying to people. Makes life more interesting, no?"
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Hand Crossbow
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.
- Hand Crossbow|4|1d6+2
-
-
- Duck and Cover
- Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained.
-
-
-
-
-
- Berbalang
- M
- aberration
- neutral evil
- 14 (natural armor)
- 38 (11d8-11)
- 30 ft., fly 40 ft.
- 9169171110
- Dex +5, Int +5
- Arcana +5, History +5, Insight +2, Perception +2, Religion +5
-
-
-
-
- truesight 120 ft.
- 12
- all, but rarely speaks
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 120
-
-
- Spectral Duplicate (Recharges after a Short or Long Rest)
- As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
- Innate Spellcasting
- The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
-
- At will: speak with dead
-
- 1/day each: plane shift (self only)
-
-
- Multiattack
- The berbalang makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
- Bite|5|1d10+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
- Claw|5|2d4+3
-
- speak with dead, plane shift
- 0
-
-
- Bheur Hag
- M
- fey
- chaotic evil
- 17 (natural armor)
- 91 (14d8+28)
- 30 ft.
- 131614121316
- Wis +4
- Nature +4, Perception +4, Stealth +6, Survival +4
-
-
- cold
-
- darkvision 60 ft.
- 14
- Auran, Common, Giant
- 7
-
- Source
- Volo's Guide to Monsters, p. 160
-
-
- Graystaff Magic
- The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
-
-
- Ice Walk
- The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.
-
-
- Innate Spellcasting
- The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
-
- At will: hold person,* ray of frost
-
- 3/day each: cone of cold,* ice storm*, wall of ice*
-
- 1/day each: control weather
-
-
- Hag Coven
- When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
- A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
-
-
- Shared Spellcasting (Coven Only)
- While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
-
- • 1st level (4 slots): identify, ray of sickness
-
- • 2nd level (3 slots): hold person, locate object
-
- • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
-
- • 4th level (3 slots): phantasmal killer, polymorph
-
- • 5th level (2 slots): contact other plane, scrying
-
- • 6th level (1 slot): eyebite
-
- For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
-
-
- Hag Eye (Coven Only)
- A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
- A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
-
-
- Variant: Death Coven
- For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): false life, inflict wounds
-
- 2nd level (3 slots): gentle repose, ray of enfeeblement
-
- 3rd level (3 slots): animate dead, revivify, speak with dead
-
- 4th level (3 slots): blight, death ward
-
- 5th level (2 slots): contagion, raise dead
-
- 6th level (1 slot): circle of death
-
-
- Variant: Nature Coven
- For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): entangle, speak with animals
-
- 2nd level (3 slots): flaming sphere, moonbeam, spike growth
-
- 3rd level (3 slots): call lightning, plant growth
-
- 4th level (3 slots): dominate beast, grasping vine
-
- 5th level (2 slots): insect plague, tree stride
-
- 6th level (1 slot): wall of thorns
-
-
- Variant: Prophecy Coven
- For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
-
- 1st level (4 slots): bane, bless
-
- 2nd level (3 slots): augury, detect thoughts
-
- 3rd level (3 slots): clairvoyance, dispel magic, nondetection
-
- 4th level (3 slots): arcane eye, locate creature
-
- 5th level (2 slots): geas, legend lore
-
- 6th level (1 slot): true seeing
-
-
- Slam
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.
- Slam|4|2d8+1+1d6
-
-
- Maddening Feast
- The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
- hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite
-
- arctic
-
-
- Black Abishai
- M
- fiend (devil)
- lawful evil
- 15 (natural armor)
- 58 (9d8+18)
- 30 ft., fly 40 ft.
- 141714131611
- Dex +6, Wis +6
- Perception +6, Stealth +6
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- acid, fire, poison
- poisoned
- darkvision 120 ft.
- 16
- Draconic, Infernal, telepathy 120 ft.
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 160
-
-
- Devil's Sight
- Magical darkness doesn't impede the abishai's darkvision.
-
-
- Magic Resistance
- The abishai has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The abishai's weapon attacks are magical.
-
-
- Shadow Stealth
- While in dim light or darkness, the abishai can take the Hide action as a bonus action.
-
-
- Multiattack
- The abishai makes three attacks: two with its scimitar and one with its bite.
-
-
- Scimitar
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Scimitar|6|1d6+3
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.
- Bite|6|1d10+3+2d8
-
-
- Creeping Darkness (Recharge 6)
- The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.
-
-
-
-
-
- Black Earth Guard
- M
- humanoid (human)
- neutral evil
- 18 (plate)
- 39 (6d8+12)
- 30 ft.
- 17111410109
-
- Intimidation +1, Perception +2
-
-
-
-
-
- 12
- Common
- 2
-
- Source
- Princes of the Apocalypse p. 195
-
-
- Multiattack
- The guard makes two melee attacks.
-
-
- Morningstar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Morningstar|5|1d8+3
-
-
- Unyielding
- When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
-
-
-
-
-
- Black Earth Priest
- M
- humanoid (human)
- neutral evil
- 17 (splint)
- 45 (7d8+14)
- 30 ft.
- 151114121016
-
- Intimidation +5, Religion +3, Persuasion +5
-
-
-
-
-
- 10
- Common, Terran
- 3
-
- Source
- Princes of the Apocalypse p. 195
-
-
- Spellcasting
- The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): acid splash, blade ward, light, mending, mold earth
-
- • 1st level (4 slots): earth tremor, expeditious retreat, shield
-
- • 2nd level (3 slots): shatter, spider climb
-
- • 3rd level (2 slots): slow
-
-
- Multiattack
- The priest makes two melee attacks.
-
-
- Glaive
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage.
- Glaive|4|1d10+2
-
-
- Unyielding
- When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
-
- acid splash, blade ward, light, mending, mold earth, earth tremor, expeditious retreat, shield, shatter, spider climb, slow
- 4, 3, 2
-
-
- Black Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft., swim 30 ft.
- 1611164107
-
- Perception +2
- acid
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Amphibious
- The guard drake can breathe air and water.
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- swamp, urban
-
-
- Blackguard
- M
- humanoid (any race)
- any non-good alignment
- 18 (plate)
- 153 (18d8+72)
- 30 ft.
- 181118111415
- Wis +5, Cha +5
- Athletics +7, Deception +5, Intimidation +5
-
-
-
-
-
- 12
- any one language (usually Common)
- 8
-
- Source
- Volo's Guide to Monsters, p. 211
-
-
- Spellcasting
- The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:
-
- 1st level (4 slots): command, protection from evil and good, thunderous smite
-
- 2nd level (3 slots): branding smite, find steed
-
- 3rd level (2 slots): blinding smite, dispel magic
-
-
- Multiattack
- The blackguard makes three attacks with its glaive or its shortbow.
-
-
- Glaive
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.
- Glaive|7|1d10+4
-
-
- Shortbow
- Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortbow|3|1d6+2
-
-
- Dreadful Aspect (Recharges after a Short or Long Rest)
- The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic
- 4, 3, 2
- underdark, urban
-
-
- Blagothkus
- H
- giant (cloud giant)
- neutral evil
- 17 (splint)
- 138 (12d12+60)
- 40 ft.
- 261320161515
- Con +9, Wis +6, Cha +6
- Arcana +7, Insight +6, Intimidation +6, Perception +6
-
-
-
-
-
- 16
- Common, Draconic, Giant
- 9
-
- Source
- Hoard of the Dragon Queen p. 89
-
-
- Keen Smell
- Blagothkus has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Innate Spellcasting
- Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components:
-
- • 3/day each: fog cloud, levitate
-
-
- Spellcasting
- Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:
-
- • Cantrips (at will): light, mage hand, prestidigitation
-
- • 1st level (4 slots): detect magic, identify, magic missile, shield
-
- • 2nd level (3 slots): gust of wind, misty step, shatter
-
- • 3rd level (2 slots): fly, lightning bolt
-
-
- Multiattack
- Blagothkus attacks twice with his morningstar.
-
-
- Morningstar
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 21 (3d8+8) piercing damage.
- Morningstar|10|3d8+8
-
- fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt
- 4, 3, 2
-
-
- Blue Abishai
- M
- fiend (devil)
- lawful evil
- 19 (natural armor)
- 195 (26d8+78)
- 30 ft., fly 50 ft.
- 151417222318
- Int +12, Wis +12
- Arcana +12
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- fire, lightning, poison
- poisoned
- darkvision 120 ft.
- 16
- Draconic, Infernal, telepathy 120 ft.
- 17
-
- Source
- Mordenkainen's Tome of Foes, p. 161
-
-
- Devil's Sight
- Magical darkness doesn't impede the abishai's darkvision.
-
-
- Magic Resistance
- The abishai has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The abishai's weapon attacks are magical.
-
-
- Spellcasting
- The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:
-
- Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp
-
- 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave
-
- 2nd level (3 slots): darkness, mirror image, misty step
-
- 3rd level (3 slots): dispel magic, fear, lightning bolt
-
- 4th level (3 slots): dimension door, greater invisibility, ice storm
-
- 5th level (2 slots): cone of cold, wall of force
-
- 6th level (1 slot): chain lightning
-
- 7th level (1 slot): teleport
-
-
- Multiattack
- The abishai makes two attacks: one with its quarterstaff and one with its bite.
-
-
- Quarterstaff
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
- Quarterstaff|8|1d6+2
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.
- Bite|8|2d10+2+4d6
-
- friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport
- 4,3,3,3,2,1,1
-
-
- Blue Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft., burrow 20 ft.
- 1611164107
-
- Perception +2
- lightning
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- desert, urban
-
-
- Bodak
- M
- undead
- chaotic evil
- 15 (natural armor)
- 58 (9d8+18)
- 30 ft.
- 15161571212
-
- Perception +4, Stealth +6
- cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- lightning, poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 14
- Abyssal, the languages it knew in life
- 6
-
- Source
- Volo's Guide to Monsters, p. 127
-
-
- Aura of Annihilation
- The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
-
-
- Death Gaze
- When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
- Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.
-
-
- Sunlight Hypersensitivity
- The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
-
-
- Fist
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage.
- Fist|5|1d4+2+2d8
-
-
- Withering Gaze
- One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
- Withering Gaze||4d10
-
-
-
- swamp, underdark, urban
-
-
- Boggle
- S
- fey
- chaotic neutral
- 14
- 18 (4d6+4)
- 30 ft., climb 30 ft.
- 818136127
-
- Perception +3, Sleight of Hand +6, Stealth +6
- fire
-
-
-
- darkvision 60 ft.
- 13
- Sylvan
- 1/8
-
- Source
- Volo's Guide to Monsters, p. 128
-
-
- Boggle Oil
- The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.
-
- Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
-
- Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Dimensional Rift
- As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.
-
-
- Uncanny Smell
- The boggle has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pummel
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.
- Pummel|1|1d6-1
-
-
- Oil Puddle
- The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.
- If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
- If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
-
- forest, hill, underdark, urban
-
-
- Boneclaw
- L
- undead
- chaotic evil
- 16 (natural armor)
- 127 (17d10+34)
- 40 ft.
- 19161513159
- Dex +7, Con +6, Wis +6
- Perception +6, Stealth +7
- cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
-
- charmed, exhaustion, frightened, paralyzed, poisoned
- darkvision 60 ft.
- 16
- Common plus the main language of its master
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 121
-
-
- Undead Nature
- A boneclaw doesn’t require air, food, drink, or sleep.
-
-
- Rejuvenation
- While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.
-
-
- Shadow Stealth
- While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.
-
-
- Multiattack
- The boneclaw makes two claw attacks.
-
-
- Piercing Claw
- Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Piercing Claw|8|3d10+4
-
-
- Shadow Jump
- If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
- The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
-
-
- Deadly Reach
- In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
-
-
-
-
-
-
- Bridesmaid of Zuggtmoy
- M
- plant
- chaotic evil
- 13 (natural armor)
- 22 (5d8)
- 20 ft.
- 14111114818
-
-
-
-
-
-
- darkvision 60 ft.
- 9
- understands Abyssal but can't speak
- 1/8
-
- Source
- Out of the Abyss p. 230
-
-
- Fungus Stride
- Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.
-
-
- Hallucination Spores
- The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Infestation Spores (1/Day)
- The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
-
-
-
-
-
- Brontosaurus
- G
- beast
- unaligned
- 15 (natural armor)
- 121 (9d20+27)
- 30 ft.
- 219172107
- Con +6
-
-
-
-
-
-
- 10
-
- 5
-
- Source
- Volo's Guide to Monsters, p. 139
-
-
- Stomp
- Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Stomp|8|5d8+5
-
-
- Tail
- Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.
- Tail|8|6d8+5
-
-
-
- forest, grassland
-
-
- Bronze Scout
- M
- construct
- unaligned
- 13 ()
- 18 (4d8)
- 30 ft., burrow 30 ft.
- 1016113141
-
- Perception +6, Stealth +7
-
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 16
- understands one language of its creator but can’t speak
- 1
-
- Source
- Mordenkainen's Tome of Foes, p. 125
-
-
- Constructed Nature
- A clockwork doesn't require air, food, drink, or sleep.
-
-
- Earth Armor
- The bronze scout doesn't provoke opportunity attacks when it burrows.
-
-
- Magic Resistance
- The bronze scout has advantage on saving throws against spells and other magical effects.
-
-
- Individual Designs
- A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
- A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
-
- d10 — Enhancement:
-
- 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
-
- 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
-
- 3 — Improved Armor. The clockwork's AC increases by 2.
-
- 4 — Increased Speed. The clockwork's speed increases by 10 feet.
-
- 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
-
- 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
-
- 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
-
- 8 — Suction. The clockwork gains a climbing speed of 30 feet.
-
- 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
-
- 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
-
- Clockwork Malfunctions:
-
- d10 — Malfunction
-
- 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
-
- 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
-
- 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
-
- 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
-
- 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
-
- 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
-
- 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
-
- 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
-
- 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
-
- 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
- Bite|5|1d4+3+1d6
-
-
- Lightning Flare (Recharges after a Short or Long Rest)
- Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Broom of Animated Attack
- S
- construct
- unaligned
- 15 (natural armor)
- 17 (5d6)
- 0 ft., fly 50 ft. (hover)
- 101710151
-
-
-
-
- poison, psychic
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- blindsight 30 ft. (blind beyond this radius)
- 7
-
- 1/4
-
- Source
- Curse of Strahd p. 226
-
-
- Constructed Nature
- An animated object doesn't require air, food, drink, or sleep.
- The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
-
-
- Antimagic Susceptibility
- The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
-
-
- False Appearance
- While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.
-
-
- Multiattack
- The broom makes two melee attacks.
-
-
- Broomstick
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
- Broomstick|5|1d4+3
-
-
- Animated Attack
- If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.
-
-
-
-
-
- Bryn Lightfingers
- S
- humanoid (strongheart halfling)
- neutral good
- 14 (leather)
- 22 (3d10+6)
- 25 ft.
- 91614101412
- Str +1, Dex +5
-
- poison
-
-
-
-
- 14
- Common, Draconic, Elvish, Halfling
- 2
-
- Source
- Sword Coast Legends NPCs (wizards.com)
-
-
- Lucky
- When Bryn rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.
-
-
- Brave
- Bryn has advantage on saving throws against being frightened.
-
-
- Stout Resilience
- Bryn has advantage on saving throws against poison.
-
-
- Spellcasting
- Bryn is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Bryn has the following ranger spells prepared:
-
- 1st level (3 slots): ensnaring strike, hunter's mark, longstrider
-
-
- Multiattack
- Bryn makes two attacks: one with her dagger and one with her shortsword.
-
-
- Dagger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Dagger||5|1d4+3
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortsword|5|1d6+3
-
-
- Shortbow
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortbow|5|1d6+3
-
- ensnaring strike, hunter's mark, longstrider
- 3
-
-
- Bulezau
- M
- fiend (demon)
- chaotic evil
- 14 (natural armor)
- 52 (7d8+21)
- 40 ft.
- 151417896
-
-
- cold, fire, lightning
-
- poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 9
- Abyssal, telepathy 60 ft.
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 131
-
-
- Rotting Presence
- When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.
-
-
- Standing Leap
- The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
-
-
- Sure-Footed
- The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
-
-
- Barbed Tail
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Barbed Tail|4|1d12+2
-
-
-
-
-
- Bullywug Croaker
- M
- humanoid (bullywug)
- neutral evil
- 15 (hide armor, shield)
- 33 (6d8+6)
- 20 ft., swim 40 ft.
- 14121271510
- Con +3
- Perception +4, Stealth +3
-
-
-
-
-
- 14
- Bullywug
- 2
-
- Source
- Ghosts of Saltmarsh, p. 232
-
-
- Amphibious
- The croaker can breathe air and water.
-
-
- Speak with Frogs and Toads
- The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug.
-
-
- Swamp Camouflage
- The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
-
-
- Standing Leap
- The croaker's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
-
-
- Spear
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- |4|1d6+2
- |5|1d8+2
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
- |4|1d4+2
-
-
- Glaar-pat (3/Day)
- The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw. taking 9 (2d8) psychic damage on a fai1ed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn.
-
-
- Roooo-glog (1/Day)
- The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.
-
-
-
- swamp
-
-
- Bullywug Royal
- M
- humanoid (bullywug)
- neutral evil
- 15 (hide armor, shield)
- 52 (8d8+16)
- 20 ft., swim 40 ft.
- 161214101114
- Str +5, Dex +3
- Athletics +5, Intimidation +4, Stealth +3
-
-
-
-
-
- 10
- Bullywug
- 3
-
- Source
- Ghosts of Saltmarsh, p. 232
-
-
- Amphibious
- The royal can breathe air and water.
-
-
- Brute
- A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack).
-
-
- Frog Rider
- The royal has advantage on melee attacks made while riding on a frog mount
-
-
- Speak with Frogs and Toads
- The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug.
-
-
- Swamp Camouflage
- The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
-
-
- Standing Leap
- The royal's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
-
-
- Multiattack
- The royal makes two attacks: one with its royal spear and one with its bite.
-
-
- Royal Spear
- Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- |5|2d6+3
- |5|2d8+3
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+3) bludgeoning damage.
- |5|1d6+3
-
-
- Croaked Decree (1/Day)
- The royal makes a loud pronouncement . Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll.
-
-
-
- swamp
-
-
- Burrowshark
- M
- humanoid (human)
- neutral evil
- 18 (plate)
- 82 (11d8+33)
- 30 ft.
- 181216101113
-
- Animal Handling +2, Athletics +6, Intimidation +3, Perception +2
-
-
-
-
-
- 12
- Common
- 4
-
- Source
- Princes of the Apocalypse p. 196
-
-
- Bond of the Black Earth
- The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month.
-
-
- Multiattack
- The burrowshark makes three melee attacks.
-
-
- Spear
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.
- One Handed|6|1d6+4
- Two Handed|6|1d8+4
-
-
- Unyielding
- When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
-
-
-
-
-
- Cadaver Collector
- L
- construct
- lawful evil
- 17 (natural armor)
- 189 (18d10+90)
- 30 ft.
- 2114205118
-
-
-
-
- necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands all languages but can't speak
- 14
-
- Source
- Mordenkainen's Tome of Foes, p. 122
-
-
- Constructed Nature
- A cadaver collector doesn't require air, food, drink, or sleep.
-
-
- Magic Resistance
- The cadaver collector has advantage on saving throws against spells and other magical effects.
-
-
- Summon Specters (Recharges after a Short or Long Rest)
- As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.
-
-
- Multiattack
- The cadaver collector makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
- Slam|10|3d8+5+3d10
-
-
- Paralyzing Breath (Recharge 5-6)
- The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
-
-
-
- Canoloth
- M
- fiend (yugoloth)
- neutral evil
- 16 (natural armor)
- 120 (16d8+48)
- 50 ft.
- 18101751712
-
- Investigation +3, Perception +9
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- darkvision 60 ft., truesight 120 ft.
- 19
- Abyssal, Infernal, telepathy 60 ft.
- 8
-
- Source
- Mordenkainen's Tome of Foes, p. 247
-
-
- Dimensional Lock
- Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
-
-
- Magic Resistance
- The canoloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The canoloth's weapon attacks are magical.
-
-
- Uncanny Senses
- The canoloth can't be surprised while it isn't incapacitated.
-
-
- Multiattack
- The canoloth makes two attacks: one with its tongue or its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage.
- Bite|7|6d6+4
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
- Claws|7|2d10+4
-
-
- Tongue
- Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tongue|7|2d12+4
-
-
-
-
-
- Captain Othelstan
- M
- humanoid (human)
- lawful evil
- 19 (splint, shield)
- 93 (11d10+33)
- 30 ft.
- 191016131412
- Str +7, Con +6
- Athletics +7, Intimidation +7, Perception +5, Religion +4
-
-
-
-
-
- 15
- Common, Draconic, Giant
- 5
-
- Source
- Hoard of the Dragon Queen p. 89
-
-
- Action Surge (Recharges on a Short or Long Rest)
- On his turn, Othelstan can take one additional action.
-
-
- Tiamat's Blessing of Retribution
- When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies.
-
-
- Multiattack
- Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears.
-
-
- Flail
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
- Flail|7|1d8+4
-
-
- Spear
- Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6+4) piercing damage.
- One Handed|7|1d6+4
- Two Handed|7|1d8+4
-
-
-
-
-
- Catoblepas
- L
- monstrosity
- unaligned
- 14 (natural armor)
- 84 (8d10+40)
- 30 ft.
- 1912213148
-
-
-
-
-
-
- darkvision 60 ft.
- 12
-
- 5
-
- Source
- Volo's Guide to Monsters, p. 129
-
-
- Keen Smell
- The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Stench
- Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Tail
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Tail|7|5d6+4
-
-
- Death Ray (Recharge 5-6)
- The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
- Death Ray||8d8
-
-
-
- swamp
-
-
- Cave Fisher
- M
- monstrosity
- unaligned
- 16 (natural armor)
- 58 (9d8+18)
- 20 ft., climb 20 ft.
- 1613143103
-
- Perception +2, Stealth +5
-
-
-
-
- blindsight 60 ft.
- 12
-
- 3
-
- Source
- Volo's Guide to Monsters, p. 130
-
-
- Adhesive Filament
- The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
-
- Flammable Blood
- If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
-
-
- Spider Climb
- The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- The cave fisher makes two attacks with its claws.
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.
- Claw|5|2d6+3
-
-
- Filament
- One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.
-
-
-
- underdark
-
-
- Centaur Mummy
- L
- undead
- lawful evil
- 13 (natural armor)
- 85 (10d10+30)
- 30 ft.
- 20121651412
- Wis +5
-
- bludgeoning, piercing, and slashing from nonmagical attacks
- fire
- necrotic, poison
- charmed, exhaustion, frightened, paralyzed, poisoned
- darkvision 60 ft.
- 12
- Common, Sylvan
- 6
-
- Source
- Tales from the Yawning Portal, p. 231
-
-
- Undead Nature
- A mummy doesn't require air, food, drink, or sleep.
-
-
- Charge
- If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
-
-
- Multiattack
- The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare.
-
-
- Pike
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
- Pike|8|1d10+5
-
-
- Hooves
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic.
- Hooves|8|2d6+5+3d6
-
-
- Dreadful Glare
- The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
-
-
-
- Chamberlain of Zuggtmoy
- L
- plant
- chaotic evil
- 13 (natural armor)
- 45 (6d10+12)
- 20 ft.
- 1771411812
-
-
- bludgeoning, piercing
-
-
-
- darkvision 60 ft.
- 9
- Abyssal, Undercommon
- 2
-
- Source
- Out of the Abyss p. 230
-
-
- Mushroom Portal
- The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.
-
-
- Poison Spores
- Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Multiattack
- The chamberlain makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage.
- Slam|5|2d6+3
-
-
- Infestation Spores (1/Day)
- The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
-
-
-
-
-
- Champion
- M
- humanoid (any race)
- any alignment
- 18 (plate)
- 143 (22d8+44)
- 30 ft.
- 201514101412
- Str +9, Con +6
- Athletics +9, Intimidation +5, Perception +6
-
-
-
-
-
- 16
- any one language (usually Common)
- 9
-
- Source
- Volo's Guide to Monsters, p. 212
-
-
- Indomitable (2/Day)
- The champion rerolls a failed saving throw.
-
-
- Second Wind (Recharges after a Short or Long Rest)
- As a bonus action, the champion can regain 20 hit points.
-
-
- Multiattack
- The champion makes three attacks with its greatsword or its light crossbow.
-
-
- Greatsword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
- Greatsword|9|2d6+5
-
-
- Shortbow
- Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
- Shortbow|6|1d6+2
-
-
-
- desert, urban
-
-
- Chitine
- S
- monstrosity
- chaotic evil
- 14 (hide armor)
- 18 (4d6+4)
- 30 ft., climb 30 ft.
- 10141210107
-
- Athletics +4, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 10
- Undercommon
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 131
-
-
- Fey Ancestry
- The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.
-
-
- Sunlight Sensitivity
- While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Web Sense
- While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
-
-
- Web Walker
- The chitine ignores movement restrictions caused by webbing.
-
-
- Multiattack
- The chitine makes three attacks with its daggers.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
-
-
- underdark
-
-
- Choker
- S
- aberration
- chaotic evil
- 16 (natural armor)
- 13 (3d6+3)
- 30 ft.
- 1614134127
-
- Stealth +6
-
-
-
-
- darkvision 60 ft.
- 11
- Deep Speech
- 1
-
- Source
- Tales from the Yawning Portal, p. 232
- Mordenkainen's Tome of Foes, p. 123
-
-
- Aberrant Quickness (Recharge after a Short or Long Rest)
- The choker can take an extra action on its turn.
-
-
- Spider Climb
- The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- The choker makes two tentacle attacks.
-
-
- Tentacle
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target (the choker has two tentacles). If this attack is a critical hit, the target also can't breathe or speak until the grapple ends .
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacle|5|1d4+3+1d6
-
-
-
-
-
- Choldrith
- M
- monstrosity
- chaotic evil
- 15 (studded leather armor)
- 15 (12d8+12)
- 30 ft., climb 30 ft.
- 121612111410
-
- Athletics +5, Religion +2, Stealth +5
-
-
-
-
- darkvision 60 ft.
- 12
- Undercommon
- 3
-
- Source
- Volo's Guide to Monsters, p. 132
-
-
- Fey Ancestry
- The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.
-
-
- Spellcasting
- The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:
-
- • Cantrips (at will): guidance, mending, resistance, thaumaturgy
-
- •1st level (4 slots): bane, healing word, sanctuary, shield of faith
-
- •2nd level (3 slots): hold person, spiritual weapon (dagger)
-
-
- Spider Climb
- The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Sunlight Sensitivity
- While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Web Sense
- While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
-
-
- Web Walker
- The choldrith ignores movement restrictions caused by webbing.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.
- Dagger|5|1d4+3+3d6
-
-
- Web (Recharge 5-6)
- Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Web|5|
-
- guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon
- 4, 3
- underdark
-
-
- Chuul Spore Servant
- L
- plant
- unaligned
- 16 (natural armor)
- 93 (11d10+33)
- 30 ft., swim 30 ft.
- 191016261
-
-
-
-
- poison
- blinded, charmed, frightened, paralyzed, poisoned
- blindsight 30 ft. (blind beyond this radius)
- 8
-
- 4
-
- Source
- Out of the Abyss p. 228
-
-
- Pincer
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Pincer|7|2d6+4
-
-
-
-
-
- Chwinga
- T
- elemental
- neutral
- 15
- 5 (2d4)
- 20 ft., climb 20 ft., swim 20 ft.
- 12010141616
-
- Acrobatics +7, Perception +7, Stealth +7
-
-
-
-
- blindsight 60 ft.
- 17
-
- 0
-
- Source
- Tomb of Annihilation, p. 216
-
-
- Evasion
- When the chwinga is subjected to an effect that allows it to make a Dexterity 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.
-
-
- Innate Spellcasting
- The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:
-
- At will: druidcraft, guidance, pass without trace, resistance
-
-
- Magical Gift (1/Day)
- The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Master's Guide for more information on supernatural charms.
-
-
- Natural Shelter
- The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.
-
- druidcraft, guidance, pass without trace, resistance
- 0
-
-
- Cloud Giant Smiling One
- H
- giant (cloud giant)
- chaotic neutral
- 15 (natural armor)
- 262 (21d12+128)
- 40 ft.
- 261222151617
- Con +10, Int +6, Wis +7
- Deception +11, Insight +7, Perception +7, Sleight of Hand +9
-
-
-
-
-
- 17
- Common, Giant
- 11
-
- Source
- Volo's Guide to Monsters, p. 146
-
-
- Innate Spellcasting
- The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
-
- At will: detect magic, fog cloud, light
-
- 3/day each: featherfall, fly, misty step, telekinesis
-
- 1/day each: control weather, gaseous form
-
-
- Spellcasting
- The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
-
- Cantrips (at will): minor illusion, prestidigitation, vicious mockery
-
- 1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter
-
- 2nd level (3 slots): invisibility, suggestion
-
- 3rd level (2 slots): major image, tongues
-
-
- Keen Smell
- The giant has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Multiattack
- The giant makes two attacks with its morningstar.
-
-
- Morningstar
- Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
- Morningstar|12|3d8+8
- With Advantage|12|3d8+8+4d6
-
-
- Rock
- Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
- Rock|12|4d10+8
- With Advantage|12|4d10+8+4d6
-
-
- Change Shape
- The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
-
- detect magic, fog cloud, light, featherfall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues
- 4, 3, 2
- mountain
-
-
- Conjurer
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 40 (9d8)
- 30 ft.
- 91411171211
- Int +6, Wis +4
- Arcana +6, History +6
-
-
-
-
-
- 11
- any four languages
- 6
-
- Source
- Volo's Guide to Monsters, p. 212
-
-
- Spellcasting
- The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:
-
- Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
-
- 1st level (4 slots): mage armor, magic missile, unseen servant*
-
- 2nd level (3 slots): cloud of daggers*, misty step*, web*
-
- 3rd level (3 slots): fireball, stinking cloud*
-
- 4th level (3 slots): Evard’s black tentacles*, stoneskin
-
- 5th level (2 slots): cloudkill*, conjure elemental*
-
- *Conjuration spell of 1st level or higher
-
-
- Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)
- As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|5|1d4+2
-
- acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental
- 4, 3, 3, 3, 2
- urban
-
-
- Corpse Flower
- L
- plant
- chaotic evil
- 12 ()
- 127 (15d10+45)
- 20 ft., climb 20 ft.
- 1414167153
-
-
-
-
-
- blinded, deafened
- blindsight 120 ft. (blind beyond this radius)
- 12
-
- 8
-
- Source
- Mordenkainen's Tome of Foes, p. 127
-
-
- Corpses
- When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.
- While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:
-
- • The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.
-
- • The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).
-
-
- Spider Climb
- The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Stench of Death
- Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
-
- Multiattack
- The corpse flower makes three tentacle attacks.
-
-
- Tentacle
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.
- Tentacle|5|2d6+2
-
-
- Harvest the Dead
- The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
-
-
-
-
-
- Cow
- L
- beast
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
-
-
-
- 10
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 207
-
-
- Charge
- If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
-
-
-
- Crag Cat
- L
- beast
- unaligned
- 13
- 34 (4d10+12)
- 40 ft.
- 1617164148
-
- Perception +4, Stealth +7
-
-
-
-
- darkvision 60 ft.
- 14
-
- 1
-
- Source
- Storm King's Thunder, p. 240
-
-
- Nondetection
- The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors.
-
-
- Pounce
- If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
-
-
- Spell Turning
- The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Bite|5|1d10+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
- Claw|5|1d8+3
-
-
-
-
-
- Cranium Rat
- T
- beast
- lawful evil
- 12
- 2 (1d4)
- 30 ft.
- 214104118
-
-
-
-
-
-
- darkvision 30 ft.
- 10
- telepathy 30 ft.
- 0
-
- Source
- Volo's Guide to Monsters, p. 133
-
-
- Illumination
- As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
-
-
- Telepathic Shroud
- The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as immune to all divination spells.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- Bite|4|1
-
-
-
- underdark, urban
-
-
- Crushing Wave Priest
- M
- humanoid (human)
- neutral evil
- 13 (chain shirt)
- 52 (8d8+16)
- 30 ft.
- 151114101116
-
- Deception +5, Religion +2, Stealth +2
-
-
-
-
-
- 10
- Aquan, Common
- 2
-
- Source
- Princes of the Apocalypse p. 205
-
-
- Spellcasting
- The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
-
- • 1st level (4 slots): expeditious retreat, ice knife, magic missile, shield
-
- • 2nd level (3 slots): blur, hold person
-
- • 3rd level (2 slots): sleet storm
-
-
- Quarterstaff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
- One Handed|4|1d6+2
- Two Handed|4|1d8+2
-
- chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, ice knife, magic missile, shield, blur, hold person, sleet storm
- 4, 3, 2
-
-
- Crushing Wave Reaver
- M
- humanoid (human)
- neutral evil
- 14 (shield)
- 22 (4d8+4)
- 30 ft.
- 15141310118
-
- Athletics +4, Stealth +4
-
-
-
-
-
- 10
- Common
- 1/2
-
- Source
- Princes of the Apocalypse p. 205
-
-
- Sharktoothed Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.
- One Handed|4|1d8+2
- Two Handed|4|1d10+2
-
-
- 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.
- Javelin|4|1d6+2
-
-
-
-
-
- Darathra Shendrel
- M
- humanoid (Chondathan human)
- lawful good
- 14 (breastplate)
- 52 (8d8+16)
- 30 ft.
- 161114111115
-
- History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4
-
-
-
-
-
- 12
- Common
-
-
- Source
- Storm King's Thunder, p. 253
-
-
- Brave
- Darathra has advantage on saving throws against being frightened.
-
-
- Roleplaying Information
- As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.
-
- Ideal: "Good people should be given every chance to prosper, free of tyranny."
-
- Bond: "I'll lay down my life to protect Triboar and its citizens."
-
- Flaw: "I refuse to back down. Push me, and I'll push back."
-
-
- Multiattack
- Darathra makes two melee attacks.
-
-
- Greatsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
- Greatsword|5|2d6+3
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Darathra carries twenty crossbow bolts.
- Heavy Crossbow|2|1d10
-
-
-
-
-
- Dark Tide Knight
- M
- humanoid (human)
- lawful evil
- 13
- 58 (9d8+18)
- 30 ft.
- 171614101111
-
- Athletics +7, Stealth +7
-
-
-
-
-
- 10
- Common
- 3
-
- Source
- Princes of the Apocalypse p. 205
-
-
- Bonded Mount
- The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month.
-
-
- Sneak Attack
- The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't incapacitated and the knight doesn't have disadvantage on the attack roll.
- Sneak Attack||2d6
-
-
- Multiattack
- The knight makes two shortsword attacks.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortsword|5|1d6+3
-
-
- Lance
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.
- Lance|5|1d12+3
-
-
- Uncanny Dodge
- When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.
-
-
-
-
-
- Darkling
- S
- fey
- chaotic neutral
- 14 (leather armor)
- 13 (3d6+3)
- 30 ft.
- 916112101210
-
- Acrobatics +5, Deception +2, Perception +5, Stealth +7
-
-
-
-
- blindsight 30 ft., darkvision 120 ft.
- 15
- Elvish, Sylvan
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 134
-
-
- Death Flash
- When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
-
- Light Sensitivity
- While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
- Dagger|5|1d4+3
- With Advantage|5|1d4+3+2d6
-
-
-
- forest, swamp, underdark, urban
-
-
- Darkling Elder
- M
- fey
- chaotic neutral
- 15 (studded leather armor)
- 27 (5d8+5)
- 30 ft.
- 131712101413
-
- Acrobatics +5, Deception +3, Perception +6, Stealth +7
-
-
-
-
- blindsight 30 ft., darkvision 120 ft.
- 16
- Elvish, Sylvan
- 2
-
- Source
- Volo's Guide to Monsters, p. 134
-
-
- Death Burn
- When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- Death Burn||2d6
-
-
- Multiattack
- The darkling elder makes two melee attacks.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.
- Shortsword|5|1d6+3
- With Advantage|5|1d6+3+3d6
-
-
- Darkness (Recharges after a Short or Long Rest)
- The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.
-
- darkness
-
- forest, swamp, underdark, urban
-
-
- Darz Helgar
- M
- humanoid (Illuskan human)
- neutral
- 12
- 27 (5d8+5)
- 30 ft.
- 151512101111
-
- Intimidation +2, Sleight of Hand +4, Stealth +4
-
-
-
-
-
- 10
- Common
-
-
- Source
- Storm King's Thunder, p. 253
-
-
- Sneak Attack (1/Turn)
- Darz deals an extra 7 (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 Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll.
-
-
- Roleplaying Information
- In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
-
- Ideal: "You can run from your past, but you can't hide from it."
-
- Bond: "I've made a new life in Triboar. I'm not gonna run away this time."
-
- Flaw: "I have no regrets. I do whatever it takes to survive."
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Sling
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Darz carries twenty sling stones.
- Sling|4|1d4+2
-
-
-
-
-
- Death Kiss
- L
- aberration
- neutral evil
- 16 (natural armor)
- 161 (17d10+68)
- 0 ft., fly 30 ft. (hover)
- 181418101210
- Con +8, Wis +5
- Perception +5
-
-
- lightning
- prone
- darkvision 120 ft.
- 15
- Deep Speech, Undercommon
- 10
-
- Source
- Volo's Guide to Monsters, p. 124
-
-
- Lightning Blood
- A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.
-
-
- Multiattack
- The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature
-
-
- Tentacle
- Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacle|6|1d8+4
-
-
- Blood Drain
- One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.
- Blood Drain||4d10
-
-
-
- underdark
-
-
- Deathlock
- M
- undead
- neutral evil
- 12 (15 with mage armor)
- 36 (8d8)
- 30 ft.
- 111510141216
- Int +4, Cha +5
- Arcana +4, History +4
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 11
- the languages it knew in life
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 128
-
-
- Undead Nature
- A deathlock doesn't require air, food, drink, or sleep.
-
-
- Innate Spellcasting
- The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
-
- At will: detect magic, disguise self, mage armor.
-
-
- Spellcasting
- The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): chill touch, eldritch blast, mage hand 1st–
-
- 3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb.
-
-
- Turn Resistance
- The deathlock has advantage on saving throws against any effect that turns undead.
-
-
- Variant: Patron-Specific Spells
- You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
-
- Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
-
- Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
-
- Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force
-
-
- Deathly Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage.
- Deathly Claw|4|2d6+2
-
- detect magic, disguise self, mage armor, chill touch, eldritch blast, mage hand, arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb
- 0,0,2
-
-
- Deathlock Mastermind
- M
- undead
- neutral evil
- 13 (16 with mage armor)
- 110 (20d8+20)
- 30 ft.
- 111612151217
- Int +5, Cha +6
- Arcana +5, History +5, Perception +4
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- poison
- exhaustion, poisoned
- darkvision 120 ft. (including magical darkness)
- 14
- the languages it knew in life
- 8
-
- Source
- Mordenkainen's Tome of Foes, p. 129
-
-
- Undead Nature
- A deathlock doesn't require air, food, drink, or sleep.
-
-
- Innate Spellcasting
- The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
-
- At will: detect magic, disguise self, mage armor.
-
-
- Spellcasting
- The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–
-
- 5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility.
-
-
- Turn Resistance
- The deathlock has advantage on saving throws against any effect that turns undead.
-
-
- Variant: Patron-Specific Spells
- You can customize a deathlock mastermind by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.
-
- Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep
-
- Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire
-
- Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis
-
-
- Deathly Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage).
- Deathly Claw|6|3d6+3
-
-
- Grave Bolts
- Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Grave Bolts|6|4d8
-
- detect magic, disguise self, mage armor, chill touch, mage hand, minor illusion, poison spray, arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
- 0,0,0,0,2
-
-
- Deathlock Wight
- M
- undead
- neutral evil
- 12 (15 with mage armor)
- 37 (5d8+15)
- 30 ft.
- 111416121416
- Wis +4
- Arcana +3, Perception +4
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 14
- the languages it knew in life
- 3
-
- Source
- Tales from the Yawning Portal, p. 233
- Mordenkainen's Tome of Foes, p. 129
-
-
- Undead Nature
- A wight doesn't require air, food, drink, or sleep.
-
-
- Innate Spellcasting
- The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
-
- At will: detect magic, disguise self, mage armor
-
- 1/day each: fear, hold person, misty step
-
-
- Sunlight Sensitivity
- While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The wight attacks twice with Grave Bolt.
-
-
- Grave Bolt
- Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.
- Grave Bolt|5|1d8+3
-
-
- Life Drain
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
- Life Drain|4|2d6+2
-
- detect magic, disguise self, mage armor, fear, hold person, misty step
-
-
-
- Decapus
- L
- monstrosity
- unaligned
- 14 (natural armor)
- 75 (10d10+20)
- 15 ft., climb 30 ft.
- 1514144107
-
- Athletics +4, Perception +2, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 12
-
- 4
-
- Source
- The Tortle Package, p. 21
-
-
- Multiattack
- The decapus makes two attacks: one with its bite and one with its tentacles.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.
- Bite|4|2d4+2
-
-
- Tentacles
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacles|4|9d4+2
-
-
-
-
-
- Deep Rothé
- M
- beast
- unaligned
- 10
- 13 (2d8+4)
- 30 ft.
- 1810142104
-
-
-
-
-
-
- darkvision 60 ft.
- 10
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Innate Spellcasting
- The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
- dancing lights
-
- underdark
-
-
- Deep Scion
- M
- humanoid (shapechanger)
- neutral evil
- 11
- 67 (9d8+27)
- 30 ft. (20 ft. and swim 40 ft. in hybrid form)
- 181316101214
- Wis +3, Cha +4
- Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
-
-
-
-
- darkvision 120 ft.
- 11
- Aquan, Common, thieves' cant
- 3
-
- Source
- Volo's Guide to Monsters, p. 135
-
-
- Shapechanger
- The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
-
-
- Amphibious (Hybrid Form Only)
- The deep scion can breathe air and water.
-
-
- Multiattack
- In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.
-
-
- Battleaxe (Humanoid Form Only)
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
- One Handed|6|1d8+4
- Two Handed|6|1d10+4
-
-
- Bite (Hybrid Form Only)
- Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage.
- Bite|6|1d4+4
-
-
- Claw (Hybrid Form Only)
- Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.
- Claw|6|1d6+4
-
-
- Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)
- The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
- coastal, underwater
-
-
- Deinonychus
- M
- beast
- unaligned
- 13 (natural armor)
- 26 (4d8+8)
- 40 ft.
- 1515144126
-
- Perception +3
-
-
-
-
-
- 13
-
- 1
-
- Source
- Volo's Guide to Monsters, p. 139
-
-
- Pounce
- If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Multiattack
- The deinonychus makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Bite|4|1d8+2
-
-
- Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
- Claw|4|1d8+2
-
-
-
- forest, grassland, hill
-
-
- Demogorgon
- H
- fiend (demon)
- chaotic evil
- 22 (natural armor)
- 496 (34d12+272)
- 50 ft., swim 50 ft.
- 291426201725
- Dex +10, Con +16, Wis +11, Cha +15
- Insight +11, Perception +19
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 29
- all, telepathy 120 ft.
- 26
-
- Source
- Out of the Abyss p. 236
- Mordenkainen's Tome of Foes, p. 144
-
-
- Innate Spellcasting
- Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
-
- At will: detect magic, major image
- 3/day each: dispel magic, fear, telekinesis
- 1/day each: feeblemind, project image
-
-
- Legendary Resistance (3/Day)
- If Demogorgon fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Demogorgon has advantage on saving throws against spells and other magic effects.
-
-
- Magic Weapon
- Demogorgon's weapon attacks are magical.
-
-
- Two Heads
- Demogorgon has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.
-
-
- Multiattack
- Demogorgon makes two tentacle attacks.
-
-
- Tentacle
- Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Tentacle|17|4d6+10
-
-
- Gaze
- Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.
- If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:
- 1. Beguiling Gaze: The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.
- 2. Hypnotic Gaze: The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.
- 3. Insanity Gaze: The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
-
- • Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears.
-
- • Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
-
-
- Legendary Actions (2/Turn)
- Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of his turn.
-
-
- Tail
- Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage plus 22 (4d10) necrotic damage.
- Tail|17|4d10+9+4d10
-
-
- Maddening Gaze
- Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.
-
- detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image
-
-
-
- Derro
- S
- humanoid (derro)
- chaotic evil
- 13 (leather armor)
- 13 (3d6+3)
- 30 ft.
- 914121159
-
- Stealth +4
-
-
-
-
- darkvision 120 ft.
- 7
- Dwarvish, Undercommon
- 1/4
-
- Source
- Out of the Abyss p. 224
- Mordenkainen's Tome of Foes, p. 158
-
-
- 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.
-
-
- 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.
- Shortspear|2|1d4-1
-
-
- Light Repeating Crossbow
- Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Crossbow|4|1d8+2
-
-
-
-
-
- Derro Savant
- S
- humanoid (derro)
- chaotic evil
- 13 (leather armor)
- 49 (11d6+11)
- 30 ft.
- 9141211514
-
- Stealth +4
-
-
-
-
- darkvision 120 ft.
- 7
- Dwarvish, Undercommon
- 3
-
- Source
- Out of the Abyss p. 225
- Mordenkainen's Tome of Foes, p. 159
-
-
- 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.
- Shortspear|2|1d4-1
-
-
- Light Repeating Crossbow
- Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Crossbow|4|1d8+2
-
- acid splash, light, mage hand, message, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, blink, lightning bolt
- 4, 3, 2
-
-
- Devourer
- L
- fiend
- chaotic evil
- 16 (natural armor)
- 178 (17d10+85)
- 30 ft.
- 201220131016
-
-
- cold, fire, lightning
-
- poison
- poisoned
- darkvision 120 ft.
- 10
- Abyssal, telepathy 120 ft.
- 13
-
- Source
- Volo's Guide to Monsters, p. 138
-
-
- Multiattack
- The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
-
-
- Claw
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.
- Claw|10|2d6+5+6d6
-
-
- Imprison Soul
- The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
-
-
- Soul Rend (Recharge 6)
- The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.
- Soul Rend||8d10
-
-
-
- underdark
-
-
- Dhergoloth
- M
- fiend (yugoloth)
- neutral evil
- 15 (natural armor)
- 119 (14d8+56)
- 30 ft.
- 1710197109
- Str +6
-
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 10
- Abyssal, Infernal, telepathy 60 ft.
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 248
-
-
- Innate Spellcasting
- The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:
-
- At will: darkness, fear
-
- 3/day each: sleep
-
-
- Magic Resistance
- The dhergoloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The dhergoloth's weapon attacks are magical.
-
-
- Multiattack
- The dhergoloth makes two claw attacks.
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- Claw|6|2d8+3
-
-
- Flailing Claws (Recharge 5-6)
- The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
-
-
- Teleport
- The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
-
- darkness, fear, sleep
- 0
-
-
- Dimetrodon
- M
- beast
- unaligned
- 12 (natural armor)
- 19 (3d8+6)
- 30 ft., swim 20 ft.
- 1410152105
-
- Perception +2
-
-
-
-
-
- 12
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 139
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.
- Bite|4|2d6+2
-
-
-
- coastal, swamp
-
-
- Dire Troll
- H
- giant
- chaotic evil
- 15 (natural armor)
- 172 (15d12+75)
- 40 ft.
- 2215219115
- Wis +5, Cha +2
- Perception +5
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
- frightened, poisoned
- darkvision 60 ft.
- 15
- Giant
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 243
-
-
- Keen Senses
- The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.
-
-
- Regeneration
- The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.
-
-
- Multiattack
- The troll makes five attacks: one with its bite and four with its claws.
-
-
- Bite
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.
- Bite|11|1d8+6+1d10
-
-
- Claws
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
- Claws|11|3d6+6
-
-
- Whirlwind of Claws (Recharge 5-6)
- Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Diviner
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 67 (15d8)
- 30 ft.
- 91411181211
- Int +7, Wis +4
- Arcana +7, History +7
-
-
-
-
-
- 11
- any four languages
- 8
-
- Source
- Volo's Guide to Monsters, p. 213
-
-
- Spellcasting
- The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:
-
- Cantrips (at will): fire bolt, light, mage hand, message, true strike
-
- 1st level (4 slots): detect magic*, feather fall, mage armor
-
- 2nd level (3 slots): detect thoughts*, locate object*, scorching ray
-
- 3rd level (3 slots): clairvoyance*, fly, fireball
-
- 4th level (3 slots): arcane eye*, ice storm, stoneskin
-
- 5th level (2 slots): Rary’s telepathic bond*, seeming*
-
- 6th level (1 slot): mass suggestion, true seeing*
-
- 7th level (1 slot): delayed blast fireball, teleport
-
- 8th level (1 slot): maze
-
- * Divination spell of 1st level or higher
-
-
- Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)
- When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|2|1d6-1
- Two Handed|2|1d8-1
-
- fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze
- 4, 3, 3, 3, 2, 1, 1, 1
- urban
-
-
- Dolphin
- M
- beast
- unaligned
- 12 (natural armor)
- 11 (2d8+2)
- 0 ft., swim 60 ft.
- 1413136127
-
- Perception +3
-
-
-
-
- blindsight 60 ft.
- 13
-
- 1/8
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
- Charge||1d6
-
-
- Hold Breath
- The dolphin can hold its breath for 20 minutes.
-
-
- Slam
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
- Slam|4|1d6+2
-
-
-
- coastal, underwater
-
-
- Draegloth
- L
- fiend (demon)
- chaotic evil
- 15 (natural armor)
- 123 (13d10+52)
- 30 ft.
- 201518131111
-
- Perception +3, Stealth +5
- cold, fire, lightning
-
- poison
- poisoned
- darkvision 120 ft.
- 13
- Abyssal, Elvish, Undercommon
- 7
-
- Source
- Volo's Guide to Monsters, p. 141
-
-
- Fey Ancestry
- The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.
-
-
- Innate Spellcasting
- The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:
-
- At will: darkness
-
- 1/day each: confusion, dancing lights, faerie fire
-
-
- Multiattack
- The draegloth makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.
- Bite|8|2d10+5
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.
- Claws|8|2d10+5
-
- darkness, confusion, dancing lights, faerie fire
-
- underdark
-
-
- Dragonbait
- M
- humanoid (saurial)
- lawful good
- 17 (breastplate, shield)
- 120 (16d8+48)
- 30 ft.
- 151317141618
- Wis +6, Cha +7
- Athletics +5, Medicine +6
-
-
-
-
-
- 13
- understands Common but can’t speak
- 5
-
- Source
- Tomb of Annihilation, p. 218
-
-
- Divine Health
- Dragonbait is immune to disease.
-
-
- Magic Resistance Aura
- While holding his holy avenger, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- Dragonbait makes two melee weapon attacks.
-
-
- Holy Avenger (+3 Longsword)
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage.
- Holy Avenger|8|1d8+5
-
-
- Sense Alignment
- Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.
-
-
-
-
-
- Dragonclaw
- M
- humanoid (human)
- neutral evil
- 14 (leather armor)
- 16 (3d8+3)
- 30 ft.
- 91613111012
- Wis +2
- Deception +3, Stealth +5
-
-
-
-
-
- 10
- Common, Draconic
- 1
-
- Source
- Hoard of the Dragon Queen p. 89
-
-
- Dragon Fanatic
- The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened.
-
-
- Fanatic Advantage
- Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 (2d6) damage.
- Fanatic Advantage||2d6
-
-
- Pack Tactics
- The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Multiattack
- The dragonclaw attacks twice with its scimitar.
-
-
- Scimitar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Scimitar|5|1d6+3
-
-
-
-
-
- Dragonfang
- M
- humanoid (human)
- neutral evil
- 15 (studded leather)
- 78 (12d8+24)
- 30 ft.
- 111614121214
- Wis +3
- Deception +4, Stealth +5
- one of the following: acid, cold, fire, lightning or poison
-
-
-
-
- 11
- Common, Draconic, Infernal
- 5
-
- Source
- The Rise of Tiamat p. 89
-
-
- Dragon Fanatic
- The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened.
-
-
- Fanatic Advantage
- Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
- Fanatic Advantage||3d6
-
-
- Limited Flight
- The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
-
-
- Multiattack
- The Dragonfang attacks twice with its shortsword.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+7 (2d6) damage of the type to which the dragonfang has resistance.
- Shortsword|5|1d6+3+2d6
-
-
- Orb of Dragon's Breath (2/Day)
- Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.
- Orb of Dragon's Breath|5|5d8
-
-
-
-
-
- Dragonsoul
- M
- humanoid (human)
- neutral evil
- 16 (studded leather)
- 110 (17d8+34)
- 30 ft.
- 111814131216
- Wis +4
- Deception +6, Stealth +7
- one of the following: acid, cold, fire, lightning or poison
-
-
-
-
- 11
- Common, Draconic, Infernal
- 7
-
- Source
- The Rise of Tiamat p. 89
-
-
- Dragon Fanatic
- The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened.
-
-
- Fanatic Advantage
- Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage.
- Fanatic Advantage||3d6
-
-
- Limited Flight
- The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
-
-
- Pack Tactics
- The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Multiattack
- The Dragonsoul attacks twice with its shortsword.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage+10 (3d6) damage of the type to which the dragonsoul has resistance.
- Shortsword|5|1d6+3+3d6
-
-
- Orb of Dragon's Breath (3/Day)
- Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.
- Orb of Dragon's Breath|7|6d8
-
-
-
-
-
- Dragonwing
- M
- humanoid (human)
- neutral evil
- 14 (leather armor)
- 33 (6d8+6)
- 30 ft.
- 111613111113
- Wis +2
- Deception +3, Stealth +5
- one of the following: acid, cold, fire, lightning, or poison
-
-
-
-
- 10
- Common, Draconic
- 2
-
- Source
- The Rise of Tiamat p. 90
-
-
- Dragon Fanatic
- The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened.
-
-
- Fanatic Advantage
- Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage.
- Fanatic Advantage||2d6
-
-
- Limited Flight
- The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn.
-
-
- Pack Tactics
- The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Multiattack
- The dragonwing attacks twice with its scimitar.
-
-
- Scimitar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 3 (1d6) damage of the type to which the cultist has resistance.
- Scimitar|5|1d6+3+1d6
-
-
-
-
-
- Dralmorrer Borngray
- M
- humanoid (high elf)
- neutral evil
- 16 (studded leather, shield)
- 52 (7d10+14)
- 30 ft.
- 18141416108
- Str +6, Con +4
- Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Bullywug, Draconic, Elvish, Goblin, Sylvan
- 3
-
- Source
- Hoard of the Dragon Queen p. 90
-
-
- Fey Ancestry
- Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep.
-
-
- Spellcasting
- Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:
-
- • Cantrips (at will): fire bolt, prestidigitation, shocking grasp
-
- • 1st level (4 slots): longstrider, magic missile, shield, thunderwave
-
- • 2nd level (2 slots): magic weapon, misty step
-
-
- War Magic
- When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack.
-
-
- Weapon Bond
- Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand.
-
-
- Multiattack
- Dralmorrer attacks twice, either with his longsword or dagger.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 8 (1d8+4) slashing damage.
- One Handed|6|1d8+4
- Two Handed|6|1d10+4
-
-
- Dagger
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit 6 (1d4+4) piercing damage.
- Dagger|6|1d4+4
-
- fire bolt, prestidigitation, shocking grasp, longstrider, magic missile, shield, thunderwave, magic weapon, misty step
- 4, 2
-
-
- Drannin Splithelm
- M
- humanoid (shield dwarf)
- neutral evil
- 18 (plate)
- 93 (11d8+44)
- 25 ft.
- 19101811812
-
- Athletics +7, Intimidation +4
- cold, poison
-
-
-
- darkvision 60 ft.
- 9
- Common, Dwarvish
- 7
-
- Source
- Princes of the Apocalypse p. 209
-
-
- Action Surge (Recharges after a Short or Long Rest)
- Drannin takes an additional action on his turn.
-
-
- Brute
- A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack).
-
-
- Dwarven Resilience
- Drannin has advantage on saving throws against poison.
-
-
- Indomitable (Recharges after a Short or Long Rest)
- Drannin can reroll a saving throw that he fails. He must use the new roll.
-
-
- Second Wind (Recharges after a Short or Long Rest)
- Drannin can use a bonus action to regain 16 (1d10+11) hit points.
- Second Wind||1d10+11
-
-
- Special Equipment
- Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance. He also carries a potion of frost giant strength.
-
-
- Multiattack
- Drannin makes three attacks with his greataxe.
-
-
- Greataxe
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
- Greataxe|7|2d12+4
-
-
-
-
-
- Dread Warrior
- M
- undead
- neutral evil
- 18 (chain mail, shield)
- 37 (5d8+15)
- 30 ft.
- 151116101210
- Wis +3
- Athletics +4, Perception +3
-
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 13
- Common
- 1
-
- Source
- Tales from the Yawning Portal, p. 233
-
-
- Undead Nature
- A dread warrior doesn't require air, food, drink, or sleep.
-
-
- Undead Fortitude
- If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken , unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to l hit point instead.
-
-
- Multiattack
- The dread warrior makes two melee attacks.
-
-
- Battleaxe
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded with two hands.
- Battleaxe|4|1d8+2
- Two Handed|4|1d10+2
-
-
- 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.
- Javelin|4|1d6+2
-
-
-
-
-
- Droki
- S
- humanoid (derro)
- chaotic evil
- 15 (studded leather)
- 31 (7d6+7)
- 30 ft. (60 ft. with boots of speed)
- 11161310516
-
- Stealth +5
-
-
-
-
- darkvision 120 ft.
- 7
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 231
-
-
- Special Equipment
- Droki wears boots of speed.
-
-
- Insanity
- Droki has advantage on saving throws against being charmed or frightened.
-
-
- Innate Spellcasting
- Droki's innate spellcasting 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
-
-
- Sneak Attack (1/Turn)
- Droki deals an extra 7 (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.
- Sneak Attack||2d6
-
-
- Magic Resistance
- Droki has advantage on saving throws against spells and other magical effects.
-
-
- Sunlight Sensitivity
- While in sunlight, Droki has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- Droki makes two attacks with his shortsword.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (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 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- Shortsword|5|1d6+3
- Venom| |3d6
-
-
- Parry
- Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.
-
- minor illusion, darkness, fear, shatter
-
-
-
- Drow Arachnomancer
- M
- humanoid (elf)
- chaotic evil
- 15 (studded leather)
- 162 (25d8+50)
- 30 ft., climb 30 ft.
- 111714191416
- Con +7, Int +9, Cha +8
- Arcana +9, Nature +9, Perception +7, Stealth +8
- poison
-
-
-
- blindsight 10 ft., darkvision 120 ft.
- 17
- Elvish, Undercommon, can speak with spiders
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 182
-
-
- Change Shape (Recharges after a Short or Long Rest)
- The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: dancing lights
-
- 1/day each: darkness, faerie fire, levitate (self only).
-
-
- Spellcasting
- The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st–
-
- 5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt
-
- 1/day each: dominate monster, etherealness, eyebite.
-
-
- Spider Climb
- The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Web Walker
- The drow ignores movement restrictions caused by webbing.
-
-
- Multiattack
- The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.
-
-
- Poisonous Touch (Humanoid Form Only)
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage.
- Poisonous Touch|8|8d6
-
-
- Bite (Giant Spider Form Only)
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) 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.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|7|2d8+3
-
-
- Web (Giant Spider Form Only; Recharge 5-6)
- Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 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).
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Web|8|
-
- dancing lights, darkness, faerie fire, levitate, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt, dominate monster, etherealness, eyebite
- 0,0,0,0,3
-
-
- Drow Favored Consort
- M
- humanoid (elf)
- neutral evil
- 15 (18 with mage armor)
- 225 (30d8+90)
- 30 ft.
- 152016181518
- Dex +11, Con +9, Cha +10
- Acrobatics +11, Athletics +8, Perception +8, Stealth +11
-
-
-
-
- darkvision 120 ft.
- 18
- Elvish, Undercommon
- 18
-
- Source
- Mordenkainen's Tome of Foes, p. 183
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
-
- At will: dancing lights
-
- 1/day each: darkness, faerie fire, levitate (self only).
-
-
- Spellcasting
- The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost
-
- 1st level (4 slots): burning hands, mage armor, magic missile, shield
-
- 2nd level (3 slots): gust of wind, invisibility, misty step, shatter
-
- 3rd level (3 slots): counterspell, fireball, haste
-
- 4th level (3 slots): dimension door, Otiluke's resilient sphere
-
- 5th level (2 slots): cone of cold
-
- 6th level (1 slot): chain lightning.
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- War Magic
- When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.
-
-
- Multiattack
- The drow makes three scimitar attacks.
-
-
- Scimitar
- Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.
- Scimitar|11|1d6+5+4d8
-
-
- Hand Crossbow
- Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Hand Crossbow|11|1d6+5
-
- dancing lights, darkness, faerie fire, levitate, mage hand, message, poison spray, shocking grasp, ray of frost, burning hands, mage armor, magic missile, shield, gust of wind, invisibility, misty step, shatter, counterspell, fireball, haste, dimension door, Otiluke's resilient sphere, cone of cold, chain lightning
- 4,3,3,3,2,1
-
-
- Drow House Captain
- M
- humanoid (elf)
- neutral evil
- 16 (chain mail)
- 162 (25d8+50)
- 30 ft.
- 141915121413
- Dex +8, Con +6, Wis +6
- Perception +6, Stealth +8
-
-
-
-
- darkvision 120 ft.
- 16
- Elvish, Undercommon
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 184
-
-
- Battle Command
- As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
-
- At will: dancing lights
-
- 1/day each: darkness, faerie fire, levitate (self only).
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.
-
-
- Scimitar
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.
- Scimitar|8|1d6+4+4d6
-
-
- Whip
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
- Whip|8|1d4+4
-
-
- Hand Crossbow
- Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Hand Crossbow|8|1d6+4
-
-
- Parry
- The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
-
-
- dancing lights, darkness, faerie fire, levitate
- 0
-
-
- Drow Inquisitor
- M
- humanoid (elf)
- neutral evil
- 16 (breastplate)
- 143 (22d8+44)
- 30 ft.
- 111514162120
- Con +7, Wis +10, Cha +10
- Insight +10, Perception +10, Religion +8, Stealth +7
-
-
-
- frightened
- darkvision 120 ft.
- 20
- Elvish, Undercommon
- 14
-
- Source
- Mordenkainen's Tome of Foes, p. 184
-
-
- Discern Lie
- The drow knows when she hears a creature speak a lie in a language she knows.
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:
-
- At will: dancing lights, detect magic
-
- 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion.
-
-
- Magic Resistance
- The drow has advantage on saving throws against spells and other magical effects.
-
-
- Spellcasting
- The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:
-
- Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy
-
- 1st level (4 slots): bane, cure wounds, inflict wounds
-
- 2nd level (3 slots): blindness/deafness, silence, spiritual weapon
-
- 3rd level (3 slots): bestow curse, dispel magic, magic circle
-
- 4th level (3 slots): banishment, divination, freedom of movement
-
- 5th level (2 slots): contagion, dispel evil and good, insect plague
-
- 6th level (1 slot): harm, true seeing.
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The drow makes three death lance attacks.
-
-
- Death Lance
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
- Death Lance|10|1d6+5+4d8
-
-
- Variant: Summon Demon (1/Day)
- The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
-
- dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing
- 4,3,3,3,2,1
-
-
- Drow Matron Mother
- M
- humanoid (elf)
- neutral evil
- 17 (half plate)
- 262 (35d8+105)
- 30 ft.
- 121816172122
- Con +9, Wis +11, Cha +12
- Insight +11, Perception +11, Religion +9, Stealth +10
-
-
-
- charmed, frightened, poisoned
- darkvision 120 ft.
- 21
- Elvish, Undercommon
- 20
-
- Source
- Mordenkainen's Tome of Foes, p. 186
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
-
- At will: dancing lights, detect magic
-
- 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion.
-
-
- Lolth's Fickle Favor
- As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
-
-
- Magic Resistance
- The drow has advantage on saving throws against spells and other magical effects.
-
-
- Spellcasting
- The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:
-
- Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
-
- 1st level (4 slots): bane, command, cure wounds, guiding bolt
-
- 2nd level (3 slots): hold person, silence, spiritual weapon
-
- 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians
-
- 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith
-
- 5th level (3 slots): contagion, flame strike, geas, mass cure wounds
-
- 6th level (2 slots): blade barrier, harm
-
- 7th level (2 slots): divine word, plane shift
-
- 8th level (1 slot): holy aura
-
- 9th level (1 slot): gate.
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The matron mother makes two demon staff attacks or three tentacle rod attacks.
-
-
- Demon Staff
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
- Demon Staff|10|1d6+4
-
-
- Tentacle Rod
- Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
- Tentacle Rod|9|1d6
-
-
- Summon Servant (1/Day)
- The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
-
-
- Legendary Actions (3/Turn)
- The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drow regains spent legendary actions at the start of her turn.
-
-
- Demon Staff
- The drow makes one attack with her demon staff.
-
-
- Compel Demon (Costs 2 Actions)
- An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.
-
-
- Cast a Spell (Costs 1–3 Actions)
- The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.
-
- dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate
- 4,3,3,3,3,2,2,1,1
-
-
- Drow Shadowblade
- M
- humanoid (elf)
- neutral evil
- 17 (studded leather)
- 150 (20d8+60)
- 30 ft.
- 142116121413
- Dex +9, Con +7, Wis +6
- Perception +6, Stealth +9
-
-
-
-
- darkvision 120 ft.
- 16
- Elvish, Undercommon
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 187
-
-
- Fey Ancestry
- The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
-
-
- Innate Spellcasting
- The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
-
- At will: dancing lights
-
- 1/day each: darkness, faerie fire, levitate (self only).
-
-
- Shadow Step
- While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
-
-
- Sunlight Sensitivity
- While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.
-
-
- Shadow Sword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.
- Shadow Sword|9|1d6+5+3d6
-
-
- Hand Crossbow
- Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Hand Crossbow|9|1d6+5
-
-
- Variant: Summon Shadow Demon (1/Day)
- The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
-
- dancing lights, darkness, faerie fire, levitate
- 0
-
-
- Drow Spore Servant
- M
- plant
- unaligned
- 15 (chain shirt)
- 13 (3d8)
- 20 ft.
- 101410261
-
-
-
-
-
- blinded, charmed, frightened, paralyzed
- blindsight 30 ft. (blind beyond this radius)
- 8
-
- 1/8
-
- Source
- Out of the Abyss p. 229
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
-
-
-
- Drowned Ascetic
- M
- undead
- chaotic evil
- 13
- 75 (10d8+30)
- 30 ft.
- 121616395
- Dex +5
-
-
-
- poison
- poisoned
- darkvision 60ft.
- 9
- understands the languages it knew in life but can’t speak
- 3
-
- Source
- Ghosts of Saltmarsh p. 233
-
-
- Bottom Treader
- The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
-
-
- Bound Together
- The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
-
-
- Undead Fortitude
- If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned ascetic drops to 1 hit point instead.
-
-
- Multiattack
- The drowned ascetic makes three unarmed strikes.
-
-
- Unarmed Strike
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
- Unarmed Strike|5|1d8+3
-
-
- Dexterous Target
- The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.
-
-
-
- underwater, swamp
-
-
- Drowned Assassin
- M
- undead
- chaotic evil
- 14 (leather armor)
- 67 (9d8+27)
- 30 ft.
- 1516169916
- Dex +5, Con +5
- Intimidation +5, Stealth +5
-
-
- poison
- poisoned
- darkvision 60ft.
- 9
- understands the languages it knew in life but can’t speak
- 4
-
- Source
- Ghosts of Saltmarsh p. 234
-
-
- Bottom Treader
- The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
-
-
- Bound Together
- The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
-
-
- Undead Fortitude
- If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead.
-
-
- Multiattack
- The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action
-
-
- Hand Crossbow
- Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
- Hand Crossbow|5|1d8+3
-
-
- Dagger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC 12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
- Dagger|5|1d4+3
-
-
- Reveal (1/Day)
- The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
-
-
- Dexterous Target
- The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.
-
-
-
- underwater, swamp
-
-
- Drowned Blade
- M
- undead
- chaotic evil
- 10 (leather armor)
- 45 (6d8+18)
- 30 ft.
- 16816395
-
-
-
-
- poison
- poisoned
- darkvision 60ft.
- 9
- understands the languages it knew in life but can’t speak
- 2
-
- Source
- Ghosts of Saltmarsh p. 235
-
-
- Bottom Treader
- The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet.
-
-
- Bound Together
- The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
-
-
- Undead Fortitude
- If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned blade drops to 1 hit point instead.
-
-
- Multiattack
- The drowned blade makes two rusted longsword attacks.
-
-
- Rusted Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
- Rusted Longsword|7|1d8+3
-
-
-
- underwater, swamp
-
-
- Drowned Master
- M
- undead
- chaotic evil
- 14 (natural armor)
- 157 (21d8+63)
- 30 ft.
- 17121691412
- Con +7, Wis +6
- Perception +10
-
-
- poison
- poisoned
- darkvision 60ft.
- 20
- understands the languages it knew in life but can’t speak
- 9
-
- Source
- Ghosts of Saltmarsh p. 235
-
-
- Bound Together
- The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation.
-
-
- Cold Aura
- At the start of each of the drowned master’s turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage
-
-
- Undead Fortitude
- If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned master drops to 1 hit point instead.
-
-
- Multiattack
- The drowned master makes two attacks: one with its greatsword and one with its Life-Draining tentacles
-
-
- Greatsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot.
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
- Greatsword|7|1d8+3+4d6
-
-
- Life-Draining Tentacle
- Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to a 0. This reduction lasts until the target finishes a long rest. On a failed saved, the target also contracts bluerot.
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
-
-
- Necrotic Ink (Recharge 5-6)
- The drowned master discharges foul ink in front of itself in a 3O-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see the "Bluerot" sidebar).
- Bluerot: This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. The disease is carried by undead (including the drowned ones in Tammeraut’s Fate), and victims most often acquire it through wounds caused by infected creatures.
- The disease’s boils manifests in 1d4 hours, causing the victim’s Constitution and Charisma scores to decrease by 1d4 each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.
- At the end of each long rest, an infected creature makes a DC12 Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim’s ability scores do not cure the disease. On a failed saving throw the victim takes 18 (4d8) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal.
-
- underwater, swamp
-
-
- Duergar Darkhaft
- M
- humanoid (dwarf)
- lawful evil
- 16 (scale mail, shield)
- 26 (4d8+4)
- 25 ft.
- 14111411109
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 226
-
-
- 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
-
-
- 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 on 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.
- War Pick|4|1d8+2
- Enalrged|4|2d8+2
-
-
- 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.
- Javelin|4|1d6+2
- Enlarged|4|2d6+2
-
-
- Invisibility (Recharges on 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.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
- friends, mage hand, disguise self, sleep
-
-
-
- Duergar Despot
- M
- humanoid (dwarf)
- lawful evil
- 21 (natural armor)
- 119 (14d8+56)
- 25 ft.
- 20519151413
- Con +8, Wis +6
-
-
-
- poison
- charmed, exhaustion, frightened, paralyzed, poisoned
- darkvision 120 ft.
- 12
- Dwarvish, Undercommon
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 188
-
-
- Innate Spellcasting (Psionics)
- The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:
-
- At will: mage hand, minor illusion
-
- 1/day each: counterspell, misty step, stinking cloud.
-
-
- Magic Resistance
- The duergar has advantage on saving throws against spells and other magical effects.
-
-
- Psychic Engine
- When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.
-
-
- Sunlight Sensitivity
- While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
-
-
- Iron Fist
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Iron Fist|9|2d8+5
-
-
- Stomping Foot
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target.
- Stomping Foot|9|1d8+5
-
-
- Flame Jet
- The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
-
- mage hand, minor illusion, counterspell, misty step, stinking cloud
- 0
-
-
- Duergar Hammerer
- M
- construct
- lawful evil
- 17 (natural armor)
- 33 (6d8+6)
- 20 ft.
- 17712555
-
-
-
-
- poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 7
- understands Dwarvish but can’t speak
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 188
-
-
- Engine of Pain
- Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
-
-
- Siege Monster
- The hammerer deals double damage to objects and structures.
-
-
- Multiattack
- The hammerer makes two attacks: one with its claw and one with its hammer.
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
- Claw|5|1d6+3
-
-
- Hammer
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
- Hammer|5|2d6+3
-
-
-
-
-
- Duergar Kavalrachni
- M
- humanoid (dwarf)
- lawful evil
- 16 (scale mail, shield)
- 26 (4d8+4)
- 25 ft.
- 14111411109
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 226
- Mordenkainen's Tome of Foes, 189
-
-
- Mounted
- The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantulas 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 against 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 on 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.
- War Pick|4|1d8+2
- Enalrged|4|2d8+2
-
-
- 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.
- Javelin|4|1d6+2
- Enlarged|4|2d6+2
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
- Crossbow|4|1d10
-
-
- Invisibility (Recharges on 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.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
-
-
-
- Duergar Keeper of the Flame
- M
- humanoid (dwarf)
- lawful evil
- 16 (scale mail, shield)
- 26 (4d8+4)
- 25 ft.
- 14111411109
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 226
-
-
- Innate Spellcasting (Psionics)
- The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:
-
- 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
-
-
- 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 on 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.
- War Pick|4|1d8+2
- Enalrged|4|2d8+2
-
-
- 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.
- Javelin|4|1d6+2
- Enlarged|4|2d6+2
-
-
- Invisibility (Recharges on 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.
-
- friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon
- 4, 2
-
-
- Duergar Mind Master
- M
- humanoid (dwarf)
- lawful evil
- 14 (leather armor)
- 39 (6d8+12)
- 25 ft.
- 111714151012
- Wis +2
- Perception +2, Stealth +5
- poison
-
-
-
- darkvision 120 ft., truesight 30 ft.
- 12
- Dwarvish, Undercommon
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 189
-
-
- 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.
-
-
- Multiattack
- The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
-
-
- Mind-Poison Dagger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.
- Mind-Poison Dagger|5|1d4+3
-
-
- Invisibility (Recharge 4-6)
- The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Mind Mastery
- The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.
-
-
- Reduce (Recharges after a Short or Long Rest)
- For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
-
-
-
-
-
- Duergar Screamer
- M
- construct
- lawful evil
- 15 (natural armor)
- 38 (7d8+7)
- 20 ft.
- 18712555
-
-
-
-
- poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 7
- understands Dwarvish but can’t speak
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 190
-
-
- Engine of Pain
- Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.
-
-
- Multiattack
- The screamer makes one drill attack and uses its Sonic Scream.
-
-
- Drill
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
- Drill|6|1d12+4
-
-
- Sonic Scream
- The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
-
-
-
- Duergar Soulblade
- M
- humanoid (dwarf)
- lawful evil
- 14 (leather armor)
- 18 (4d8)
- 25 ft.
- 111610111012
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 1
-
- Source
- Out of the Abyss p. 227
- Mordenkainen's Tome of Foes, p. 190
-
-
- 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 on 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 in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.
-
-
- Soulblade
- Melee Weapon Attack: +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, the attack deals an extra 3 (1d6) force damage.
- Soulblade|6|1d6+3
- Enlarged|6|2d6+3
-
-
- Invisibility (Recharges on 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.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
- blade ward, true strike, jump, hunter's mark
-
-
-
- Duergar Spore Servant
- M
- plant
- unaligned
- 16 (scale mail, shield)
- 26 (4d8+4)
- 15 ft.
- 141114261
-
-
- poison
-
-
- blinded, charmed, frightened, paralyzed
- blindsight 30 ft. (blind beyond this radius)
- 8
-
- 1/2
-
- Source
- Out of the Abyss p. 229
-
-
- War Pick
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- War Pick|4|1d8+2
-
-
-
-
-
- Duergar Spy
- M
- humanoid (dwarf)
- lawful evil
- 15 (studded leather)
- 33 (6d8+6)
- 25 ft.
- 101612121013
-
- Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight of Hand +5, Stealth +7
- poison
-
-
-
- darkvision 120 ft.
- 14
- Dwarvish, Undercommon
- 2
-
- Source
- Tales from the Yawning Portal, p. 234
-
-
- Cunning Action
- On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
-
-
- Duergar Resilience
- The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
-
-
- Sneak Attack
- Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
-
-
- Sunlight Sensitivity
- While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The spy makes two shortsword attacks.
-
-
- Enlarge (Recharges after a Short or Long Rest)
- For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged.
- Shortsword|5|1d6+3
-
-
- Hand Crossbow
- Ranged Weapon Attack: +5 to hit, range 30/120 ft ., one target. Hit: 6 (1d6 + 3) piercing damage.
- Hand Crossbow|5|1d6+3
-
-
- Invisibility (Recharges after a Short or Long Rest)
- The spy magically turns invisible until it attacks, deals damage, 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 spy wears or carries is invisible with it.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
-
-
-
- Duergar Stone Guard
- M
- humanoid (dwarf)
- lawful evil
- 18 (chain mail, shield)
- 39 (6d8+12)
- 25 ft.
- 18111411109
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 227
- Mordenkainen's Tome of Foes, p. 191
-
-
- Duergar Resilience
- The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
-
-
- Phalanx Formation
- The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
-
-
- 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 on 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.
-
-
- King's Knife (Shortsword)
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.
- King's Knife|6|1d6+4
- Enalrged|6|2d6+4
-
-
- Javelin
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, or 11 (2d6+4) piercing damage while enlarged.
- Javelin|6|1d6+4
- Enlarged|6|2d6+4
-
-
- Invisibility (Recharges on 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.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
-
-
-
- Duergar Warlord
- M
- humanoid (dwarf)
- lawful evil
- 20 (plate mail, shield)
- 75 (10d8+30)
- 25 ft.
- 181117121214
-
-
- poison
-
-
-
- darkvision 120 ft.
- 11
- Dwarvish, Undercommon
- 6
-
- Source
- Mordenkainen's Tome of Foes, p. 192
-
-
- 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.
-
-
- Multiattack
- The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.
-
-
- Psychic-Attuned Hammer
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.
- Psychic-Attuned Hammer|7|1d10+4
-
-
- Javelin
- Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.
- Javelin|7|1d6+4
-
-
- Call to Attack
- Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
-
-
- 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.
-
-
- Invisibility (Recharge 4-6)
- The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Scouring Instruction
- When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.
-
-
-
-
-
-
- Duergar Xarron
- M
- humanoid (dwarf)
- lawful evil
- 18 (platemail)
- 26 (4d8+4)
- 25 ft.
- 16111411109
-
-
- poison
-
-
-
- darkvision 120 ft.
- 10
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 228
- Mordenkainen's Tome of Foes, p. 193
-
-
- 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 on 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: 9 (1d12+3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12+3) piercing damage plus 3 (1d6) fire damage while enlarged.
- Fire Lance|5|1d12+3
- Enlarged|5|2d12+3
-
-
- 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 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
- Fire Spray| |3d6
-
-
- Invisibility (Recharges on 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.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
-
-
-
- Duvessa Shane
- M
- humanoid (Illuskan human)
- lawful good
- 10
- 9 (2d8)
- 30 ft.
- 101110161416
-
- Deception +5, Insight +4, Persuasion +5
-
-
-
-
-
- 12
- Common, Dwarvish, Giant, Orc
-
-
- Source
- Storm King's Thunder, p. 248
-
-
- Roleplaying Information
- The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.
-
- Ideal: "The people of Icewind Dale are survivors. They can weather any storm."
-
- Bond: "My mother taught me what it means to be a good leader. I won't disappoint her."
-
- Flaw: "I don't give an inch in any argument or conflict."
-
-
- Dagger
- Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger.
- Dagger|2|1d4
-
-
- Parry
- Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.
-
-
-
-
-
- Dybbuk
- M
- fiend (demon)
- chaotic evil
- 14 ()
- 37 (5d8+15)
- 0 ft., fly 40 ft. (hover)
- 61916161514
-
- Deception +6, Intimidation +4, Perception +4
- acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 120 ft.
- 14
- Abyssal, Common, telepathy 120 ft.
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 132
-
-
- Incorporeal Movement
- The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
-
-
- Innate Spellcasting
- The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
-
- At will: dimension door
-
- 3/day each: fear, phantasmal force.
-
-
- Magic Resistance
- The dybbuk has advantage on saving throws against spells and other magical effects.
-
-
- Violate Corpse
- The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Tendril
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.
- Tendril|6|2d8+4
-
-
- Possess Corpse (Recharge 6)
- The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
- While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
- The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
-
- dimension door, fear, phantasmal force
-
-
-
- Earth Elemental Myrmidon
- M
- elemental
- neutral
- 18 (plate)
- 127 (17d8+51)
- 30 ft.
- 18101781010
-
-
- bludgeoning, piercing, and slashing from nonmagical weapons
-
- poison
- paralyzed, petrified, poisoned, prone
- darkvision 60 ft.
- 10
- Terran, one language of its creator's choice
- 7
-
- Source
- Princes of the Apocalypse p. 212
- Mordenkainen's Tome of Foes, p. 202
-
-
- Magic Weapons
- The myrmidon's weapon attacks are magical.
-
-
- Multiattack
- The myrmidon makes two maul attacks.
-
-
- Maul
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
- Maul|7|2d6+4
-
-
- Thunderous Strike (Recharge 6)
- The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Thunderous Strike|7|2d6+4+3d10
-
-
-
-
-
- Eblis
- L
- monstrosity
- neutral evil
- 13
- 26 (4d10+4)
- 30 ft., fly 40 ft.
- 111612121411
-
- Perception +4
-
-
-
-
-
- 14
- Auran, Common
- 1
-
- Source
- Tomb of Annihilation, p. 219
-
-
- Innate Spellcasting
- The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
-
- 1/day each: blur, hypnotic pattern, minor illusion
-
-
- Multiattack
- The eblis attacks twice with its beak.
-
-
- Beak
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Beak|5|1d4+3
-
- blur, hypnotic pattern, minor illusion
- 0
-
-
- Eidolon
- M
- undead
- any alignment
- 9 (natural armor)
- 63 (18d8+18)
- 0 ft., fly 40 ft. (hover)
- 789141916
- Wis +8
- Perception +8
- acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- cold, necrotic, poison
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 18
- the languages it knew in life
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 193
-
-
- Undead Nature
- An eidolon doesn't require air, food, drink, or sleep.
-
-
- Incorporeal Movement
- The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
-
-
- Sacred Animation (Recharge 5-6)
- When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.
-
-
- Turn Resistance
- The eidolon has advantage on saving throws against any effect that turns undead.
-
-
- Divine Dread
- Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
-
-
- Elder Brain
- L
- aberration
- lawful evil
- 10
- 210 (20d10+100)
- 5ft., swim 10 ft.
- 151020211924
- Int +10, Wis +9, Cha +12
- Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
-
-
-
-
- blindsight 120 ft.
- 14
- understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles
- 14
-
- Source
- Volo's Guide to Monsters, p. 174
-
-
- Creature Sense
- The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner.
-
-
- Innate Spellcasting (Psionics)
- The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
-
- At will: detect thoughts, levitate
-
- 1/day each: dominate monster, plane shift (self only)
-
-
- Legendary Resistance (3/Day)
- If the elder brain fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- The elder brain has advantage on saving throws against spells and other magical effects.
-
-
- Telepathic Hub
- The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
-
-
- Tentacle
- Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Tentacle|7|4d8+2
-
-
- Mind Blast (Recharge 5-6)
- The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Mind Blast| |5d10+5
-
-
- Psychic Link
- The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
-
-
- Sense Thoughts
- The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
-
-
- Legendary Actions (3/Turn)
- The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
-
-
- Tentacle
- The elder brain makes a tentacle attack.
-
-
- Break Concentration
- The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
-
-
- Psychic Pulse
- The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
-
-
- Sever Psychic Link
- The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
-
- detect thoughts, levitate, dominate monster, plane shift
-
- underdark
-
-
- Elder Oblex
- H
- ooze
- lawful evil
- 16 ()
- 115 (10d12+50)
- 20 ft.
- 151621221318
- Int +10, Cha +8
- Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
-
-
-
- blinded, charmed, deafened, exhaustion, prone
- blindsight 60 ft. (blind beyond this distance)
- 15
- Common plus six more
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 219
-
-
- Ooze Nature
- An oblex doesn't require sleep.
-
-
- Amorphous
- The oblex can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Aversion to Fire
- If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
-
-
- Innate Spellcasting
- The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
-
- At will: charm person (as 5th-level spell), detect thoughts, hold person
-
- 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis.
-
-
- Sulfurous Impersonation
- As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.
-
-
- Multiattack
- The elder oblex makes two pseudopod attacks and uses Eat Memories.
-
-
- Pseudopod
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.
- Pseudopod|7|4d6+3+2d6
-
-
- Eat Memories
- The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
- While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.
- When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- charm person, detect thoughts, hold person, confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis
-
-
-
- Elder Tempest
- G
- elemental
- neutral
- 19 ()
- 264 (16d20+96)
- 0 ft., fly 120 ft. (hover)
- 23282322118
- Wis +12, Cha +11
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- lightning, poison, thunder
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- darkvision 60 ft.
- 15
-
- 23
-
- Source
- Mordenkainen's Tome of Foes, p. 200
-
-
- Air Form
- The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Flyby
- The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.
-
-
- Legendary Resistance (3/Day)
- If the tempest fails a saving throw, it can choose to succeed instead.
-
-
- Living Storm
- The tempest is always at the center of a storm1d6+4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
- In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
-
-
- Siege Monster
- The tempest deals double damage to objects and structures.
-
-
- Multiattack
- The tempest makes two attacks with its thunderous slam.
-
-
- Thunderous Slam
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage.
- Thunderous Slam|16|4d6+9
-
-
- Lightning Storm (Recharge 6)
- All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Legendary Actions (3/Turn)
- The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn.
-
-
- Move
- The tempest moves up to its speed.
-
-
- Lightning Strike (Costs 2 Actions)
- The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
-
-
- Screaming Gale (Costs 3 Actions)
- The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
-
-
-
-
-
- Elizar Dryflagon
- M
- humanoid (human)
- neutral evil
- 14 (hide)
- 71 (11d8+22)
- 30 ft.
- 131514111810
-
- Arcana +3, Deception +3
-
-
-
-
-
- 14
- Common, Druidic
- 5
-
- Source
- Princes of the Apocalypse p. 202
-
-
- Spellcasting
- Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared:
-
- • Cantrips (at will): druidcraft, guidance, poison spray, produce flame
-
- • 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave
-
- • 2nd level (3 slots): flame blade, spike growth
-
- • 3rd level (3 slots): dispel magic, stinking cloud
-
- • 4th level (2 slots): blight, wall of fire
-
-
- Summon Mephits (Recharges after a Long Rest)
- By puffing on his pipe, Elizar can use an action to cast conjure minor elementals. If he does so, he summons four smoke mephits.
-
-
- Dagger +1
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Dagger +1|6|1d4+3
-
- druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire
- 4, 3, 3, 2
-
-
- Enchanter
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 40 (9d8)
- 30 ft.
- 91411171211
- Int +6, Wis +4
- Arcana +6, History +6
-
-
-
-
-
- 11
- any four languages
- 5
-
- Source
- Volo's Guide to Monsters, p. 213
-
-
- Spellcasting
- The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:
-
- Cantrips (at will): friends, mage hand, mending, message
-
- 1st level (4 slots): charm person*, mage armor, magic missile
-
- 2nd level (3 slots): hold person*, invisibility, suggestion*
-
- 3rd level (3 slots): fireball, haste, tongues
-
- 4th level (3 slots): dominate beast*, stoneskin
-
- 5th level (2 slots): hold monster*
-
- *Enchantment spell of 1st level or higher
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|2|1d6-1
- Two Handed|2|1d8-1
-
-
- Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)
- The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
- The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
-
- friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster
- 4, 3, 3, 3, 2
- urban
-
-
- Eternal Flame Guardian
- M
- humanoid (human)
- chaotic evil
- 17 (breastplate, shield; 15 while using a crossbow)
- 45 (7d8+14)
- 30 ft.
- 15131481113
-
- Intimidation +3, Perception +2
- fire
-
-
-
-
- 12
- Common
- 2
-
- Source
- Princes of the Apocalypse p. 200
-
-
- Flaming Weapon (Recharges after a Short or Long Rest)
- As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
- Flaming Weapon||1d6
-
-
- Multiattack
- The guard makes two melee attacks.
-
-
- Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
- One Handed|4|1d8+2
- Two Handed|4|1d10+2
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
- Heavy Crossbow|3|1d10+1
-
-
-
-
-
- Eternal Flame Priest
- M
- humanoid (human)
- neutral evil
- 12 (15 with mage armor)
- 52 (8d8+16)
- 30 ft.
- 121514101116
-
- Deception +5, Intimidation +5, Religion +2
- fire
-
-
-
-
- 10
- Common, Ignan
- 3
-
- Source
- Princes of the Apocalypse p. 200
-
-
- Spellcasting
- The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): control flames, create bonfire, fire bolt, light, minor illusion
-
- • 1st level (4 slots): burning hands, expeditious retreat, mage armor
-
- • 2nd level (3 slots): blur, scorching ray
-
- • 3rd level (2 slots): fireball
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
- control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball
- 4, 3, 2
-
-
- Evil Mage
- M
- humanoid (human)
- lawful evil
- 12
- 22 (5d8)
- 30 ft.
- 91411171211
- Int +5, Wis +3
- Arcana +5, History +5
-
-
-
-
-
- 11
- Common, Draconic, Dwarvish, Elvish
- 1
-
- Source
- Lost Mines of Phandelver p. 57
-
-
- Spellcasting
- The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list:
-
- • Cantrips (at will): light, mage hand, shocking grasp
-
- • 1st Level (4 slots): charm person, magic missile
-
- • 2nd Level (3 slots): hold person, misty step
-
-
- Quarterstaff
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8-1) bludgeoning damage.
- One Handed|1|1d6-1
- Two Handed|1|1d8-1
-
- light, mage hand, shocking grasp, charm person, magic missile, hold person, misty step
- 4, 3
-
-
- Evoker
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 66 (12d8+12)
- 30 ft.
- 91412171211
- Int +7, Wis +5
- Arcana +7, History +7
-
-
-
-
-
- 11
- any four languages
- 9
-
- Source
- Volo's Guide to Monsters, p. 214
-
-
- Spellcasting
- The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:
-
- Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*
-
- 1st level (4 slots): burning hands*, mage armor, magic missile*
-
- 2nd level (3 slots): mirror image, misty step, shatter*
-
- 3rd level (3 slots): counterspell, fireball*, lightning bolt*
-
- 4th level (3 slots): ice storm*, stoneskin
-
- 5th level (2 slots): Bigby’s hand*, cone of cold*
-
- 6th level (1 slot): chain lightning*, wall of ice*
-
- *Evocation spell
-
-
- Sculpt Spells
- When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
-
-
- Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|3|1d6-1
- Two Handed|3|1d8-1
-
- fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice
- 4, 3, 3, 3, 2, 1
- urban
-
-
- Ezmerelda d'Avenir
- M
- humanoid (human)
- chaotic good
- 17 (studded leather armor +1)
- 82 (11d8+33)
- 30 ft.
- 141916161117
- Wis +3
- Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of Hand +7, Stealth +7, Survival +6
-
-
-
-
-
- 16
- Common, Elvish
- 8
-
- Source
- Curse of Strahd p. 231
-
-
- Special Equipment
- In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
-
-
- Spellcasting
- Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:
-
- • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
-
- •1st level (4 slots): protection from good and evil, magic missile, shield
-
- •2nd level (3 slots): darkvision, knock, mirror image
-
- •3rd level (3 slots): clairvoyance, lightning bolt, magic circle
-
- •4th level (1 slot): greater invisibility
-
-
- Multiattack
- Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.
-
-
- Rapier +1
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Rapier|8|1d8+5
-
-
- Handaxe +1
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d6+3) slashing damage.
- Hand Axe|8|1d6+3
-
-
- Silvered Shortsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Shortsword|7|1d6+4
-
-
- Curse (Recharges after a Long Rest)
- Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.
-
-
- Evil Eye (Recharges after a Short or Long Rest)
- Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
-
- fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility
- 4, 3, 3, 1
-
-
- Fathomer
- M
- humanoid (human)
- neutral evil
- 10 (13 with mage armor)
- 52 (8d8+16)
- 30 ft.
- 141114111115
-
- Arcana +2, Perception +4, Stealth +4
-
-
-
-
-
- 14
- Aquan, Common
- 2
-
- Source
- Princes of the Apocalypse p. 207
-
-
- Shapechanger (2/day)
- The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.
- While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing.
-
-
- Olhydra's Armor (Human Form Only)
- The fathomer can cast mage armor at will, without expending material components.
-
-
- Spellcasting (Human Form Only)
- The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:
-
- • Cantrips (at will): chill touch, eldritch blast, mage hand
-
- • 1st level: armor of Agathys, expeditious retreat, hex
-
- • 2nd level: invisibility
-
- • 3rd level: Vampiric touch
-
-
- Constrict (Serpent Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can't constrict another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|4|2d6+2
-
-
- Dagger (Human Form Only)
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
- chill touch, eldritch blast, mage hand, armor of Agathys, expeditious retreat, hex, invisibility, vampiric touch
- , , 2
-
-
- Feathergale Knight
- M
- humanoid (human)
- lawful evil
- 16 (scale)
- 33 (6d8+6)
- 30 ft.
- 141412111014
-
- Animal Handling +2, History +2
-
-
-
-
-
- 10
- Auran, Common
- 1
-
- Source
- Princes of the Apocalypse p. 189
-
-
- Spellcasting
- The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell:
-
- • Cantrips (at will): gust, light, message, ray of frost
-
- • 1st level (2 slots): expeditious retreat, feather fall
-
-
- Multiattack
- The knight makes two melee attacks.
-
-
- Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
- One Handed|4|1d8+2
- Two Handed|4|1d10+2
-
-
- Spear
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- One Handed|4|1d6+2
- Two Handed|4|1d8+2
-
- gust, light, message, ray of frost, expeditious retreat, feather fall
- 2
-
-
- Fire Elemental Myrmidon
- M
- elemental
- neutral
- 18 (plate)
- 117 (18d8+36)
- 40 ft.
- 13181591010
-
-
- bludgeoning, piercing, and slashing from nonmagical weapons
-
- fire, poison
- paralyzed, petrified, poisoned, prone
- darkvision 60 ft.
- 10
- Ignan, one language of its creator's choice
- 7
-
- Source
- Princes of the Apocalypse p. 213
- Mordenkainen's Tome of Foes, p. 203
-
-
- Illumination
- The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
-
-
- Magic Weapons
- The myrmidon's weapon attacks are magical.
-
-
- Water Susceptibility
- For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage.
-
-
- Multiattack
- The myrmidon makes three scimitar attacks.
-
-
- Scimitar
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
- Scimitar|7|1d6+4
-
-
- Fiery Strikes (Recharge 6)
- The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
- Fiery Strikes|7|1d6+4+1d10
-
-
-
-
-
- Fire Giant (Variant)
- H
- giant
- lawful evil
- 18 (plate)
- 162 (13d12+78)
- 30 ft.
- 25923101413
- Dex +3, Con +10, Cha +5
- Athletics +11, Perception +6
-
-
- fire
-
-
- 16
- Giant
- 9
-
- Source
- Monster Manual, p. 154
-
-
- Variant: Siege Monster
- The giant deals double damage to objects and structures.
-
- Storm King's Thunder, p. 246
-
-
- Variant: Tackle
- When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.
-
- Storm King's Thunder, p. 245
-
-
- Multiattack
- The giant makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage.
- |11|6d6+7
-
-
- Rock
- Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
- |11|4d10+7
-
-
-
- mountain, underdark
-
-
- Fire Giant Dreadnought
- H
- giant (fire giant)
- lawful evil
- 21 (plate, shields)
- 187 (15d12+90)
- 30 ft.
- 2792381011
- Dex +4, Con +11, Cha +5
- Athletics +13, Perception +5
-
-
- fire
-
-
- 15
- Giant
- 14
-
- Source
- Volo's Guide to Monsters, p. 147
-
-
- Dual Shields
- The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.
-
-
- Multiattack
- The giant makes two fireshield attacks.
-
-
- Fireshield
- Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
- Fireshield|13|4d6+8+2d6+2d6
-
-
- Rock
- Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage.
- Rock|13|4d10+8
-
-
- Shield Charge
- The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone.
- Failed Save| |3d6+8
- Prone Failed Save| |6d6+8
-
-
-
- mountain, underdark
-
-
- Firenewt Warlock of Imix
- M
- humanoid (firenewt)
- neutral evil
- 10 (13 with mage armor)
- 33 (6d8+6)
- 30 ft.
- 13111291114
-
-
-
-
- fire
-
- darkvision 120 ft. (penetrates magical darkness)
- 10
- Draconic, Ignan
- 1
-
- Source
- Volo's Guide to Monsters, p. 143
-
-
- Amphibious
- The firenewt can breathe air and water.
-
-
- Innate Spellcasting
- The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
-
-
- Spellcasting
- The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
-
- 1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
-
-
- Imix's Blessing
- When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
-
-
- Morningstar
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.
- Morningstar|3|1d8+1
-
- mage armor, burning hands, flaming sphere, hellish rebuke, scorching ray, fire bolt, guidance, light, mage hand, prestidigitation
- , 2
- hill, mountain, underdark
-
-
- Firenewt Warrior
- M
- humanoid (firenewt)
- neutral evil
- 16 (chain shirt, shield)
- 22 (4d8+4)
- 30 ft.
- 1013127118
-
-
-
-
- fire
-
-
- 10
- Draconic, Ignan
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 142
-
-
- Amphibious
- The firenewt can breathe air and water.
-
-
- Multiattack
- The firenewt makes two attacks with its scimitar.
-
-
- Scimitar
- Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage.
- Scimitar|3|1d6+1
-
-
- Spit Fire (Recharges after a Short or Long Rest)
- The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one
- Spit Fire||2d8
-
-
-
- desert, hill, mountain, underdark
-
-
- Flail Snail
- L
- elemental
- unaligned
- 16 (natural armor)
- 52 (5d10+25)
- 10 ft.
- 175203105
-
-
-
-
- fire, poison
- poisoned
- darkvision 60 ft., tremorsense 60 ft.
- 10
-
- 3
-
- Source
- Volo's Guide to Monsters, p. 144
-
-
- Antimagic Shell
- The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:
-
- 1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
-
- 3-4: No additional effect.
-
- 5-6: The snail’s shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
-
-
- Flail Tentacles
- The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.
-
-
- Multiattack
- The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.
-
-
- Flail Tentacle
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Flail Tentacle|5|1d6+3
-
-
- Scintillating Shell (Recharges after a Short or Long Rest)
- The snail's shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Shell Defense
- The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
-
-
-
- forest, swamp, underdark
-
-
- Flamewrath
- M
- humanoid (human)
- chaotic evil
- 12 (15 with mage armor)
- 105 (14d8+42)
- 30 ft.
- 101416111016
-
- Arcana +3, Religion +3
-
-
- fire
-
-
- 10
- Common, Ignan
- 6
-
- Source
- Princes of the Apocalypse p. 201
-
-
- Spellcasting
- The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): control flames, fire bolt, friends, light, minor illusion
-
- • 1st level (4 slots): burning hands, color spray, mage armor
-
- • 2nd level (3 slots): scorching ray, suggestion
-
- • 3rd level (3 slots): fireball, hypnotic pattern
-
- • 4th level (1 slot): fire shield (see Wreathed in Flame)
-
-
- Wreathed in Flame
- For the flamewrath, the warm version of the fire shield spell has a duration of "until dispelled." The fire shield burns for 10 minutes after the flamewrath dies, consuming its body.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|5|1d4+2
-
- control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield
- 4, 3, 3, 1
-
-
- Flind
- M
- humanoid (gnoll)
- chaotic evil
- 16 (chain mail)
- 127 (15d8+60)
- 30 ft.
- 201019111312
- Con +8, Wis +5
- Intimidation +5, Perception +5
-
-
-
-
- darkvision 60 ft.
- 15
- Abyssal, Gnoll
- 9
-
- Source
- Volo's Guide to Monsters, p. 153
-
-
- Aura of Blood Thirst
- If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.
-
-
- Multiattack
- The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
-
-
- Flail of Madness
- Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
- Flail of Madness|9|1d10+5
-
-
- Flail of Pain
- Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.
- Flail of Pain|9|1d10+5+4d10
-
-
- Flail of Paralysis
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Flail of Paralysis|9|1d10+5
-
-
- Longbow
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
- Longbow|4|1d8
-
-
-
- arctic, forest, grassland, hill
-
-
- Flying Monkey
- S
- beast
- unaligned
- 12
- 3 (1d6)
- 30 ft., climb 20 ft., fly 30 ft.
- 814115126
-
-
-
-
-
-
-
- 11
-
- 0
-
- Source
- Tomb of Annihilation, p. 220
-
-
- Pack Tactics
- The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Bite
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 -1) piercing damage.
- Bite|1|1d4-1
-
-
-
-
-
- Fraz-Urb'luu
- L
- fiend (demon)
- chaotic evil
- 18 (natural armor)
- 350 (28d10+196)
- 40 ft., fly 40 ft.
- 291225262426
- Dex +8, Con +15, Int +15, Wis +14
- Deception +15, Perception +14, Stealth +8
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 24
- all, telepathy 120 ft.
- 23
-
- Source
- Out of the Abyss p. 238
- Mordenkainen's Tome of Foes, p. 146
-
-
- Innate Spellcasting
- Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
- 3/day each: confusion, dream, mislead, programmed illusion, seeming
- 1/day each: mirage arcane, modify memory, project image
-
-
- Legendary Resistance (3/Day)
- If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Fraz-Urb'luu has advantage on saving throws against spells and other magic effects.
-
-
- Magic Weapon
- Fraz-Urb'luu's weapon attacks are magical.
-
-
- Undetectable
- Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
-
-
- Multiattack
- Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.
-
-
- Bite
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage.
- Bite|16|4d6+9
-
-
- Fist
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) bludgeoning damage.
- Fist|16|4d8+9
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
-
- • Fraz-Urb’luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.
-
- • Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20.
-
- • Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.
-
-
- Legendary Actions (3/Turn)
- Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn.
-
-
- Tail
- Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.
- Tail|16|4d10+9
-
-
- Phantasmal Killer
- Fraz-Urb'luu casts phantasmal killer, no concentration required.
-
- alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image
-
-
-
- Froghemoth
- H
- monstrosity
- unaligned
- 14 (natural armor)
- 184 (16d12+80)
- 50 ft., swim 30 ft.
- 2313202125
- Con +9, Wis +5
- Perception +9, Stealth +5
- fire, lightning
-
-
-
- darkvision 60 ft.
- 19
-
- 10
-
- Source
- Volo's Guide to Monsters, p. 145
-
-
- Amphibious
- The froghemoth can breathe air and water.
-
-
- Shock Susceptibility
- If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
-
-
- Multiattack
- The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
-
-
- Tentacle
- Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Tentacle|10|3d8+6
-
-
- Bite
- Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
- The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|10|3d10+6
- Acid| |3d6
-
-
- Tongue
- The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
-
-
-
- swamp, underdark
-
-
- Frost Giant Everlasting One
- H
- giant (frost giant)
- chaotic evil
- 15 (patchwork armor)
- 189 (14d12+98)
- 40 ft.
- 2592491012
- Str +11, Con +11, Wis +4
- Athletics +11, Perception +4
-
-
- cold
-
- darkvision 60 ft.
- 14
- Giant
- 12
-
- Source
- Volo's Guide to Monsters, p. 148
-
-
- Extra Heads
- The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
-
-
- Regeneration
- The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Vaprak's Rage (Recharges on a Short or Long Rest)
- As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
-
- - The giant has advantage on Strength checks and Strength saving throws
-
- - When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
-
- - The giant has resistance to bludgeoning, piercing, and slashing damage.
-
-
- Multiattack
- The giant makes two attacks with its greataxe.
-
-
- Greataxe
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.
- Greataxe|11|3d12+7
- Raging|11|3d12+11
-
-
- Rock
- Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
- Rock|11|4d10+7
-
-
-
- arctic, coastal
-
-
- Frost Salamander
- H
- elemental
- unaligned
- 17 (natural armor)
- 168 (16d12+64)
- 60 ft., burrow 40 ft., climb 40 ft.
- 2012187117
- Con +8, Wis +4
- Perception +4
-
- fire
- cold
-
- darkvision 60 ft., tremorsense 60 ft.
- 14
- Primordial
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 233
-
-
- Burning Fury
- When the salamander takes fire damage, its Freezing Breath automatically recharges.
-
-
- Multiattack
- The salamander makes five attacks: four with its claws and one with its bite.
-
-
- Claws
- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
- Claws|9|1d6+5
-
-
- Bite
- Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.
- Bite|9|1d8+5
-
-
- Freezing Breath (Recharge 6)
- The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Frulam Mondath
- M
- humanoid (human)
- lawful evil
- 16 (chain mail)
- 44 (8d8+8)
- 30 ft.
- 141013111815
- Wis +6, Cha +4
- Deception +4, History +2, Religion +2
-
-
-
-
-
- 14
- Common, Draconic, Infernal
- 2
-
- Source
- Hoard of the Dragon Queen p. 90
-
-
- Spellcasting
- Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:
-
- • Cantrips (at will): light, sacred flame, thaumaturgy
-
- • 1st level (4 slots): command, cure wounds, healing word, sanctuary
-
- • 2nd level (3 slots): calm emotions, hold person, spiritual weapon
-
- • 3rd level (2 slots): mass healing word, spirit guardians
-
-
- Multiattack
- Frulam attacks twice with her halberd.
-
-
- Halberd
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
- Halberd|5|1d10+2
-
- light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians
- 4, 3, 2
-
-
- Gar Shatterkeel
- M
- humanoid (human)
- neutral evil
- 16 (natural armor)
- 30 (15d8+45)
- 30 ft., swim 30 ft.
- 151516121813
-
- Nature +8, Survival +8
- cold
-
-
-
-
- 14
- Aquan, Common
- 9
-
- Source
- Princes of the Apocalypse p. 208
-
-
- Amphibious
- Gar can breathe air and water.
-
-
- Legendary Resistance (2/Day)
- If Gar fails a saving throw, he can choose to succeed instead.
-
-
- Spellcasting
- Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared:
-
- • Cantrips (at will): mending, resistance, shape water
-
- • 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave
-
- • 2nd level (3 slots): darkvision, hold person, protection from poison
-
- • 3rd level (3 slots): call lightning, sleet storm, tidal wave
-
- • 4th level (3 slots): control water, ice storm
-
- • 5th level (1 slot): scrying
-
-
- Water Walk
- Gar can stand and move on liquid surfaces as if they were solid ground.
-
-
- Watery Fall
- When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind.
-
-
- Multiattack
- Gar makes two melee attacks, one with his claw and one with Drown.
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can't attack other creatures with his claw.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Claw|6|2d6+2
-
-
- Drown
- Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 4 (1d8) cold damage.
- One Handed|7|1d6+3+1d8
- Two Handed|7|1d8+3+1d8
-
- mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying
- 4, 3, 3, 3, 1
-
-
- Gauth
- M
- aberration
- lawful evil
- 15 (natural armor)
- 67 (9d8+27)
- 0 ft., fly 20 ft. (hover)
- 101416151513
- Int +5, Wis +5, Cha +4
- Perception +5
-
-
-
- prone
- darkvision 120 ft.
- 15
- Deep Speech, Undercommon
- 6
-
- Source
- Volo's Guide to Monsters, p. 125
-
-
- Stunning Gaze
- When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Death Throes
- When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
- Bite|6|2d8
-
-
- Eye Rays
- The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
-
- 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
-
- 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
-
- 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
-
- 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
-
- 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
-
- underdark
-
-
- Gazer
- T
- aberration
- neutral evil
- 13
- 13 (3d4+6)
- 0 ft., fly 30 ft. (hover)
- 317143107
- Wis +2
- Perception +4, Stealth +2
-
-
-
- prone
- darkvision 60 ft.
- 14
-
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 126
-
-
- Aggressive
- As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
-
-
- Mimicry
- The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
- Bite|5|1
-
-
- Eye Rays
- The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
-
- 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
-
- 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
-
- 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
-
- 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.
- If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
-
- underdark
-
-
- Geonid
- S
- elemental
- neutral
- 17 (natural)
- 26 (4d6+12)
- 30 ft.
- 12101691411
-
- Perception +4, Stealth +2
-
-
-
-
- darkvision 60 ft., tremorsense 30 ft.
- 14
- Terran
- 1/4
-
- Source
- The Tortle Package, p. 22
-
-
- Boulder Guise
- While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder.
-
-
- Multiattack
- The decapus makes two attacks: one with its bite and one with its tentacles.
-
-
- Club
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
- Club|3|1d4+1
-
-
- Stone Tell
- The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities
-
-
-
-
-
- Geryon
- H
- fiend (devil)
- lawful evil
- 19 (natural armor)
- 300 (24d12+144)
- 30 ft., fly 50 ft.
- 291722191623
- Dex +10, Con +13, Wis +10, Cha +13
- Deception +13, Intimidation +13, Perception +10
- bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- cold, fire, poison
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 20
- all, telepathy 120 ft.
- 22
-
- Source
- Mordenkainen's Tome of Foes, p. 172
-
-
- Innate Spellcasting
- Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
-
- 1/day each: divine word, symbol (pain only)
-
-
- Legendary Resistance (3/Day)
- If Geryon fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Geryon has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- Geryon's weapon attacks are magical.
-
-
- Regeneration
- Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Multiattack
- Geryon makes two attacks: one with his claws and one with his stinger.
-
-
- Claws
- Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Claws|16|4d6+9
-
-
- Stinger
- Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Stinger|16|2d4+9
-
-
- Teleport
- Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
-
- • Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.
-
- • Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
-
- • Geryon casts the banishment spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Variant: Sound the Horn (1/Day)
- Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
-
-
- Legendary Actions (3/Turn)
- Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of his turn.
-
-
- Infernal Glare
- Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
-
-
- Swift Sting (Costs 2 Actions)
- Geryon attacks with his stinger.
-
-
- Teleport
- Geryon uses his Teleport action.
-
- alter self, detect magic, geas, ice storm, invisibility, locate object, suggestion, wall of ice, divine word, symbol
-
-
-
- Ghald
- L
- humanoid (sahuagin)
- lawful evil
- 15 (natural armor)
- 102 (12d10+36)
- 30 ft., swim 50 ft.
- 191716141317
- Dex +6, Con +6, Int +5, Wis +4
- Insight +4, Perception +7
-
-
-
-
- darkvision 120 ft.
- 17
- Common, Sahuagin
- 7
-
- Source
- Princes of the Apocalypse p. 209
-
-
- Assassinate
- During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit.
-
-
- Limited Amphibiousness
- Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- Ghald can magically command any shark within 120 feet of him, using a limited telepathy.
-
-
- Sneak Attack
- Ghald deals an extra 14 (4d6) 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 Ghald's that isn't incapacitated and Ghald doesn't have disadvantage on the attack roll.
- Sneak Attack||4d6
-
-
- Multiattack
- Ghald makes three attacks, one with his bite and two with his shortswords.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage.
- Bite|7|2d4+4
-
-
- Shortsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) piercing damage.
- Shortsword|7|2d6+4
-
-
- Garrote
- Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit: 9 (2d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Garrote|7|2d4+4
-
-
-
-
-
- Ghelryn Foehammer
- M
- humanoid (shield dwarf)
- lawful good
- 14 (breastplate, shield)
- 30 (4d8+12)
- 25 ft.
- 18717101111
-
- Athletics +6, Intimidation +2, Perception +2
- poison
-
-
-
-
- 12
- Common, Dwarvish
-
-
- Source
- Storm King's Thunder, p. 255
-
-
- Dwarven Resilience
- Ghelryn has advantage on saving throws against poison.
-
-
- Giant Slayer
- Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit .
-
-
- Roleplaying Information
- The blacksmith Ghelryn has a good heart, but he hates orcs and giants — hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!
-
- Ideal: "It is incumbent upon every dwarf to forge a legacy."
-
- Bond: "I stand for Clan Foehammer and all dwarvenkind."
-
- Flaw: "I never run from a fight, especially if it involves killing orcs or giants."
-
-
- Multiattack
- Ghelryn makes two battleaxe attacks .
-
-
- Battleaxe
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
- One Handed|6|1d8+4
- Two Handed|6|1d10+4
-
-
-
-
-
- Giant Coral Snake
- L
- beast
- unaligned
- 13
- 90 (12d10+24)
- 30 ft., swim 30ft.
- 1216142103
-
- Perception +2
-
-
-
-
- blindsight 10 ft
- 12
-
- 4
-
- Source
- Ghosts of Saltmarsh p. 236
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see "Madness" in chapter 8 of the Dungeon Master's Guide). The effect lasts 10 minutes.
- Bite|5|2d4+3
-
-
-
- swamp, underwater
-
-
- Giant Crayfish
- L
- beast
- unaligned
- 15 (natural armor)
- 45 (7d10+7)
- 30 ft., swim 30 ft.
- 151313193
-
- Stealth +3
-
-
-
-
- blindsight 30 ft.
- 9
-
- 2
-
- Source
- Tales from the Yawning Portal, p. 235
-
-
- Amphibious
- The giant crayfish can breathe air and water.
-
-
- Multiattack
- The giant crayfish makes two claw attacks.
-
-
- Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d100 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Claw|4|1d100+2
-
-
-
-
-
- Giant Four-Armed Gargoyle
- L
- elemental
- chaotic evil
- 17 (natural armor)
- 147 (14d10+70)
- 30 ft., fly 60 ft.
- 1911206119
- Wis +4
- Perception +4
- bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
-
- poison
- exhaustion, petrified, poisoned
- darkvision 60 ft.
- 14
- Terran
- 10
-
- Source
- Tomb of Annihilation, p. 221
-
-
- False Appearance
- While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
-
-
- Multiattack
- The gargoyle makes five attacks: one with its bite and four with its claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
- Bite|8|2d6+4
-
-
- Claw
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
- Claw|8|2d4+4
-
-
-
-
-
- Giant Ice Toad
- L
- monstrosity
- neutral
- 14 (natural armor)
- 52 (7d10+14)
- 30 ft.
- 1613148106
-
-
-
-
- cold
-
- darkvision 60 ft.
- 10
- Ice Toad
- 3
-
- Source
- Tales from the Yawning Portal, p. 235
-
-
- Amphibious
- The toad can breathe air and water.
-
-
- Cold Aura
- Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage.
-
-
- Standing Leap
- The toad'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: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|5|2d6+3
-
-
- Swallow
- Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. Hit: 10 (2d6 + 3) piercing damage, 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 toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
- If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Swallow|5|2d6+3
-
-
-
-
-
- Giant Lightning Eel
- L
- beast
- unaligned
- 13
- 42 (5d10+15)
- 5 ft., swim 30 ft.
- 1117162123
-
-
- lightning
-
-
-
- blindsight 60 ft.
- 11
-
- 3
-
- Source
- Tales from the Yawning Portal, p. 236
-
-
- Water Breathing
- The eel can breathe only underwater.
-
-
- Multiattack
- The eel makes two bite attacks.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage.
- Bite|5|2d6+3+1d8
-
-
- Lightning jolt (Recharge 5-6)
- One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't stunned.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
-
-
- Giant Sea Eel
- L
- beast
- unaligned
- 14 (natural armor)
- 19 (3d10+3)
- 0 ft., swim 40ft.
- 1114127107
- Dex +4
- Perception +2, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 12
-
- 1/2
-
- Source
- Ghosts of Saltmarsh p. 237
-
-
- Water Breathing
- The eel can breathe only underwater
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.
- Bite|4|2d10+2
-
-
-
- swamp, underwater
-
-
- Giant Skeleton
- H
- undead
- neutral evil
- 17 (natural armor)
- 115 (10d12+50)
- 30 ft.
- 211020466
-
-
-
- bludgeoning
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 8
- understands Giant but can't speak
- 7
-
- Source
- Tales from the Yawning Portal, p. 236
-
-
- Undead Nature
- A skeleton doesn't require air, food, drink, or sleep.
-
-
- Evasion
- If the skeleton 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.
-
-
- Magic Resistance
- The skeleton has advantage on saving throws against spells and other magical effects.
-
-
- Turn Immunity
- The skeleton is immune to effects that turn undead.
-
-
- Multiattack
- The skeleton makes three scimitar attacks.
-
-
- Scimitar
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: l 5 (3d6 + 5) slashing damage.
- Scimitar|8|3d6+5
-
-
-
-
-
- Giant Snapping Turtle
- L
- beast
- unaligned
- 17 (natural armor, 12 while prone)
- 75 (10d10+20)
- 30 ft., swim 40 ft.
- 1910142125
-
-
-
-
-
-
- darkvision 60 ft.
- 11
-
- 3
-
- Source
- Tomb of Annihilation, p. 222
-
-
- Amphibious
- The turtle can breathe air and water.
-
-
- Stable
- Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
- Bite|6|4d6+4
-
-
-
-
-
- Giant Strider
- L
- monstrosity
- neutral evil
- 14 (natural armor)
- 22 (3d10+6)
- 50 ft.
- 1813144126
-
-
-
-
- fire
-
-
- 11
-
- 1
-
- Source
- Volo's Guide to Monsters, p. 143
-
-
- Fire Absorption
- Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Bite|6|1d8+4
-
-
- Fire Burst (Recharges 5-6)
- The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.
- Fire Burst||4d6
-
-
-
- hill, mountain, underdark
-
-
- Giant Subterranean Lizard
- H
- beast
- unaligned
- 14 (natural armor)
- 66 (7d12+21)
- 30 ft., swim 50 ft.
- 219172107
-
- Stealth +3
-
-
-
-
-
- 10
-
- 4
-
- Source
- Tales from the Yawning Portal, p. 236
-
-
- Multiattack
- The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|7|2d10+5
-
-
- Tail
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Tail|7|2d6+5
-
-
- Swallow
- Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: 16 (2d10 + 5) piercing damage, 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 lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.
- If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Swallow|7|2d10+5
-
-
-
-
-
- Giff
- M
- humanoid
- lawful neutral
- 16 (breastplate)
- 60 (8d8+24)
- 30 ft.
- 181417111212
-
-
-
-
-
-
-
- 11
- Common
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 204
-
-
- Headfirst Charge
- The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Firearms Knowledge
- The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.
-
-
- Multiattack
- The giff makes two pistol attacks.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
- Longsword|6|1d8+4
-
-
- Musket
- Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage.
- Musket|4|1d12+2
-
-
- Pistol
- Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
- Pistol|4|1d10+2
-
-
- Fragmentation Grenade (1/day)
- The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Girallon
- L
- monstrosity
- unaligned
- 13
- 59 (7d10+21)
- 40 ft., climb 40 ft.
- 1816165127
-
- Perception +3, Stealth +5
-
-
-
-
- darkvision 60 ft.
- 13
-
- 4
-
- Source
- Volo's Guide to Monsters, p. 152
-
-
- Aggressive
- As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
-
-
- Multiattack
- The girallon makes five attacks: one with its bite and four with its claws.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage.
- Bite|6|1d6+4
-
-
- Claw
- Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.
- Claw|6|1d6+4
-
-
-
- forest
-
-
- Girallon Zombie
- L
- undead
- chaotic evil
- 11 (natural armor)
- 59 (7d10+21)
- 30 ft., climb 30 ft.
- 181216375
-
-
-
-
- poison
- poisoned
- darkvision 60 ft.
- 8
-
- 3
-
- Source
- Tomb of Annihilation, p. 222
-
-
- Aggressive
- As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see.
-
-
- Undead Fortitude
- If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
-
-
- Multiattack
- The zombie makes five attacks: one with its bite and four with its claws.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Bite|6|1d6+4
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
- Claw|6|1d4+4
-
-
-
-
-
- Githyanki Gish
- M
- humanoid (gith)
- lawful evil
- 17 (half plate)
- 123 (19d8+38)
- 30 ft.
- 171514161516
- Con +6, Int +7, Wis +6
- Insight +6, Perception +6, Stealth +6
-
-
-
-
-
- 16
- Gith
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 204
-
-
- Innate Spellcasting (Psionics)
- The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
-
- 3/day each: jump, misty step, nondetection (self only)
-
- 1/day each: plane shift, telekinesis.
-
-
- Spellcasting
- The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:
-
- Cantrips (at will): blade ward, light, message, true strike
-
- 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
-
- 2nd level (3 slots): blur, invisibility, levitate
-
- 3rd level (3 slots): counterspell, fireball, haste
-
- 4th level (2 slots): dimension door.
-
-
- War Magic
- When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action
-
-
- Multiattack
- The githyanki makes two longsword attacks.
-
-
- Longsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
- Longsword|7|1d8+3
-
- mage hand, jump, misty step, nondetection, plane shift, telekinesis, blade ward, light, message, true strike, expeditious retreat, magic missile, sleep, thunderwave, blur, invisibility, levitate, counterspell, fireball, haste, dimension door
- 4,3,3,2
-
-
- Githyanki Kith'rak
- M
- humanoid (gith)
- lawful evil
- 18 (plate)
- 180 (24d8+72)
- 30 ft.
- 181617161517
- Con +7, Int +7, Wis +6
- Intimidation +7, Perception +6
-
-
-
-
-
- 16
- Gith
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 205
-
-
- Innate Spellcasting (Psionics)
- The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
-
- 3/day each: blur, jump, misty step, nondetection (self only)
-
- 1/day each: plane shift, telekinesis.
-
-
- Rally the Troops
- As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
-
-
- Multiattack
- The githyanki makes three greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.
- Greatsword|8|2d6+4+5d6
-
-
- Parry
- The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
-
-
- mage hand, blur, jump, misty step, nondetection, plane shift, telekinesis.
-
-
-
- Githyanki Knight
- M
- humanoid (gith)
- lawful evil
- 18 (plate)
- 91 (14d8+28)
- 30 ft.
- 161415141415
- Con +5, Int +5, Wis +5
-
-
-
-
-
-
- 12
- Gith
- 8
-
- Source
- Monster Manual, p. 160
-
-
- Innate Spellcasting (Psionics)
- The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
- 3/day each: jump, misty step, nondetection (self only), tongues
- 1/day each: plane shift, telekinesis
-
-
- Multiattack
- The githyanki makes two silver greatsword attacks.
-
-
- Silver Greatsword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
- Silver Greatsword|9|2d6+6+3d6
-
- mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis
-
-
-
-
- Githyanki Supreme Commander
- M
- humanoid (gith)
- lawful evil
- 18 (plate)
- 187 (22d8+88)
- 30 ft.
- 191718161618
- Con +9, Int +8, Wis +8
- Insight +8, Intimidation +9, Perception +8
-
-
-
-
-
- 18
- Gith
- 14
-
- Source
- Mordenkainen's Tome of Foes, p. 206
-
-
- Innate Spellcasting (Psionics)
- The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
-
- 3/day each: jump, levitate (self only), misty step, nondetection (self only)
-
- 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis
-
-
- Multiattack
- The githyanki makes two greatsword attacks.
-
-
- Silver Greatsword
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
- Silver Greatsword|12|2d6+7+5d6
-
-
- Parry
- The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
-
-
-
- Legendary Actions (3/Turn)
- The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The githyanki regains spent legendary actions at the start of its turn.
-
-
- Attack (2 Actions)
- The githyanki makes a greatsword attack.
-
-
- Command Ally
- The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
-
-
- Teleport
- The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
-
-
-
-
-
- Githzerai Anarch
- M
- humanoid (gith)
- lawful neutral
- 20 ()
- 144 (17d8+68)
- 30 ft., fly 40 ft. (hover)
- 162118182014
- Str +8, Dex +10, Int +9, Wis +10
- Arcana +9, Insight +10, Perception +10
-
-
-
-
-
- 20
- Gith
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 207
-
-
- Innate Spellcasting (Psionics)
- The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
-
- 3/day each: feather fall, jump, see invisibility, shield, telekinesis
-
- 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force.
-
-
- Psychic Defense
- While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Multiattack
- The githzerai makes three unarmed strikes.
-
-
- Unarmed Strike
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.
- Unarmed Strike|8|2d8+4+3d8
-
-
- Temporal Strike (Recharge 6)
- Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
- Temporal Strike|8|2d8+4+8d12
-
-
- Lair Actions
- An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:
-
- • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.
-
- • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
-
- • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
-
-
- Legendary Actions (3/Turn)
- The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn.
-
-
- Strike
- The anarch makes one unarmed strike.
-
-
- Teleport
- The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
-
-
- Change Gravity (Costs 3 Actions)
- The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
-
- mage hand, feather fall, jump, see invisibility, shield, telekinesis, globe of invulnerability, plane shift, teleportation circle, wall of force
-
-
-
- Githzerai Enlightened
- M
- humanoid (gith)
- lawful neutral
- 18 ()
- 112 (15d8+45)
- 30 ft.
- 141916171913
- Str +6, Dex +8, Int +7, Wis +8
- Arcana +7, Insight +8, Perception +8
-
-
-
-
-
- 18
- Gith
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 208
-
-
- Innate Spellcasting (Psionics)
- The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: mage hand (the hand is invisible)
-
- 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield
-
- 1/day each: haste, plane shift, teleport.
-
-
- Psychic Defense
- While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Multiattack
- The githzerai makes three unarmed strikes.
-
-
- Unarmed Strike
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.
- Unarmed Strike|8|2d8+4+3d8
-
-
- Temporal Strike (Recharge 6)
- Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.
- Temporal Strike|8|2d8+4+8d12
-
- mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport
-
-
-
- Gloom Weaver
- M
- humanoid (elf)
- neutral
- 14 (17 with mage armor)
- 104 (16d8+32)
- 30 ft.
- 111814151218
- Dex +8, Con +6
-
-
-
- necrotic
- charmed, exhaustion
- darkvision 60 ft.
- 11
- Common, Elvish
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 224
-
-
- Burden of Time
- Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
-
-
- Fey Ancestry
- The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
-
-
- Innate Spellcasting
- The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
-
- At will: arcane eye, mage armor, speak with dead
-
- 1/day each: arcane gate, bane, compulsion, confusion, true seeing.
-
-
- Spellcasting
- The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation 1st_
-
- 5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
-
-
- Multiattack
- The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.
-
-
- Shadow Spear
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage.
- Shadow Spear|8|1d6+4
-
-
- Misty Escape (Recharges after a Short or Long Rest)
- When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
-
-
- arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, chill touch, eldritch blast, minor illusion, prestidigitation, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt
- 0,0,0,0,3
-
-
- Gnoll Flesh Gnawer
- M
- humanoid (gnoll)
- chaotic evil
- 14 (studded leather armor)
- 22 (4d8+4)
- 30 ft.
- 1214128108
- Dex +4
-
-
-
-
-
- darkvision 60 ft.
- 10
- Gnoll
- 1
-
- Source
- Volo's Guide to Monsters, p. 154
-
-
- Rampage
- When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Multiattack
- The gnoll makes three attacks: one with its bite and two with its shortsword.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Bite|4|1d4+2
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Sudden Rush
- Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn’t provoke opportunity attacks.
-
-
-
- arctic, forest, grassland, hill
-
-
- Gnoll Hunter
- M
- humanoid (gnoll)
- chaotic evil
- 13 (leather armor)
- 22 (4d8+4)
- 30 ft.
- 1414128128
-
- Perception +3, Stealth +3
-
-
-
-
- darkvision 60 ft.
- 13
- Gnoll
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 154
-
-
- Rampage
- When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Multiattack
- The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.
- Bite|4|1d4+2
-
-
- Spear
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.
- Spear|4|1d6+2
- Two Handed|4|1d8+2
-
-
- Longbow
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
- Longbow|4|1d8+2
-
-
-
- arctic, forest, grassland, hill
-
-
- Gnoll Witherling
- M
- undead
- chaotic evil
- 12 (natural armor)
- 11 (2d8+2)
- 30 ft.
- 14812555
-
-
-
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 7
- understands Gnoll but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 155
-
-
- Rampage
- When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Multiattack
- The witherling makes two attacks: one with its bite and one with its club, or two with its club.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Bite|4|1d4+2
-
-
- Club
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
- Club|4|1d4+2
-
-
- Vengeful Strike
- In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.
-
-
-
- arctic, forest, grassland, hill
-
-
- Gray Render
- L
- monstrosity
- chaotic neutral
- 19 (natural armor)
- 189 (18d10+90)
- 30 ft.
- 191320368
- Str +8, Con +9
- Perception +2
-
-
-
-
- darkvision 60 ft.
- 12
-
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 209
-
-
- Multiattack
- The gray render makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Bite|8|2d12+4
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone.
- Claws|8|2d8+4
-
-
- Bloody Rampage
- When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.
-
-
-
-
-
-
- Graz'zt
- L
- fiend (demon, shapechanger)
- chaotic evil
- 20 (natural armor)
- 378 (36d10+180)
- 40 ft.
- 221521232126
- Dex +9, Con +12, Wis +12
- Deception +15, Insight +12, Perception +12, Persuasion +15
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 24
- all, telepathy 120 ft.
- 24
-
- Source
- Out of the Abyss p. 240
- Mordenkainen's Tome of Foes, p. 149
-
-
- Shapechanger
- Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed.
-
-
- Innate Spellcasting
- Graz'zt's spellcasting ability is Charisma (spell save DC 23). Graz'zt can innately cast the following spells, requiring no material components:
-
- At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
- 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport
- 1/day each: dominate monster, greater invisibility
-
-
- Legendary Resistance (3/Day)
- If Graz'zt fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Graz'zt has advantage on saving throws against spell and other magic effects.
-
-
- Magic Weapon
- Graz'zt's weapon attacks are magical.
-
-
- Multiattack
- Graz'zt attacks twice with the Wave of Sorrow.
-
-
- Wave of Sorrow (Greatsword)
- Melee Weapon Attack: +13 to hit, reach 10 ft., one target, Hit; 20 (4d6+6) slashing damage plus 14 (4d6) acid damage.
- Wave of Sorrow|13|4d6+6+4d6
-
-
- Teleport
- Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
-
- • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
-
- • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
-
-
- Legendary Actions (3/Turn)
- Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn.
-
-
- Attack
- Graz'zt attacks once with the Wave of Sorrow.
- Wave of Sorrow|13|4d6+6+4d6
-
-
- Dance, My Puppet!
- One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.
-
-
- Sow Discord
- Graz'zt casts crown of madness or dissonant whispers.
-
-
- Teleport
- Graz'zt uses his Teleport action.
-
- charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility
-
-
-
- Greater Zombie
- M
- undead
- neutral evil
- 15 (natural armor)
- 97 (13d8+39)
- 30 ft.
- 181017466
- Wis +1
-
- cold, necrotic
-
- poison
- charmed, exhaustion, frightened, paralyzed, poisoned
- darkvision 60 ft.
- 8
- understands the languages it knew in life but can't speak
- 5
-
- Source
- Tales from the Yawning Portal, p. 237
-
-
- Undead Nature
- A zombie doesn't require air, food, drink, or sleep.
-
-
- Turn Resistance
- The zombie has advantage on saving throws against any effect that turns undead.
-
-
- Undead Fortitude
- If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
-
-
- Multiattack
- The zombie makes two melee attacks.
-
-
- Empowered Slam
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.
- Empowered Slam|7|1d6+4
-
-
-
-
-
- Green Abishai
- M
- fiend (devil)
- lawful evil
- 18 (natural armor)
- 187 (25d8+75)
- 30 ft., fly 40 ft.
- 121716171219
- Int +8, Cha +9
- Deception +9, Insight +6, Perception +6, Persuasion +9
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- fire, poison
- poisoned
- darkvision 120 ft.
- 16
- Draconic, Infernal, telepathy 120 ft.
- 15
-
- Source
- Mordenkainen's Tome of Foes, p. 162
-
-
- Devil's Sight
- Magical darkness doesn't impede the abishai's darkvision.
-
-
- Innate Spellcasting
- The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
-
- At will: alter self, major image
-
- 3/day each: charm person, detect thoughts, fear
-
- 1/day each: confusion, dominate person, mass suggestion.
-
-
- Magic Resistance
- The abishai has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The abishai's weapon attacks are magical.
-
-
- Multiattack
- The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d1[0-100]+[0-100]) slashing damage if used with two hands.
- Longsword|6|1d8+1
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Claws|8|2d8+3
-
- alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion
-
-
-
- Green Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft., swim 30 ft.
- 1611164107
-
- Perception +2
- poison
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Amphibious
- The guard drake can breathe air and water.
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- forest, urban
-
-
- Grisha
- M
- humanoid (Damaran human)
- chaotic evil
- 18 (chain mail, shield)
- 33 (6d8+6)
- 30 ft.
- 141212111416
- Wis +4, Cha +5
- Persuasion +5, Religion +2
-
-
-
-
-
- 12
- Common, Undercommon
- 2
-
- Source
- Out of the Abyss p. 232
-
-
- Spellcasting
- Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
-
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy
- 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from good, shield of faith
- 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardian
-
-
- Multiattack
- Grisha makes two attacks with his +1 flail.
-
-
- +1 Flail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:7 (1d8+3) bludgeoning damage
- +1 Flail|5|1d8+3
-
- guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardian
- 4, 3, 3
-
-
- Grung
- S
- humanoid (grung)
- lawful evil
- 12
- 11 (2d6+4)
- 25 ft., climb 25 ft.
- 71415101110
- Dex +4
- Athletics +2, Perception +2, Stealth +4, Survival +2
-
-
- poison
- poisoned
-
- 12
- Grung
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 156
-
-
- Amphibious
- The grung can breathe air and water.
-
-
- Poisonous Skin
- Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Standing Leap
- The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
-
-
- Variant: Grung Poison
- Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
- A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
-
- Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.
-
- Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
-
- Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Dagger|4|1d4+2
- Poison||2d4
-
-
-
- forest
-
-
- Grung Elite Warrior
- S
- humanoid (grung)
- lawful evil
- 13
- 49 (9d6+18)
- 25 ft., climb 25 ft.
- 71615101112
- Dex +5
- Athletics +2, Perception +2, Stealth +5, Survival +2
-
-
- poison
- poisoned
-
- 12
- Grung
- 2
-
- Source
- Volo's Guide to Monsters, p. 157
-
-
- Amphibious
- The grung can breathe air and water.
-
-
- Poisonous Skin
- Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Standing Leap
- The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
-
-
- Variant: Grung Poison
- Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
- A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
-
- Orange. The poisoned creature is frightened of its allies.
-
- Gold. The poisoned creature is charmed and can speak Grung.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Dagger|5|1d4+3
- Poison||2d4
-
-
- Shortbow
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Shortbow|5|1d6+3
- Poison||2d4
-
-
- Mesmerizing Chirr (Recharge 6)
- The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
- forest
-
-
- Grung Wildling
- S
- humanoid (grung)
- lawful evil
- 13 (16 with barkskin)
- 27 (5d6+10)
- 25 ft., climb 25 ft.
- 71615101511
- Dex +5
- Athletics +2, Perception +4, Stealth +5, Survival +4
-
-
- poison
- poisoned
-
- 14
- Grung
- 1
-
- Source
- Volo's Guide to Monsters, p. 157
-
-
- Amphibious
- The grung can breathe air and water.
-
-
- Poisonous Skin
- Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Spellcasting
- The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
-
- 1st level (4 slots): cure wounds, jump
-
- 2nd level (3 slots): barkskin, spike growth
-
- 3rd level (2 slots): plant growth
-
-
- Standing Leap
- The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
-
-
- Variant: Grung Poison
- Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
- A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
-
- Red. The poisoned creature must use its action to eat if food is within reach.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Dagger|5|1d4+3
- Poison||2d4
-
-
- Shortbow
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
- Shortbow|5|1d6+3
- Poison||2d4
-
-
-
- forest
-
-
- Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft.
- 1611164107
-
- Perception +2
-
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- urban
-
-
- Guardian Portrait
- M
- construct
- unaligned
- 5 (natural armor)
- 22 (5d8)
- 0 ft.
- 1110141010
-
-
-
-
- poison
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 10
- Common, plus up to two other languages
- 1
-
- Source
- Curse of Strahd p. 227
-
-
- Constructed Nature
- An animated object doesn't require air, food, drink, or sleep.
- The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
-
-
- Antimagic Susceptibility
- The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
-
-
- Innate Spellcasting
- The portrait's innate spellcasting ability os Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:
-
- 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
-
-
- False Appearance
- While the figure in the portrait remains motionless, it is indistinguishable from a normal painting.
-
- counterspell, crown of madness, hypnotic pattern, telekinesis
-
-
-
- Hadrosaurus
- L
- beast
- unaligned
- 11 (natural armor)
- 19 (3d10+3)
- 40 ft.
- 1510132105
-
- Perception +2
-
-
-
-
-
- 12
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 140
-
-
- Tail
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
- Tail|4|1d10+2
-
-
-
- grassland, swamp
-
-
- Harpy Matriarch
- M
- monstrosity
- chaotic evil
- 14 (natural armor)
- 88 (16d8+16)
- 20 ft., fly 40 ft.
- 13161291016
- Dex +6, Cha +6
- Perception +3
-
-
-
-
- darkvision 60ft.
- 13
- Common
- 5
-
- Source
- Ghosts of Saltmarsh p. 237
-
-
- Luring Maestro
- While within 60 feet of matriach, creatures have disadvantage on saving throws against the matriach’s Luring Song
-
-
- Magic Resistance
- The matriarch has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The harpy makes two claw attacks.
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
- Claws|6|3d6+3
-
-
- Fleeting Form
- The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny.
-
-
- Luring Song
- The matriarch sings a magical melody. Every humanoid and giant within 300 ft. of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated.
- While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the matriarch, the target must move on its turn toward the matriarch by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarchy, a target can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
- A target that successfully saves is immune to this matriarch's song for the next 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Visage of Desire (1/Day)
- The matriarch projects a vision into the minds of creatures within 30 ft. of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.
-
-
-
- coastal, forest, hill, mountain
-
-
- Hellenrae
- M
- humanoid (human)
- lawful evil
- 16
- 78 (12d8+24)
- 30 ft.
- 131814101513
-
- Acrobatics +7, Athletics +4, Insight +5, Perception +5
-
-
- poison
- blinded, poisoned
- blindsight 60 ft. (blind beyond this radius)
- 15
- Common, Terran
- 5
-
- Source
- Princes of the Apocalypse p. 198
-
-
- Evasion
- If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
-
-
- Stunning Strike (Recharge 5-6)
- When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Unarmored Defense
- While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
-
-
- Unarmored Movement
- While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed).
-
-
- Multiattack
- Hellenrae makes three melee attacks.
-
-
- Unarmed Strike
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.
- Unarmed Strike|7|1d10+4
-
-
- Parry and Counter
- Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.
-
-
-
-
-
- Hellfire Engine
- H
- construct
- lawful evil
- 18 (natural armor)
- 216 (16d12+112)
- 40 ft.
- 2016242101
- Dex +8, Wis +5, Cha +0
-
- cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- fire, poison
- charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
- darkvision 120 ft.
- 10
- understands Infernal but can't speak
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 165
-
-
- Constructed Nature
- A hellfire engine doesn't require air, food, drink, or sleep.
-
-
- Immutable Form
- The hellfire engine is immune to any spell or effect that would alter its form.
-
-
- Magic Resistance
- The hellfire engine has advantage on saving throws against spells and other magical effects.
-
-
- Flesh-Crushing Stride
- The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.
- If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Hellfire Weapons
- The hellfire engine uses one of the following options: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
-
-
- Lightning Flail
- Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Flail|11|3d8+5+5d8
-
-
- Thunder Cannon
- The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
- If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
-
-
-
-
-
- Hobgoblin Devastator
- M
- humanoid (goblinoid)
- lawful evil
- 13 (studded leather armor)
- 45 (7d8+14)
- 30 ft.
- 131214161311
-
- Arcana +5
-
-
-
-
- darkvision 60 ft.
- 11
- Common, Goblin
- 4
-
- Source
- Volo's Guide to Monsters, p. 161
-
-
- Arcane Advantage
- Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
-
-
- Army Arcane
- When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
-
-
- Spellcasting
- The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
-
- 1st level (4 slots): fog cloud, magic missile, thunderwave
-
- 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
-
- 3rd level (3 slots): fireball, fly, lightning bolt
-
- 4th level (1 slot): ice storm
-
-
- Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
- Quarterstaff|3|1d6+1
- Two Handed|3|1d8+1
-
- acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm
- 4, 3, 3, 1
- forest, grassland, hill
-
-
- Hobgoblin Iron Shadow
- M
- humanoid (goblinoid)
- lawful evil
- 15
- 32 (5d8+10)
- 40 ft.
- 141615141511
-
- Acrobatics +5, Athletics +4, Stealth +5
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Goblin
- 2
-
- Source
- Volo's Guide to Monsters, p. 162
-
-
- Spellcasting
- The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will): minor illusion, prestidigitation, true strike
-
- 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image
-
-
- Unarmored Defense
- While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Multiattack
- The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
-
-
- Unarmed Strike
- Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.
- Unarmed Strike|5|1d4+3
-
-
- Dart
- Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.
- Dart|5|1d4+3
-
-
- Shadow Jaunt
- The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
-
- minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image
- 3
- forest, grassland, hill
-
-
- Hommet Shaw
- M
- humanoid (human)
- neutral
- 12 (15 with mage armor)
- 19 (3d6+9)
- 30 ft.
- 111416161010
- Int +5, Wis +2
-
-
-
-
-
-
- 10
- Common, Dwarvish, Elvish, Infernal
- 2
-
- Source
- Sword Coast Legends NPCs (wizards.com)
-
-
- Spellcasting
- Hommet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). Hommet has the following wizard spells prepared:
-
- Cantrips (at will): chill touch, light, shocking grasp
- 1st level (4 slots): detect magic, mage armor, magic missile, ray of sickness
- 2nd level (2 slots): misty step, ray of enfeeblement
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
- Quarterstaff|2|1d8
-
- chill touch, light, shocking grasp, detect magic, mage armor, magic missile, ray of sickness, misty step, ray of enfeeblement
- 4, 2
-
-
- Hook Horror Spore Servant
- M
- plant
- unaligned
- 15 (natural armor)
- 75 (10d10+10)
- 20 ft., climb 20 ft.
- 181015261
-
-
- poison
-
-
- blinded, charmed, frightened, paralyzed
- blindsight 30 ft. (blind beyond this radius)
- 8
-
- 3
-
- Source
- Out of the Abyss p. 229
-
-
- Multiattack
- The spore servant makes two hook attacks.
-
-
- Hook
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage.
- Hook|6|2d6+4
-
-
-
-
-
- Howler
- L
- fiend
- chaotic evil
- 16 (natural armor)
- 90 (12d10+24)
- 40 ft.
- 1716155206
-
- Perception +8
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
-
- frightened
- darkvision 60 ft.
- 15
- understands Abyssal but can’t speak
- 8
-
- Source
- Mordenkainen's Tome of Foes, p. 210
-
-
- Pack Tactics
- A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Multiattack
- The howler makes two bite attacks.
-
-
- Rending Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
- Rending Bite|6|2d6+3
-
-
- Mind-Breaking Howl (Recharge 6)
- The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
-
-
-
-
-
- Howling Hatred Initiate
- M
- humanoid (human)
- neutral evil
- 13 (leather)
- 9 (2d8)
- 30 ft.
- 10151010911
-
- Deception +2, Religion +2, Stealth +4
-
-
-
-
-
- 9
- Common
- 1/8
-
- Source
- Princes of the Apocalypse p. 190
-
-
- Guiding Wind (Recharges after a Short or Long Rest)
- As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn.
-
-
- Hold Breath
- The initiate can hold its breath for 30 minutes.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
-
-
-
-
- Howling Hatred Priest
- M
- humanoid (human)
- neutral evil
- 15 (studded leather)
- 45 (10d8)
- 30 ft.
- 121610141014
-
- Acrobatics +5, Intimidation +4, Religion +4
-
-
-
-
-
- 10
- Auran, Common
- 2
-
- Source
- Princes of the Apocalypse p. 190
-
-
- Hold Breath
- The priest can hold its breath for 30 minutes.
-
-
- Spellcasting
- The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): blade ward, gust, light, prestidigitation, shocking grasp
-
- • 1st level (4 slots): feather fall, shield, witch bolt
-
- • 2nd level (3 slots): dust devil, gust of wind
-
- • 3rd level (2 slots): gaseous form
-
-
- Multiattack
- The priest makes two melee attacks or two ranged attacks.
-
-
- Scimitar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Scimitar|5|1d6+3
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Dagger|5|1d4+3
-
- blade ward, gust, light, prestidigitation, shocking grasp, feather fall, shield, witch bolt, dust devil, gust of wind, gaseous form
- 4, 3, 2
-
-
- Hulking Crab
- H
- beast
- unaligned
- 17 (natural armor)
- 76 (8d12+24)
- 20 ft., swim 30 ft.
- 198163113
-
- Stealth +2
-
-
-
-
- blindsight 30 ft.
- 10
-
- 5
-
- Source
- Storm King's Thunder, p. 240
-
-
- Amphibious
- The crab can breathe air and water.
-
-
- Shell Camouflage
- While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.
-
-
- Multiattack
- The crab makes two attacks with its claws.
-
-
- Claw
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.
- Claw|7|3d10+4
-
-
-
-
-
- Hurricane
- M
- humanoid (human)
- lawful evil
- 14
- 33 (6d8+6)
- 45 ft.
- 121613101210
-
- Acrobatics +5
-
-
-
-
-
- 11
- Auran, Common
- 2
-
- Source
- Princes of the Apocalypse p. 191
-
-
- Spellcasting
- The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): blade ward, gust, light, prestidigitation
-
- • 1st level (4 slots): feather fall, jump, thunderwave
-
- • 2nd level (2 slots): gust of wind
-
-
- Unarmored Defense
- While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Unarmored Movement
- While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed).
-
-
- Multiattack
- The hurricane makes two melee attacks.
-
-
- Unarmed Strike
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Unarmed Strike|5|1d6+3
-
-
- Deflect Missiles
- When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10+9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.
-
- blade ward, gust, light, prestidigitation, feather fall, jump, thunderwave, gust of wind
- 4, 2
-
-
- Hutijin
- L
- fiend (devil)
- lawful evil
- 19 (natural armor)
- 200 (16d10+112)
- 30 ft., fly 60 ft.
- 271525231925
- Dex +9, Con +14, Wis +11
- Intimidation +14, Perception +11
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 21
- all, telepathy 120 ft.
- 21
-
- Source
- Mordenkainen's Tome of Foes, p. 174
-
-
- Infernal Despair
- Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.
-
-
- Innate Spellcasting
- Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire
-
- 3/day each: dispel magic
-
- 1/day each: heal, symbol (hopelessness only).
-
-
- Legendary Resistance (3/Day)
- If Hutijin fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Hutijin has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- Hutijin's weapon attacks are magical.
-
-
- Regeneration
- Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Multiattack
- Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.
-
-
- Bite
- Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|15|2d6+8
-
-
- Claw
- Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
- Claw|15|2d8+8
-
-
- Mace
- Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
- Mace|15|2d6+8
-
-
- Tail
- Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
- Tail|15|2d10+8
-
-
- Teleport
- Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Fearful Voice (Recharge 5-6)
- In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.
-
-
-
- Legendary Actions (3/Turn)
- Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of his turn.
-
-
- Attack
- Hutijin attacks once with his mace.
-
-
- Lightning Storm (Costs 2 Actions)
- Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
-
-
- Teleport
- Hutijin uses his Teleport action.
-
- alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol
-
-
-
- Hydroloth
- M
- fiend (yugoloth)
- neutral evil
- 15 ()
- 135 (18d8+54)
- 20 ft., swim 40 ft.
- 122116191014
-
- Insight +4, Perception +4
- cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- fire
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 14
- Abyssal, Infernal, telepathy 60 ft.
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 249
-
-
- Amphibious
- The hydroloth can breathe air and water.
-
-
- Innate Spellcasting
- The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: darkness, detect magic, dispel magic, invisibility (self only), water walk
-
- 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion.
-
-
- Magic Resistance
- The hydroloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The hydroloth's weapon attacks are magical.
-
-
- Secure Memory
- The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
-
-
- Watery Advantage
- While submerged in liquid, the hydroloth has advantage on attack rolls.
-
-
- Multiattack
- The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.
-
-
- Claws
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
- Claws|9|2d8+5
-
-
- Bite
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
- Bite|9|2d10+5
-
-
- Steal Memory (1/Day)
- The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
-
-
- Teleport
- The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
-
- darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion
-
-
-
- Ice Toad
- M
- monstrosity
- neutral
- 12 (natural armor)
- 32 (5d8+10)
- 30 ft., swim 30 ft.
- 1310148106
-
- Perception +2
-
-
- cold
-
- darkvision 60 ft.
- 12
- Ice Toad
- 1
-
- Source
- The Rise of Tiamat p. 90
-
-
- Amphibious
- The toad can breathe air or water.
-
-
- Cold Aura
- Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
- Cold Aura||1d6
-
-
- Standing Leap
- The toad'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 (1d8) cold damage. If the target is a Medium or smaller creature it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Bite|3|1d8
-
-
-
-
-
- Illithilich
- M
- undead
- any evil alignment
- 17 (natural armor)
- 135 (18d8+54)
- 30 ft.
- 111616201416
- Con +10, Int +12, Wis +9
- Arcana +18, History +12, Insight +9, Perception +9
- cold, lightning, necrotic
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks
- charmed, exhaustion, frightened, paralyzed, poisoned
- truesight 120 ft.
- 19
- Deep Speech, Undercommon, telepathy 120 ft.
- 22
-
- Source
- Volo's Guide to Monsters, p. 172
-
-
- Legendary Resistance (3/Day)
- If the illithilich fails a saving throw, it can choose to succeed instead.
-
-
- Rejuvenation
- If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
-
-
- Spellcasting
- The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
-
- • Cantrips (at will): mage hand, prestidigitation, ray of frost
-
- • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
-
- • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
-
- • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
-
- • 4th level (3 slots): blight, dimension door
-
- • 5th level (3 slots): cloudkill, scrying
-
- • 6th level (1 slot): disintegrate, globe of invulnerability
-
- • 7th level (1 slot): finger of death, plane shift
-
- • 8th level (1 slot): dominate monster, power word stun
-
- • 9th level (1 slot): power word kill
-
-
- Turn Resistance
- The illithilich has advantage on saving throws against any effect that turns undead.
-
-
- Magic Resistance
- The illithilich has advantage on saving throws against spells and other magical effects.
-
-
- Innate Spellcasting (Psionics)
- The illithilich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.
-
- At will: detect thoughts, levitate
-
- 1/day each: dominate monster, plane shift (self only)
-
-
- Paralyzing Touch
- Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Paralyzing Touch|12|3d6
-
-
- Tentacles
- Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Tentacles|12|3d10+5
-
-
- Extract Brain
- Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
- Extract Brain|12|10d10
-
-
- Mind Blast (Recharge 5-6)
- The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Mind Blast| |5d8+5
-
-
- Legendary Actions (3/Turn)
- The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The illithilich regains spent legendary actions at the start of its turn.
-
-
- Tentacles
- The illithilich makes one attack with its tentacles.
-
-
- Extract Brain (Costs 2 Actions)
- The illithilich uses Extract Brain.
-
-
- Mind Blast (Costs 3 Actions)
- The illithilich recharges its Mind Blast and uses it.
-
-
- Cast Spell (Costs 1-3 Actions)
- The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
-
- mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, levitate, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill
- 4, 3, 3, 3, 3, 1, 1, 1, 1
- underdark
-
-
- Illusionist
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 38 (7d8+7)
- 30 ft.
- 91413161112
- Int +5, Wis +2
- Arcana +5, History +5
-
-
-
-
-
- 10
- any four languages
- 3
-
- Source
- Volo's Guide to Monsters, p. 214
-
-
- Spellcasting
- The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:
-
- Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
-
- 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile
-
- 2nd level (3 slots): invisibility*, mirror image*, phantasmal force
-
- 3rd level (3 slots): major image*, phantom steed*
-
- 4th level (1 slot): phantasmal killer*
-
- *Illusion spell of 1st level or higher
-
-
- Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)
- As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.
-
-
- Quarterstaff
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|1|1d6-1
- Two Handed|1|1d8-1
-
- dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer
- 4, 3, 3, 1
- urban
-
-
- Illydia Maethellyn
- M
- humanoid (moon elf)
- chaotic good
- 15 (chain shirt)
- 13 (3d8)
- 30 ft.
- 91610121414
- Wis +4, Cha +4
-
-
-
-
-
- darkvision 60 ft.
- 14
- Celestial, Common, Draconic, Dwarvish, Elvish, Sylvan
- 2
-
- Source
- Sword Coast Legends NPCs (wizards.com)
-
-
- Spellcasting
- Illydia is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Illydia has the following cleric spells prepared:
-
- Cantrips (at will): guidance, sacred flame, spare the dying
- 1st level (4 slots): command, cure wounds, guiding bolt, identify, sanctuary
- 2nd level (2 slots): augury, lesser restoration, prayer of healing, suggestion
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortsword|5|1d8+3
-
-
- Longbow
- Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Longbow|5|1d8+3
-
-
- Turn Undead (Recharges after a Short or Long Rest)
- Illydia presents her holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear her within 30 feet of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Illydia as it can, and it can't willingly move to a space within 30 feet of her. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
-
- guidance, sacred flame, spare the dying, command, cure wounds, guiding bolt, identify, sanctuary, augury, lesser restoration, prayer of healing, suggestion
- 4, 2
-
-
- Imix
- H
- elemental
- neutral evil
- 17
- 325 (26d12+156)
- 50 ft., fly 50 ft.
- 192422151623
- Dex +14, Con +13, Cha +13
-
- bludgeoning, piercing, and slashing from nonmagical weapons
-
- fire, poison
- charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
- blindsight 120 ft.
- 13
- Common, Ignan
- 19
-
- Source
- Princes of the Apocalypse p. 214
-
-
- Empowered Attacks
- Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
-
-
- Fire Aura
- At the start of each of Imix's turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him
- Fire Aura||5d6
-
-
- Fire Form
- Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
-
-
- Illumination
- Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
-
-
- Legendary Resistance (3/Day)
- If Imix fails a saving throw, he can choose to succeed instead.
-
-
- Innate Spellcasting
- Imix's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
- • At will: fireball, wall of fire
-
- • 3/day each: fire storm, haste, teleport
-
-
- Magic Resistance
- Imix has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- Imix makes two slam attacks or two flame blast attacks.
-
-
- Slam
- Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 18 (5d6) fire damage.
- Slam|12|2d10+7+5d6
-
-
- Flame Blast
- Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.
- Flame Blast|12|10d6
-
-
- Summon Elementals (1/Day)
- Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points.
-
-
- Legendary Actions (3/Turn)
- Imix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Imix regains spent legendary actions at the start of his turn.
-
-
- Heat Wave
- Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
-
- Exhaustion:
- Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
-
- Level — Effect:
- 1 —Disadvantage on ability checks
- 2 —Speed halved
- 3 —Disadvantage on attack rolls and saving throws
- 4 —Hit point maximum halved
- 5 —Speed reduced to 0
- 6 —Death
-
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
- Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
- Heat Wave||2d8
-
-
- Teleport (Costs 2 Actions)
- Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him.
-
-
- Combustion (Costs 3 Actions)
- Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire.
- Combustion||20d6
-
- fireball, wall of fire, fire storm, haste, teleport
-
-
-
- Iron Cobra
- M
- construct
- unaligned
- 13 ()
- 45 (7d8+14)
- 30 ft.
- 1216143101
-
- Stealth +7
-
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands one language of its creator but can’t speak
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 125
-
-
- Constructed Nature
- A clockwork doesn't require air, food, drink, or sleep.
-
-
- Magic Resistance
- The iron cobra has advantage on saving throws against spells and other magical effects.
-
-
- Individual Designs
- A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
- A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
-
- d10 — Enhancement:
-
- 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
-
- 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
-
- 3 — Improved Armor. The clockwork's AC increases by 2.
-
- 4 — Increased Speed. The clockwork's speed increases by 10 feet.
-
- 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
-
- 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
-
- 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
-
- 8 — Suction. The clockwork gains a climbing speed of 30 feet.
-
- 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
-
- 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
-
- Clockwork Malfunctions:
-
- d10 — Malfunction
-
- 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
-
- 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
-
- 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
-
- 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
-
- 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
-
- 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
-
- 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
-
- 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
-
- 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
-
- 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:
-
- 1. Poison Damage: The target takes 13 (3d8) poison damage.
-
- 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
-
- 3. Paralysis: The target is paralyzed until the end of its next turn.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Bite|5|1d6+3
-
-
-
-
-
- Ixitxachitl
- S
- aberration
- chaotic evil
- 15 (natural armor)
- 18 (4d6+4)
- 0 ft., swim 30 ft.
- 12161312137
-
-
-
-
-
-
- darkvision 60 ft.
- 11
- Abyssal, Ixitxachitl
- 1/4
-
- Source
- Out of the Abyss p. 225
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
- Bite|3|1d6+1
-
-
- 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 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Barbed Tail|5|1d8+3
-
-
-
-
-
- Ixitxachitl Cleric
- S
- aberration
- chaotic evil
- 15 (natural armor)
- 18 (4d6+4)
- 0 ft., swim 30 ft.
- 12161312137
-
-
-
-
-
-
- darkvision 60 ft.
- 11
- Abyssal, Ixitxachitl
- 1/4
-
- Source
- Out of the Abyss p. 226
-
-
- Spellcasting
- The ixitxachitl 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.
- Bite|3|1d6+1
-
-
- 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 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Barbed Tail|5|1d8+3
-
- guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues
- 4, 3, 2
-
-
- Iymrith (Giant Form)
- H
- giant
- lawful evil
- 16 (scale mail)
- 481 (26d20+208)
- 50 ft., swim 50 ft.
- 291420181721
- Str +14, Con +10, Wis +8, Cha +10
- Perception +17, Stealth +7
- cold
-
- lightning, thunder
-
-
- 27
- Common, Draconic, Giant, Terran
- 23
-
- Source
- Storm King's Thunder, p. 241
-
-
- Legendary Resistance (3/Day)
- If Iymrith fails a saving throw, she can choose to succeed instead.
-
-
- Amphibious
- Iymrith can breathe air and water.
-
-
- Innate Spellcasting
- Iymrith's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
-
- At will: detect magic, feather fall, levitate, light
- 3/day each: control weather, water breathing
-
-
- Multiattack
- Iymrith makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
- Greatsword|14|6d6+9
-
-
- Rock
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
- Rock|14|4d12+9
-
-
- Lightning Strike (Recharge 5-6)
- Iymrith hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Strike||12d8
-
-
- Change Shape
- Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
- In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.
-
- detect magic, feather fall, levitate, light, control weather, water breathing
-
-
-
- Iymrith the Dragon
- G
- dragon
- lawful evil
- 22 (natural armor)
- 481 (26d20+208)
- 40 ft., burrow 40 ft., fly 80 ft.
- 291027181721
- Dex +7, Con +15, Wis +10, Cha +12
- Perception +17, Stealth +7
-
-
- lightning
-
- blindsight 60 ft., darkvision 120 ft.
- 27
- Common, Draconic, Giant, Terran
- 23
-
- Source
- Storm King's Thunder, p. 241
-
-
- Legendary Resistance (3/Day)
- If Iymrith fails a saving throw, she can choose to succeed instead.
-
-
- Innate Spellcasting
- Iymrith's spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:
-
- 1/day each: counterspell, detect magic, ice storm, stone shape, teleport
-
-
- Multiattack
- Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
-
-
- Bite
- Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.
- Bite|16|2d10+9+2d10
-
-
- Claw
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage.
- Claw|16|2d6+9
-
-
- Tail
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage.
- Tail|16|2d8+9
-
-
- Frightful Presence
- Each creature of Iymrith's choice that is within 120 feet of her and aware of her must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Lightning Breath (Recharge 5-6)
- Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Breath||16d10
-
-
- Change Shape
- Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
- In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form.
-
-
- Legendary Actions (3/Turn)
- Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Iymrith regains spent legendary actions at the start of her turn.
-
-
- Detect
- Iymrith makes a Wisdom (Perception) check.
-
-
- Tail Attack
- Iymrith makes a tail attack.
-
-
- Wing Attack (Costs 2 Actions)
- Iymrith beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
-
- counterspell, detect magic, ice storm, stone shape, teleport
-
-
-
- Izek Strazni
- M
- humanoid (human)
- neutral evil
- 14 (studded leather armor)
- 112 (15d8+45)
- 30 ft.
- 18151610915
-
- Intimidation +8, Perception +2
-
-
-
-
-
- 12
- Common
- 5
-
- Source
- Curse of Strahd p. 231
-
-
- Brute
- A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).
-
-
- Multiattack
- Izek makes two attacks with his battleaxe.
-
-
- Battleaxe
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2d10+4) when used with two hands.
- One Handed|7|2d8+4
- Two Handed|7|2d10+4
-
-
- Hurl Flame
- Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.
- Hurl Flame|5|3d6
-
-
-
-
-
- Jaculi
- L
- beast
- unaligned
- 14 (natural armor)
- 16 (3d10)
- 30 ft., climb 20 ft.
- 151411283
-
- Athletics +4, Perception +1, Stealth +4
-
-
-
-
- blindsight 30 ft.
- 11
-
- 1/2
-
- Source
- Tomb of Annihilation, p. 225
-
-
- Camouflage
- The jaculi has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Keen Smell
- The jaculi has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
- Bite|4|2d6+2
-
-
- Spring
- The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.
-
-
-
-
-
- Jamna Gleamsilver
- S
- humanoid (gnome)
- neutral
- 15 (leather armor)
- 22 (4d6+8)
- 25 ft.
- 81714151012
- Dex +5, Int +4
- Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7
-
-
-
-
- darkvision 60 ft.
- 14
- Common, Gnomish, Goblin, Sylvan
- 1
-
- Source
- Hoard of the Dragon Queen p. 91
-
-
- Cunning Action
- Jamna can take a bonus action to take the Dash, Disengage, or Hide action.
-
-
- Gnome Cunning
- Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic.
-
-
- Spellcasting
- Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.
-
- • Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost
-
- • 1st level (3 slots): charm person, color spray, disguise self, longstrider
-
-
- Multiattack
- Jamna attacks twice with her shortswords.
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) piercing damage, or 9 (1d6+3 plus 1d6) piercing damage if the target is Medium or larger.
- Shortsword|5|1d6+3+1d6
-
- mage hand, minor illusion, prestidigitation, ray of frost, charm person, color spray, disguise self, longstrider
- 3
-
-
- Jarhild Stoneforge
- M
- humanoid (shield dwarf)
- lawful good
- 17 (scale mail, shield, defense fighting style)
- 25 (3d10+9)
- 25 ft.
- 161016121310
- Str +5, Con +5
-
- poison
-
-
-
- darkvision 60 ft.
- 11
- Common, Dwarvish
- 2
-
- Source
- Sword Coast Legends NPCs (wizards.com)
-
-
- Dwarven Resilience
- Jarhild has advantage on saving throws against poison.
-
-
- Improved Critical
- Jarhild's weapon attacks score a critical hit on a roll of 19 or 20.
-
-
- Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
- Longsword|5|1d8+3
-
-
- Handaxe
- Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Handaxe|5|1d6+3
-
-
-
-
-
- Juiblex
- H
- fiend (demon)
- chaotic evil
- 18 (natural armor)
- 350 (28d12+168)
- 30 ft.
- 241023202016
- Dex +7, Con +13, Wis +12
- Perception +12
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
- truesight 120 ft.
- 22
- all, telepathy 120 ft.
- 23
-
- Source
- Out of the Abyss p. 242
- Mordenkainen's Tome of Foes, p. 151
-
-
- Foul
- Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn.
-
-
- Innate Spellcasting
- Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:
-
- At will: acid splash (17th level), detect magic
- 3/day each: blight, contagion, gaseous form
-
-
- Legendary Resistance (3/Day)
- If Juiblex fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- Juiblex has advantage on saving throws against spells and other magic effects.
-
-
- Magic Weapon
- Juiblex's weapon attacks are magical.
-
-
- Regeneration
- Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.
-
-
- Spider Climb
- Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- Juiblex makes three acid lash attacks.
-
-
- Acid Lash
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.
- Acid Lash|14|4d6+7
-
-
- Eject Slime (Recharge 5-6)
- Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent -1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent -1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to -5, the object is destroyed.
- Eject Slime||10d10
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
-
- • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
- A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check.
- If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
-
- • Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
- If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.
-
- • A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Legendary Actions (3/Turn)
- Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn.
-
-
- Acid Splash
- Juiblex casts acid splash.
-
-
- Attack
- Juiblex makes one acid lash attack.
- Acid Lash|14|4d6+7
-
-
- Corrupting Touch (Costs 2 Actions)
- Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6+ 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while Within 10 of the target.
- Corrupting Touch|14|4d6+7
-
- acid splash, detect magic, blight, contagion, gaseous form
-
-
-
- Juvenile Kraken
- H
- monstrosity
- chaotic evil
- 16 (natural armor)
- 207 (18d12+90)
- 20ft., swim 50ft.
- 241120191517
- Str +12, Dex +5, Con +10, Int +9, Wis +7
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- lightning
- frightened, paralyzed
- truesight 120ft.
- 12
- understands Abyssal, Celestial, Infernal and Primordial but can’t speak; telepathy 60ft.
- 14
-
- Source
- Ghosts of Saltmarsh p. 238
-
-
- Amphibious
- The kraken can breathe air and water.
-
-
- Freedom of Movement
- The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can sped 5ft. of movement to escape from nonmagical restraints of being grappled.
-
-
- Multiattack
- The kraken makes two tentacle attacks, each of which it can replace with a use of Fling.
-
-
- Bite
- Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 20 (3d8+7) piercing damage. If the target is a Medium of smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time.
- If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of the turn or regurgitate all swallowed creatures, which fall prone in spaces within 10ft. of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape the corpse using 10ft. of movement, exiting prine.
- Bite|12|3d8+7
-
-
- Tentacle
- Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit 17 (3d6+7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
- Tentacle|12|3d6+7
-
-
- Fling
- One Medium or smaller object held of creature grappled by the kraken is thrown up to 40 ft. in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
-
-
- Lightning
- The kraken magically creates a bolt of lightning, which can strike a target the kraken can see within 90 ft. of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
-
-
- Legendary Actions (3/Turn)
- The kraken can take 3 legendary actions, choosing from the operations below. Only one legendary action option can be used at a time and only a the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn.
-
-
- Tentacle Attacks (Costs 2 Actions)
- The kraken makes one tentacle attack
-
-
- Fling
- The kraken uses Fling
-
-
- Ink Cloud (Costs 3 Actions
- While underwater, the karekn expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save of half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.
-
-
-
- underwater
-
-
- Kalka-Kylla
- L
- monstrosity
- neutral
- 15 (natural armor)
- 85 (10d10+30)
- 30 ft., swim 30 ft.
- 171216151612
-
- Deception +3, Insight +5, Stealth +3
-
-
-
-
- blindsight 30 ft.
- 13
- Olman
- 3
-
- Source
- Tales from the Yawning Portal, p. 238
-
-
- Amphibious
- Kalka-Kylla can breathe air and water.
-
-
- False Appearance
- While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
-
-
- Shell
- Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.
-
-
- Multiattack
- Kalka-Kylla makes two claw attacks.
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Claw|5|2d6+3
-
-
-
-
-
- Kamadan
- L
- monstrosity
- unaligned
- 13
- 67 (9d10+18)
- 30 ft.
- 16161431410
-
- Perception +4, Stealth +7
-
-
-
-
-
- 14
-
- 4
-
- Source
- Tomb of Annihilation, p. 225
-
-
- Keen Smell
- The kamadan has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pounce
- If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks — one with its bite and one with its snakes — against it as a bonus action.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Multiattack
- The kamadan makes two attacks: one with its bite or claw and one with its snakes.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Bite|5|1d6+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Claw|5|1d6+3
-
-
- Snakes
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
- Snakes|5|1d6+3
-
-
- Sleep Breath (Recharges after a Short or Long Rest)
- The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
-
-
-
- Kasimir Velikov
- M
- humanoid (elf)
- neutral
- 12 (15 with mage armor)
- 40 (9d8)
- 30 ft.
- 91411171211
- Int +6, Wis +4
- Arcana +6, History +6
-
-
-
-
- darkvision 60 ft.
- 11
- Common, Elvish, two other languages
- 6
-
- Source
- Curse of Strahd p. 232
-
-
- Spellcasting
- Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared:
-
- • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
-
- • 1st level (4 slots): detect magic, mage armor, magic missile, shield
-
- • 2nd level (3 slots): misty step, suggestion
-
- • 3rd level (3 slots): counterspell, fireball, fly
-
- • 4th level (3 slots): greater invisibility, ice storm
-
- • 5th level (1 slot): cone of cold
-
-
- Special Equipment
- Kasimir wears a ring of warmth and carries a spellbook containing his prepared spells plus arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone.
-
-
- Fey Ancestry
- Kasimir has advantage on saving throws against being charmed, and magic can't put him to sleep.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- |5|1d4+2
-
- fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold
- 4, 3, 3, 3, 1
-
-
- Kelpie
- M
- plant
- neutral evil
- 14 (natural armor)
- 67 (9d8+27)
- 10 ft., swim 30 ft.
- 14141671210
-
- Perception +3, Stealth +4
- bludgeoning, fire, piercing
-
-
- blinded, deafened, exhaustion
- blindsight 60 ft.
- 13
- Common, Sylvan
- 4
-
- Source
- Tales from the Yawning Portal, p. 238
-
-
- Amphibious
- The kelpie can breathe air and water.
-
-
- Seaweed Shape
- The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies.
-
-
- False Appearance
- While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed.
-
-
- Multiattack
- The kelpie makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Slam|4|2d8+2
-
-
- Drowning Hypnosis
- The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell).
- The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water.
- If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.
- Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
- A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
-
-
-
-
- Ki-rin
- H
- celestial
- lawful good
- 20 (natural armor)
- 152 (16d12+48)
- 60 ft., fly 120 ft. (hover)
- 211616192020
-
- Insight +9, Perception +9, Religion +8
-
-
- poison
- poisoned
- blindsight 30 ft., darkvision 120 ft.
- 19
- all, telepathy 120 ft.
- 12
-
- Source
- Volo's Guide to Monsters, p. 163
-
-
- Innate Spellcasting
- The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
-
- At will: gaseous form, major image (6th-level version), wind walk
-
- 1/day: create food and water
-
-
- Legendary Resistance (3/Day)
- If the ki-rin fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- The ki-rin has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The ki-rin’s weapon attacks are magical.
-
-
- Spellcasting
- The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
-
- Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
-
- 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
-
- 2nd level (3 slots): calm emotions, lesser restoration, silence
-
- 3rd level (3 slots): dispel magic, remove curse, sending
-
- 4th level (3 slots): banishment, freedom of movement, guardian of faith
-
- 5th level (3 slots): greater restoration, mass cure wounds, scrying
-
- 6th level (1 slot): heroes’ feast, true seeing
-
- 7th level (1 slot): etherealness, plane shift
-
- 8th level (1 slot): control weather
-
- 9th level (1 slot): true resurrection
-
-
- Multiattack
- The ki-rin makes three attacks: two with its hooves and one with its horn.
-
-
- Hoof
- Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.
- Hoof|9|2d4+5
-
-
- Horn
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
- Horn|9|2d8+5
-
-
- Legendary Actions (3/Turn)
- The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.
-
-
- Detect
- The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
-
-
- Smite
- The ki-rin makes a hoof attack or casts sacred flame.
-
-
- Move
- The ki-rin moves up to its half its speed without provoking opportunity attacks.
-
- gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection
- 4, 3, 3, 3, 3, 1, 1, 1, 1
- coastal, desert, grassland, mountain
-
-
- Koalinth
- M
- humanoid (goblinoid)
- lawful evil
- 14 (scale mail)
- 16 (3d8+3)
- 30 ft., swim 20 ft.
- 131112111011
- Dex +2
- Athletics +3, Perception +2
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Goblin
- 1/2
-
- Source
- Ghosts of Saltmarsh p. 238
-
-
- Amphibious
- The koalinth can breathe air and water.
-
-
- Martial Advantage
- Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the koalinth that isn’t incapacitated.
-
-
- Trident
- Melee or Range Weapon Attack: +3 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
- Trident|3|1d6+1
- Trident|5|1d8+1
-
-
-
- underwater
-
-
- Koalinth Sergeant
- M
- humanoid (goblinoid)
- lawful evil
- 14 (scale mail)
- 33 (6d8+6)
- 30 ft., swim 30 ft.
- 141112111012
- Dex +2, Wis +2
- Athletics +4, Perception +2
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Goblin
- 2
-
- Source
- Ghosts of Saltmarsh p. 239
-
-
- Amphibious
- The koalinth can breathe air and water.
-
-
- Martial Advantage
- Once per turn, the sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5ft. of an ally of the sergeant that isn’t incapacitated.
-
-
- Multiattack
- The sergeant makes two melee attacks with its trident
-
-
- Trident
- Melee or Range Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- Trident|4|1d6+2
- Trident|6|1d8+2
-
-
- Hooked Net
- Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit 4 (1d4+2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free iteself or another creature in a hooked net, ending the effect on a success. Dealing 5 damage (AC 12) frees the target without harming it and destroys the net.
-
-
- Spear the Helpless (2/Day)
- Whenever a creature within 30 ft. of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature it can make a melee attack against it.
-
-
-
- underwater
-
-
- Kobold Dragonshield
- S
- humanoid (kobold)
- lawful evil
- 15 (leather armor, shield)
- 44 (8d6+16)
- 20 ft.
- 1215148910
-
- Perception +1
-
-
-
-
- darkvision 60 ft.
- 11
- Common, Draconic
- 1
-
- Source
- Volo's Guide to Monsters, p. 165
-
-
- Dragon's Resistance
- The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green).
-
-
- Heart of the Dragon
- If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
-
-
- Pack Tactics
- The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
-
-
- Sunlight Sensitivity
- While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The kobold makes two melee attacks.
-
-
- Spear
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
- Spear|3|1d6+1
- Two Handed|2|1d8+1
-
-
-
- forest, hill, mountain, underdark
-
-
- Kobold Inventor
- S
- humanoid (kobold)
- lawful evil
- 12
- 13 (3d6+3)
- 30 ft.
- 71512878
-
- Perception +0
-
-
-
-
- darkvision 60 ft.
- 10
- Common, Draconic
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 166
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
-
- Sling
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
- Sling|4|1d4+2
-
-
- Weapon Invention
- The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:
-
- 1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
-
- 2. Alchemist’s fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
-
- 3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there's a 50 percent chance that the swarm disperses.
-
- 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target.
-
- 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
-
- 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
-
- 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
-
- 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there’s a 50 percent chance that the swarm disperses.
- Acid|4|2d6
- Alchemist's Fire|4|1d4
- Green Slime Pot|4|
- Scorpion on a Stick|4|1+1d8
-
-
-
- forest, hill, mountain, underdark, urban
-
-
- Kobold Scale Sorcerer
- S
- humanoid (kobold)
- lawful evil
- 15 (natural armor)
- 27 (5d6+10)
- 30 ft.
- 7151410914
-
- Arcana +2, Medicine +1
-
-
-
-
- darkvision 60 ft.
- 9
- Common, Draconic
- 1
-
- Source
- Volo's Guide to Monsters, p. 167
-
-
- Spellcasting
- The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:
-
- Cantrips (at will): fire bolt, mage hand, mending, poison spray
-
- 1st level (4 slots): charm person, chromatic orb, expeditious retreat
-
- 2nd level (2 slots): scorching ray
-
-
- Sorcery Points
- The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
-
- Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
-
- Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
-
-
- Pack Tactics
- The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn’t incapacitated.
-
-
- Sunlight Sensitivity
- While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
- fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray
- 4, 2
- forest, hill, mountain, underdark, urban
-
-
- Korred
- S
- fey
- chaotic neutral
- 17 (natural armor)
- 102 (12d6+60)
- 30 ft., burrow 30 ft.
- 23142010159
-
- Athletics +9, Perception +5, Stealth +5
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 120 ft., tremorsense 120 ft.
- 15
- Dwarvish, Gnomish, Sylvan, Terran, Undercommon
- 7
-
- Source
- Volo's Guide to Monsters, p. 168
-
-
- Command Hair
- The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
- A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
-
-
- Innate Spellcasting
- The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
-
- At will: commune with nature, meld into stone, stone shape
-
- 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
-
-
- Stone Camouflage
- The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
-
-
- Stone's Strength
- While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).
-
-
- Multiattack
- The korred makes two attacks with its greatclub or hurls two rocks.
-
-
- Greatclub
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.
- Greatclub|9|1d8+6
- On Ground|9|3d8+6
-
-
- Rock
- Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.
- Rock|9|2d8+6
- On Ground|9|4d8+6
-
- commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance
-
- forest
-
-
- Kraken Priest
- M
- humanoid (any race)
- any evil alignment
- 10
- 75 (10d8+30)
- 30 ft., swim 30 ft.
- 121016101514
-
- Perception +5
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
-
- 15
- any two languages
- 5
-
- Source
- Volo's Guide to Monsters, p. 215
-
-
- Amphibious
- The priest can breathe air and water.
-
-
- Innate Spellcasting
- The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
-
- At will: command, create or destroy water
-
- 3/day each: control water, darkness, water breathing, water walk
-
- 1/day each: call lightning, Evard’s black tentacles
-
-
- Thunderous Touch
- Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
- Thunderous Touch|5|5d10
-
-
- Voice of the Kraken (Recharges after a Short or Long Rest)
- A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles
-
- coastal, underwater
-
-
- Kruthik Hive Lord
- L
- monstrosity
- unaligned
- 20 (natural armor)
- 102 (12d10+36)
- 40 ft., burrow 20 ft., climb 40 ft.
- 191617101410
-
-
-
-
-
-
- darkvision 60 ft., tremorsense 60 ft.
- 12
- Kruthik
- 5
-
- Source
- Mordenkainen's Tome of Foes, p. 212
-
-
- Keen Smell
- The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pack Tactics
- The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Tunneler
- The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
-
-
- Multiattack
- The kruthik makes two stab attacks or two spike attacks.
-
-
- Stab
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
- Stab|7|1d10+4
-
-
- Spike
- Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Spike|6|1d6+4
-
-
- Acid Spray (Recharge 5-6)
- The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Kysh
- M
- humanoid (triton)
- lawful good
- 13
- 27 (5d8+5)
- 30 ft., swim 30 ft.
- 141612101314
-
- Persuasion +4, Survival +3
-
-
-
-
- darkvision 60ft.
- 11
- Common, Primordial
- 1
-
- Source
- Ghosts of Saltmarsh p. 240
-
-
- Amphibious
- Kysh can breathe air and water
-
-
- Emmisary of the Sea
- Kysh can communicate simple ideas with ambphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return.
-
-
- Innate Spellcasting
- Kysh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components:
- 1/Day: Fog Cloud
-
-
- Multiattack
- Kysh makes two melee attacks with his spear.
-
-
- Spear
- Melee of Range Weapon Attack: +4 to hit, reach 5ft., or range 20/60 ft., one target. Hit 5 (1d6+2) piercing samage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- Spear|4|1d6+2
- Spear|5|1d6+2
-
-
-
- underwater
-
-
- Langdedrosa Cyanwrath
- M
- humanoid (half-dragon)
- lawful evil
- 17 (splint)
- 57 (6d12+18)
- 30 ft.
- 191316101412
- Str +6, Con +5
- Athletics +6, Intimidation +3, Perception +4
- lightning
-
-
-
- blindsight 10 ft., darkvision 60 ft.
- 14
- Common, Draconic
- 4
-
- Source
- Hoard of the Dragon Queen p. 91
-
-
- Action Surge (Recharges on a Short or Long Rest)
- On his turn, Langdedrosa can take one additional action.
-
-
- Improved Critical
- Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20.
-
-
- Multiattack
- Langdedrosa attacks twice, either with his greatsword or spear.
-
-
- Greatsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
- Greatsword|6|2d6+4
-
-
- Spear
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft.,/60 ft., one target. Hit: 7 (1d6+4) piercing damage.
- One Handed|6|1d6+4
- Two Handed|6|1d8+4
-
-
- Lightning Breath (Recharge 5-6)
- Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Breath|0|4d10
-
-
-
-
-
- Larethar Gulgrin
- M
- humanoid (gold dwarf)
- neutral
- 15 (studded leather)
- 19 (3d8+6)
- 25 ft.
- 12161414109
- Dex +5, Int +4
-
- poison
-
-
-
- darkvision 60 ft.
- 10
- Common, Dwarvish, Thieves' Cant
- 2
-
- Source
- Sword Coast Legends NPCs (wizards.com)
-
-
- Dwarven Resilience
- Larethar has advantage on saving throws against poison.
-
-
- Sneak Attack (1/Turn)
- Larethar deals an extra 7 (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 Larethar that isn't incapacitated and Larethar doesn't have disadvantage on the attack roll.
- Sneak Attack||2d6
-
-
- Cunning Action/Fast Hands
- Larethar can take a bonus action on each of his turns in combat. This action can be used to take the Dash, Disengage, Hide, or Use an Object actions. He can also use this action to make a Dexterity (Sleight of Hand) check with a +5 bonus, or to use his thieves' tools to disarm a trap or open a lock.
-
-
- Thief
- Larethar gets a +7 to Dexterity checks he can make while using his thieves' tools.
-
-
- Multiattack
- Larethar makes two attacks: one with his dagger and one with his shortsword.
-
-
- Dagger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Dagger||5|1d4+3
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortsword|5|1d6+3
-
-
- Light Crossbow
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Light Crossbow|5|1d8+3
-
-
-
-
-
- Lava Child
- M
- humanoid
- neutral
- 11
- 60 (8d8+24)
- 25 ft.
- 181316111010
- Athletics +6, Survival +2
- fire, bludgeoning, piercing, and slashing from metal weapons
- darkvision 60ft.
- 10
- Common, Ignan
- 3
-
- Source
- Waterdeep - Dungeon of the Mad Mage, p. 313
-
-
- Metal Immunity
- The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield.
-
-
- Multiattack
- The lava child makes two attacks- one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d6+4) piercing damage
- Bite|6|2d6+4
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage
- Claws|7|1d6+4
-
-
-
- Underdark
-
-
- Leucrotta
- L
- monstrosity
- chaotic evil
- 14 (natural armor)
- 67 (9d10+18)
- 50 ft.
- 1814159126
-
- Deception +2, Perception +3
-
-
-
-
- darkvision 60 ft.
- 13
- Abyssal, Gnoll
- 3
-
- Source
- Volo's Guide to Monsters, p. 169
-
-
- Keen Smell
- The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Kicking Retreat
- If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
-
-
- Mimicry
- The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
-
-
- Rampage
- When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.
-
-
- Multiattack
- The leucrotta makes two attacks: one with its bite and one with its hooves.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
- Bite|6|1d8+4
- Critical|6|3d8+4
-
-
- Hooves
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
- Hooves|6|2d6+4
-
-
-
- desert, grassland
-
-
- Leviathan
- G
- elemental
- neutral
- 17 ()
- 328 (16d20+160)
- 40 ft., swim 120 ft.
- 30243021817
- Wis +10, Cha +9
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- darkvision 60 ft.
- 14
-
- 20
-
- Source
- Mordenkainen's Tome of Foes, p. 198
-
-
- Legendary Resistance (3/Day)
- If the leviathan fails a saving throw, it can choose to succeed instead.
-
-
- Partial Freeze
- If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.
-
-
- Siege Monster
- The leviathan deals double damage to objects and structures (included in Tidal Wave).
-
-
- Water Form
- The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Multiattack
- The leviathan makes two attacks: one with its slam and one with its tail.
-
-
- Slam
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d1[0-100]+[0-100]0) bludgeoning damage plus 5 (1d10) acid damage.
- Slam|16|1d10+10+1d10
-
-
- Tail
- Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.
- Tail|16|1d12+10+1d12
-
-
- Tidal Wave (Recharge 6)
- While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
- When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.
- At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.
- A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.
-
-
- Legendary Actions (3/Turn)
- The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn.
-
-
- Slam (Costs 2 Actions)
- The leviathan makes one slam attack.
-
-
- Move
- The leviathan moves up to its speed.
-
-
-
-
-
- Liara Portyr
- M
- humanoid (human)
- lawful evil
- 15 (studded leather, shield)
- 84 (13d8+26)
- 30 ft.
- 161215141416
- Con +4, Wis +4
- Athletics +5, Deception +5, Insight +4, Intimidation +5
-
-
-
-
-
- 12
- Common, Draconic, Dwarvish
- 4
-
- Source
- Tomb of Annihilation, p. 227
-
-
- Brave
- Liara has advantage on saving throws against being frightened.
-
-
- Flaming Fury
- Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target.
-
-
- Multiattack
- Liara makes three melee attacks.
-
-
- Battleaxe
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands.
- Battleaxe|5|1d8+3
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d1[0-100]+[0-100]) piercing damage.
- Heavy Crossbow|3|1d10+1
-
-
-
-
-
- Lifferlas
- H
- plant
- unaligned
- 13 (natural armor)
- 59 (7d12+14)
- 20 ft.
- 1961510107
-
-
- bludgeoning, piercing
- fire
-
-
-
- 10
- Common
-
-
- Source
- Storm King's Thunder, p. 250
-
-
- False Appearance
- While Lifferlas remains motionless, it is indistinguishable from a normal tree.
-
-
- Roleplaying Information
- A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that.
-
- Ideal: "I exist to protect the people and plants of Goldenfields."
-
- Bond: "Children are wonderful. I would do anything to make them feel happy and safe."
-
- Flaw: "I can't remember people's names and often get them mixed up."
-
-
- Multiattack
- Lifferlas makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage.
- Slam|6|3d6+4
-
-
-
-
-
- Living Iron Statue
- M
- construct
- unaligned
- 16 (natural armor)
- 102 (12d8+48)
- 20 ft.
- 1614186105
-
-
-
- acid
- lightning, poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands the languages of its creator but can’t speak
- 5
-
- Source
- Ghosts of Saltmarsh p. 241
-
-
- Immutable Form
- The status is immune to any spell or effect that would alter its form
-
-
- Multiattack
- The statue makes two attacks: one with its blade and one with its hammer
-
-
- Blade
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage
- Blade|6|2d6+3
-
-
- Hammer
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is knocked prone.
- Hammer|6|2d6+3
-
-
- Whirl (Recharge 5-6)
- The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10+3) bludgeoning damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Lizardfolk Commoner
- M
- humanoid (lizardfolk)
- neutral
- 13 (natural armor)
- 16 (3d8+3)
- 30 ft., swim 30 ft.
- 1510127127
-
- Perception +3, Stealth +2, Survival +3
-
-
-
-
-
- 13
- Draconic
- 1/4
-
- Source
- Ghosts of Saltmarsh p. 241
-
-
- Hold Breath
- The lizardfolk can hold its breath for 15 minutes.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Bite|4|1d6+2
-
-
-
- forest, swamp
-
-
- Lizardfolk Render
- L
- humanoid (lizardfolk)
- neutral
- 15 (natural armor)
- 52 (7d10+14)
- 30 ft., swim 30 ft.
- 1610147127
-
- Athletics +5, Perception +3, Survival +5
-
-
-
-
-
- 13
- Draconic
- 3
-
- Source
- Ghosts of Saltmarsh p. 241
-
-
- Blood Frenzy
- The render has advantage on melee attack rolls against any creatire that doesn’t have all its hit points.
-
-
- Hold Breath
- The render can hold its breath for 15 minutes.
-
-
- Multiattack
- The render makes two melee attacks, one with a claws and one with its bite.
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage.
- Claw|5|2d8+3
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Bite|5|1d10+3
-
-
- Rend the Field (Recharge 5-6)
- The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 strength saving throw or be knocked prone.
-
-
-
- forest, swamp
-
-
- Lizardfolk Scaleshield
- M
- humanoid (lizardfolk)
- neutral
- 16 (scale mail, shield)
- 32 (5d8+10)
- 30 ft., swim 30 ft.
- 1510147127
-
- Athletics +4, Perception +4, Survival +5
-
-
-
-
-
- 13
- Draconic
- 1
-
- Source
- Ghosts of Saltmarsh, p. 241
-
-
- Hold Breath
- The lizardfolk can hold its breath for 15 minutes.
-
-
- Multiattack
- The scaleshield makes two melee attacks: eacg one with a different weapon
-
-
- Morningstar
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Morningstar|4|1d8+2
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Bite|4|1d6+2
-
-
- Spiked Shield
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage
- Spiked Shield|5|1d6+2
-
-
-
- forest, swamp
-
-
- Lizardfolk Subchief
- M
- humanoid (lizardfolk)
- neutral
- 14 (natural armor)
- 52 (8d8+16)
- 30 ft., swim 30 ft.
- 141214101612
-
- Athletics +4, Perception +5, Survival +5
-
-
-
-
-
- 15
- Draconic
- 3
-
- Source
- Ghosts of Saltmarsh, p. 242
-
-
- Hold Breath
- The lizardfolk can hold its breath for 15 minutes.
-
-
- Spellcasting
- The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
-
- • Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
-
- • 1st Level (4 slots): command, guiding bolt, purify food and drink
-
- • 2nd Level (3 slots): hold person, lesser restoration, silence
-
- • 3rd Level (2 slots): bestow curse, dispel magic
-
-
- Tooth Dagger
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Tooth Dagger|4|1d4+2
-
-
- Jaws of Semuanya (Recharge 5-6)
- The subchiefinvokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.
-
- light, sacred flame, spare the dying, thaumaturgy, command, guiding bolt, purify food and drink, hold person, lesser restoration, silence, bestow curse, dispel magic
- 4, 3, 2
- forest, swamp
-
-
- Locathah
- M
- humanoid (locathah)
- neutral
- 13 (natural armor)
- 22 (4d8+4)
- 30 ft., swim 30 ft.
- 131212111011
- Dex +5
- Athletics +3, Perception +2
-
-
-
-
-
- 12
- Aquan, Common
- 1/2
-
- Source
- Ghosts of Saltmarsh p. 243
-
-
- Leviathan Will
- The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep
-
-
- Limited Amphibiousness
- The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
-
-
- Multiattack
- The locathah makes two melee attacks with its spear.
-
-
- Spear
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
- Spear|3|1d6+1
- Spear|3|1d8+1
-
-
-
- swamp, underwater
-
-
- Locathah Hunter
- M
- humanoid (locathah)
- neutral
- 14 (natural armor)
- 88 (16d8+16)
- 30 ft., 30 ft. swim
- 131412111411
- Dex +4, Wis +4
- Athletics +3, Perception +4
-
-
-
-
-
- 14
- Aquan, Common
- 2
-
- Source
- Ghosts of Saltmarsh p. 243
-
-
- Leviathan Will
- The hunter has advantage on saving throws against spells and effects that control its actions
-
-
- Limited Amphibiousness
- The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating
-
-
- Multiattack
- The hutner makes two attacks with its envenonmed crossbow.
-
-
- Envenomed Crossbow
- Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 11 (2d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn.
- Envenomed Crossbow|4|2d8+2
-
-
- Club
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6+1) bludgeoning damage
- Club|3|1d6+1
-
-
-
- swamp, underwater
-
-
- Madam Eva
- M
- humanoid (human)
- chaotic neutral
- 10
- 88 (16d8+16)
- 20 ft.
- 81112172018
- Con +5
- Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7
-
-
-
-
-
- 19
- Abyssal, Common, Elvish, Infernal
- 10
-
- Source
- Curse of Strahd p. 233
-
-
- Spellcasting
- Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:
-
- • Cantrips (at will): light, mending, sacred flame, thaumaturgy
-
- •1st level (4 slots): bane, command, detect evil and good, protection from evil and good
-
- •2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
-
- •3rd level (3 slots): create food and water, speak with dead, spirit guardians
-
- •4th level (3 slots): divination, freedom of movement, guardians of faith
-
- •5th level (2 slots): greater restoration, raise dead
-
- •6th level (1 slot): find the path, harm, true seeing
-
- •7th level (1 slot): fire storm, regenerate
-
- •8th level (1 slot): earthquake
-
-
- Dagger
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
- Dagger|4|1d4
-
-
- Curse (Recharges after a Long Rest)
- Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.
-
-
- Evil Eye (Recharges after a Short or Long Rest)
- Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
-
- light, mending, sacred flame, thaumaturgy, bane, command, detect evil and good, protection from evil and good, lesser restoration, protection from poison, spiritual weapon, create food and water, speak with dead, spirit guardians, divination, freedom of movement, guardians of faith, greater restoration, raise dead, find the path, harm, true seeing, fire storm, regenerate, earthquake
- 4, 3, 3, 3, 2, 1, 1, 1
-
-
- Maegera the Dawn Titan
- G
- elemental
- chaotic neutral
- 16
- 341 (22d20+110)
- 50 ft.
- 212220101019
- Con +12, Wis +7, Cha +11
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- fire, poison
- charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- blindsight 120 ft.
- 10
- Ignan
- 23
-
- Source
- Storm King's Thunder, p. 241
-
-
- Empowered Attacks
- Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks.
-
-
- Fire Aura
- At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it.
-
-
- Fire Form
- Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space.
-
-
- Illumination
- Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet.
-
-
- Innate Spellcasting
- Maegera can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's innate spellcasting ability is Charisma.
-
-
- Magic Resistance
- Maegera has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- Maegera makes three slam attacks.
-
-
- Slam
- Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 35 (10d6) fire damage.
- Slam|12|3d6+5+10d6
-
-
- Legendary Actions (3/Turn)
- Maegera can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn.
-
-
- Quench Magic
- Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Maegera's next turn.
-
-
- Smoke Cloud (Costs 2 Actions)
- Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely within the cloud are blinded and can't be seen.
-
-
- Create Fire Elemental (Costs 3 Actions)
- Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire elemental appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera's commands and fights until destroyed.
-
- fireball
-
-
-
- Malformed Kraken
- H
- monstrosity
- chaotic evil
- 17 (natural armor)
- 172 (15d12+75)
- 20 ft., swim 40 ft.
- 251120111515
- Str +11, Con +9, Int +4, Wis +6, Cha +6
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- lightning
- frightened, paralyzed
- truesight 60 ft.
- 12
- understands Common but can't speak; telepathy 60 ft.
- 10
-
- Source
- Tales from the Yawning Portal, p. 239
-
-
- Amphibious
- The kraken can breathe air and water.
-
-
- Siege Monster
- The kraken deals double damage to objects and structures.
-
-
- Multiattack
- The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling.
-
-
- Bite
- Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.
- Bite|11|2d8+7
-
-
- Tentacle
- Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacle|11|2d6+7
-
-
- Fling
- One Medium or smaller object held or creature grappled by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Lightning Storm
- The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Mantrap
- L
- plant
- unaligned
- 12
- 45 (7d10+7)
- 5 ft.
- 1514121102
-
-
-
-
-
- blinded, deafened, exhaustion, prone
- tremorsense 30 ft.
- 10
-
- 1
-
- Source
- Tomb of Annihilation, p. 227
-
-
- Attractive Pollen (1/Day)
- When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
-
- False Appearance
- While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant.
-
-
- Engulf
- Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Engulf|4|4d6
-
-
-
-
-
- Marine Decapus
- L
- monstrosity
- unaligned
- 14 (natural armor)
- 75 (10d10+20)
- 15 ft., climb 30 ft., swim 30 ft.
- 1514144107
-
- Athletics +4, Perception +2, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 12
-
- 4
-
- Source
- The Tortle Package, p. 21
-
-
- Water Breathing
- The decapus can breathe only underwater.
-
-
- Multiattack
- The decapus makes two attacks: one with its bite and one with its tentacles.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.
- Bite|4|2d4+2
-
-
- Tentacles
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacles|4|9d4+2
-
-
-
-
-
- Markham Southwell
- M
- humanoid (Turami human)
- lawful good
- 17 (splint)
- 58 (9d8+18)
- 30 ft.
- 151314111614
-
- Perception +5, Survival +5
-
-
-
-
-
- 15
- Common
-
-
- Source
- Storm King's Thunder, p. 248
-
-
- Roleplaying Information
- Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.
-
- Ideal: "All people deserve to be treated with dignity."
-
- Bond: "Duvessa is a natural leader, but she needs help. That's my job."
-
- Flaw: "I bury my emotions and have no interest in small talk."
-
-
- Multiattack
- Markham makes two melee attacks.
-
-
- Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
- One Handed|4|1d8+2
- Two Handed|4|1d10+2
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. Markham carries twenty crossbow bolts.
- Heavy Crossbow|3|1d10+1
-
-
-
-
-
- Marlos Urnrayle
- M
- monstrosity
- neutral evil
- 15 (natural armor)
- 136 (16d8+64)
- 30 ft.
- 171118121317
-
- Arcana +4, Deception +6, Perception +4
- acid
-
-
-
- darkvision 60 ft., tremorsense 60 ft.
- 14
- Common, Terran
- 8
-
- Source
- Princes of the Apocalypse p. 199
-
-
- Earthen Defeat
- When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind.
-
-
- Earth Passage
- Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied.
-
-
- Legendary Resistance (2/Day)
- If Marlos fails a saving throw, he can choose to succeed instead.
-
-
- Petrifying Gaze
- When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
- Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
- If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze.
-
- Petrified:
- • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
-
- • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
-
- • Attack rolls against the creature have advantage.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • The creature has resistance to all damage.
-
- • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Multiattack
- Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
-
-
- Snake Hair
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 14 (4d6) poison damage.
- Snake Hair|6|1d8+3+4d6
-
-
- Ironfang
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) thunder damage.
- Ironfang|9|1d8+3+1d8
-
-
-
-
-
- Martial Arts Adept
- M
- humanoid (any race)
- any alignment
- 16
- 60 (11d8+11)
- 40 ft.
- 111713111610
-
- Acrobatics +5, Insight +5, Stealth +5
-
-
-
-
-
- 13
- any one language (usually Common)
- 3
-
- Source
- Volo's Guide to Monsters, p. 216
-
-
- Unarmored Defense
- While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Multiattack
- The adept makes three unarmed strikes or three dart attacks.
-
-
- Unarmed Strike
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
-
- • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
-
- •The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
-
- •The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
- Unarmed Strike|5|1d8+3
-
-
- Dart
- Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.
- Dart|5|1d4+3
-
-
- Deflect Missile
- In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
-
-
-
- urban
-
-
- Marut
- L
- construct (inevitable)
- lawful neutral
- 22 (natural armor)
- 432 (32d10+256)
- 40 ft., fly 30 ft. (hover)
- 281226191518
- Int +12, Wis +10, Cha +12
- Insight +10, Intimidation +12, Perception +10
- thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, frightened, paralyzed, poisoned, unconscious
- darkvision 60 ft.
- 20
- all but rarely speaks
- 25
-
- Source
- Mordenkainen's Tome of Foes, p. 213
-
-
- Constructed Nature
- A marut doesn't require air, food, drink, or sleep.
-
-
- Immutable Form
- The marut is immune to any spell or effect that would alter its form.
-
-
- Innate Spellcasting
- The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.
-
- At will: plane shift (self only).
-
-
- Legendary Resistance (3/Day)
- If the marut fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- The marut has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The marut makes two slam attacks.
-
-
- Unerring Slam
- Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
-
-
- Blazing Edict (Recharge 5-6)
- Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Justify
- The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.
- After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.
-
- plane shift
- 0
-
-
- Master Thief
- M
- humanoid (any race)
- any alignment
- 16 (studded leather armor)
- 83 (13d8+26)
- 30 ft.
- 111814111112
- Dex +7, Int +3
- Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
-
-
-
-
-
- 13
- any one language (usually Common) plus thieves' cant
- 5
-
- Source
- Volo's Guide to Monsters, p. 216
-
-
- Cunning Action
- On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
-
-
- Evasion
- If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
-
-
- Sneak Attack (1/Turn)
- The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
- Sneak Attack| |4d6
-
-
- Multiattack
- The thief makes three attacks with its shortsword.
-
-
- Shortsword
- Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.
- Shortsword|7|1d6+4
-
-
- Light Crossbow
- Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Light Crossbow|7|1d8+4
-
-
- Uncanny Dodge
- The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
-
-
-
- urban
-
-
- Maurezhi
- M
- fiend (demon)
- chaotic evil
- 15 (natural armor)
- 88 (16d8+16)
- 30 ft.
- 141712111215
-
- Deception +5
- cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, exhaustion, poisoned
- darkvision 120 ft.
- 11
- Abyssal, Elvish, telepathy 120 ft.
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 133
-
-
- Assume Form
- The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.
-
-
- Magic Resistance
- The maurezhi has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The maurezhi makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
- Bite|6|2d10+3
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Claws|6|2d8+3
-
-
- Raise Ghoul (Recharge 5-6)
- The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.
-
-
-
-
-
- Maw Demon
- M
- fiend (demon)
- chaotic evil
- 13 (natural armor)
- 33 (6d8+6)
- 30 ft.
- 14813585
-
-
- cold, fire, lightning
-
- poison
- charmed, frightened, poisoned
- darkvision 60 ft.
- 9
- understands Abyssal but can't speak
- 1
-
- Source
- Volo's Guide to Monsters, p. 137
-
-
- Rampage
- When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
- Bite|4|2d8+2
-
-
-
- underdark
-
-
- Maw of Sekolah
- H
- monstrosity
- neutral evil
- 12 (natural armor)
- 114 (12d12+36)
- 0 ft., 50 ft. swim
- 2112172147
- Str +8, Con +6
- Athletics +8, Perception +5
-
-
-
-
- darkvision 120 ft.
- 15
- Sahuagin, telepathy 100 ft.
- 7
-
- Source
- Ghosts of Saltmarsh p. 244
-
-
- Legendary Resistance (2/Day)
- If the maw of Sekolah fails a saving throw, it can choose to succeed instead.
-
-
- Water Breathing
- The maw of Sekolah can breathe only underwater
-
-
- Multiattack
- The maw of Sekolah makes one attack with its bite and one attack with its tail smash.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage.
- Bite|8|2d10+5
-
-
- Tail Smash
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 9 (1d8+5) bludgeoning damage.
-
-
- Legendary Actions
- The maw of Sekolah can take 3. legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The maw regains spent legendary actions at the start of its turn.
-
-
- Detect
- The maw of Sekolah makes a Wisdom (Perception) check.
-
-
- Speed of Sekolah
- The maw of Sekolah moves up to its speed.
-
-
- Feed (Costs 2 Actions)
- The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.
-
-
-
- underdark
-
-
-
- Meazel
- M
- humanoid (meazel)
- neutral evil
- 13 ()
- 35 (10d8-10)
- 30 ft.
- 8179141310
-
- Perception +3, Stealth +5
-
-
-
-
- darkvision 120 ft.
- 13
- Common
- 1
-
- Source
- Mordenkainen's Tome of Foes, p. 214
-
-
- Shadow Stealth
- While in dim light or darkness, the meazel can take the Hide action as a bonus action.
-
-
- Garrote
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns.
- The meazel can't make weapon attacks while grappling a creature in this way.
- Garrote|5|1d6+3
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage.
- Shortsword|5|1d6+3
-
-
- Shadow Teleport (Recharge 5-6)
- The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.
- Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.
-
-
-
-
-
- Meenlock
- S
- fey
- neutral evil
- 15 (natural armor)
- 31 (7d6+7)
- 30 ft.
- 7151211108
-
- Perception +4, Stealth +6, Survival +2
-
-
-
- frightened
- darkvision 120 ft.
- 14
- telepathy 120 ft.
- 2
-
- Source
- Volo's Guide to Monsters, p. 170
-
-
- Fear Aura
- Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Light Sensitivity
- While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Shadow Teleport (Recharge 5-6)
- As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Claws|4|2d4+2
-
-
-
- forest, swamp, urban
-
-
- Merfolk Salvager
- M
- humanoid (merfolk)
- neutral
- 12
- 22 (4d8+4)
- 10 ft., swim 40 ft.
- 121412111013
- Dex +4
- Athletics +3, Perception +2
-
-
-
-
-
- 12
- Aquan, Common
- 1
-
- Source
- Ghosts of Saltmarsh, p. 244
-
-
- Amphibious
- The salvager can breathe air and water.
-
-
- Multiattack
- The salvager makes two attacks with its coral rapier.
-
-
- Coral Rapier
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.
- Coral Rapier|4|1d8+2
-
-
- Inject Toxin (2/Day)
- Melee Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.
-
-
-
- coastal, underwater
-
-
- Merregon
- M
- fiend (devil)
- lawful evil
- 16 (natural armor)
- 45 (6d8+18)
- 30 ft.
- 1814176128
-
-
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- frightened, poisoned
- darkvision 60 ft.
- 11
- understands Infernal but can’t speak, telepathy 120 ft.
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 166
-
-
- Devil's Sight
- Magical darkness doesn't impede the merregon's darkvision.
-
-
- Magic Resistance
- The merregon has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.
-
-
- Halberd
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Halberd|6|1d10+4
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
- Heavy Crossbow|4|1d10+2
-
-
- Loyal Bodyguard
- When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
-
-
-
-
-
-
- Merrenoloth
- M
- fiend (yugoloth)
- neutral evil
- 13 ()
- 40 (9d8)
- 30 ft., swim 40 ft.
- 81710171411
- Dex +5, Int +5
- History +5, Nature +5, Perception +4, Survival +4
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 14
- Abyssal, Infernal, telepathy 60 ft.
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 249
-
-
- Innate Spellcasting
- The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:
-
- At will: charm person, darkness, detect magic, dispel magic, gust of wind
-
- 3/day each: control water
-
- 1/day each: control weather
-
-
- Magic Resistance
- The merrenoloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The merrenoloth's weapon attacks are magical.
-
-
- Teleport
- As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
-
-
- Multiattack
- The merrenoloth uses Fear Gaze once and makes one oar attack.
-
-
- Oar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
- Oar|5|2d4+3
-
-
- Fear Gaze
- The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Lair Actions
- Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
-
- • The ship regains 22 (4d10) hit points.
-
- • A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.
-
- • The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- charm person, darkness, detect magic, dispel magic, gust of wind, control water, control weather
-
-
-
- Mind Flayer Psion
- M
- aberration
- lawful evil
- 15 (breastplate)
- 71 (13d8+13)
- 30 ft.
- 111212191717
- Int +7, Wis +6, Cha +6
- Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
-
-
-
-
- darkvision 120 ft.
- 16
- Deep Speech, Undercommon, telepathy 120 ft.
- 8
-
- Source
- Volo's Guide to Monsters p. 71
-
-
- Magic Resistance
- The mind flayer has advantage on saving throws against spells and other magical effects.
-
-
- Innate Spellcasting (Psionics)
- The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
-
- At will: guidance, mage hand, vicious mockery, true strike
-
- 1st-level (4 slots): charm person, command, comprehend languages, sanctuary
-
- 2nd level (3 slots): crown of madness, phantasmal force, see invisibility
-
- 3rd level (3 slots): clairvoyance, fear, meld into stone
-
- 4th level (3 slots): confusion, stone shape
-
- 5th level (2 slots): scrying, telekinesis
-
-
- Tentacles
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Tentacles|7|2d10+4
-
-
- Extract Brain
- Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
- Extract Brain|7|10d10
-
-
- Mind Blast (Recharge 5-6)
- The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Mind Blast||4d8+4
-
- guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis
-
-
-
-
- Mindwitness
- L
- aberration
- lawful evil
- 15 (natural armor)
- 75 (10d10+20)
- 0 ft., fly 20 ft. (hover)
- 101414151510
- Int +5, Wis +5
- Perception +8
-
-
-
- prone
- darkvision 120 ft.
- 18
- Deep Speech, Undercommon, telepathy 600 ft.
- 5
-
- Source
- Volo's Guide to Monsters, p. 176
-
-
- Telepathic Hub
- When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
-
-
- Multiattack
- The mindwitness makes two attacks: one with its tentacles and one with its bite.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage.
- Bite|5|4d6+2
-
-
- Tentacles
- Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Tentacles|5|4d8+2
-
-
- Eye Rays
- Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
-
- 1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- 2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- 3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
-
- 4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- 5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
-
- 6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.
- If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Psychic Ray| |6d8
-
-
-
- underdark
-
-
- Minotaur Living Crystal
- L
- construct
- unaligned
- 15 (natural armor)
- 136 (16d10+48)
- 30 ft.
- 189166105
-
-
-
- force
- lightning, poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands the languages of its creator but can’t speak
- 6
-
- Source
- Ghosts of Saltmarsh p. 245
-
-
- Immutable Form
- The statue is immune to any spell or effect that would alter its form.
-
-
-
- Multiattack
- The statue makes two attacks, one with its greataxe and one gore attack
-
-
- Greataxe
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage.
- Greataxe|6|2d12+4
-
-
- Gore
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Gore|6|2d8+4
-
-
- Flying Shards
- In reaponse to a creature hitting the statue with a melee weapon attack the statue deals 11 (2d10) piercing damage to the attacker.
-
-
-
-
-
-
- Miraj Vizann
- M
- humanoid (earth genasi)
- neutral evil
- 10 (13 with mage armor)
- 82 (11d8+33)
- 30 ft.
- 121017131118
-
- Arcana +4, Deception +7
-
-
-
-
-
- 10
- Common, Primordial
- 6
-
- Source
- Princes of the Apocalypse p. 198
-
-
- Earth Walk
- Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
-
-
- Innate Spellcasting
- Miraj's innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components:
-
- • 1/day: pass without trace
-
-
- Spellcasting
- Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells:
-
- • Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth
-
- • 1st level (4 slots): chromatic orb, mage armor, magic missile
-
- • 2nd level (3 slots): Maximilian's earthen grasp, shatter, suggestion
-
- • 3rd level (3 slots): counterspell, erupting earth
-
- • 4th level (3 slots): polymorph, stoneskin
-
- • 5th level (2 slots): wall of stone
-
- • 6th level (1 slot): move earth
-
-
- Staff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage when used with two hands.
- One Handed|4|1d6+1
- Two Handed|4|1d8+1
-
- pass without trace, acid splash, blade ward, friends, light, message, mold earth, chromatic orb, mage armor, magic missile, Maximilian's earthen grasp, shatter, suggestion, counterspell, erupting earth, polymorph, stoneskin, wall of stone, move earth
- 4, 3, 3, 3, 2, 1
-
-
- Miros Xelbrin
- M
- humanoid (Damaran human)
- neutral good
- 10
- 22 (4d8+4)
- 30 ft.
- 161015111214
-
- Intimidation +4, Perception +3
-
-
-
-
-
- 13
- Common
-
-
- Source
- Storm King's Thunder, p. 251
-
-
- Roleplaying Information
- Innkeeper Mires is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.
-
- Ideal: "As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist."
-
- Bond: "Make fun of me all you like, but don't speak ill of my inn or my employees!"
-
- Flaw: "When something upsets me, I have a tendency to fly into a rage."
-
-
- Bearhug
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4+3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Mires cannot make attacks while grappling a creature.
- Bearhug|5|1d4+3
-
-
- Club
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
- Club|5|1d4+3
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Miros carries ten crossbow bolts.
- Heavy Crossbow|2|1d10
-
-
-
-
-
- Moloch
- L
- fiend (devil)
- lawful evil
- 19 (natural armor)
- 253 (22d10+132)
- 30 ft.
- 261922211823
- Dex +11, Con +13, Wis +11, Cha +13
- Deception +13, Intimidation +13, Perception +11
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, exhaustion, frightened, poisoned
- darkvision 120 ft.
- 21
- all, telepathy 120 ft.
- 21
-
- Source
- Mordenkainen's Tome of Foes, p. 176
-
-
- Innate Spellcasting
- Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire
-
- 1/day each: flame strike, symbol (stunning only)
-
-
- Legendary Resistance (3/Day)
- If Moloch fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Moloch has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- Moloch's weapon attacks are magical.
-
-
- Regeneration
- Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Multiattack
- Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.
-
-
- Bite
- Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
- Bite|15|4d8+8
-
-
- Claw
- Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
- Claw|15|2d8+8
-
-
- Many-Tailed Whip
- Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.
- Many-Tailed Whip|15|2d4+8+2d10
-
-
- Breath of Despair (Recharge 5-6)
- Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Teleport
- Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Legendary Actions (3/Turn)
- Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of his turn.
-
-
- Stinking Cloud
- Moloch casts stinking cloud.
-
-
- Teleport
- Moloch uses his Teleport action.
-
-
- Whip
- Moloch makes one attack with his whip.
-
- alter self, animate dead, burning hands, confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire, flame strike, symbol
-
-
-
- Molydeus
- H
- fiend (demon)
- chaotic evil
- 19 (natural armor)
- 216 (16d12+112)
- 40 ft.
- 282225212424
- Str +16, Con +14, Wis +14, Cha +14
- Perception +21
- cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, exhaustion, frightened, poisoned, stunned
- truesight 120 ft.
- 31
- Abyssal, telepathy 120 ft.
- 21
-
- Source
- Mordenkainen's Tome of Foes, p. 134
-
-
- Innate Spellcasting
- The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
-
- At will: dispel magic, polymorph, telekinesis, teleport
-
- 3/day each: lightning bolt
-
- 1/day each: imprisonment
-
-
- Legendary Resistance (3/Day)
- If the molydeus fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- The molydeus has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The molydeus's weapon attacks are magical.
-
-
- Multiattack
- The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.
-
-
- Demonic Weapon
- Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
- Demonic Weapon|16|2d10+9
-
-
- Wolf Bite
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage.
- Wolf Bite|16|2d6+9
-
-
- Snakebite
- Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.
- Snakebite|16|1d6+9
-
-
- Variant: Summon Demon (1/Day)
- As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.
-
-
- Legendary Actions (3/Turn)
- The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The molydeus regains spent legendary actions at the start of its turn.
-
-
- Attack
- The molydeus makes one attack, either with its demonic weapon or with its snakebite.
-
-
- Move
- The molydeus moves without provoking opportunity attacks.
-
-
- Cast a Spell
- The molydeus casts one spell from its Innate Spellcasting trait.
-
- dispel magic, polymorph, telekinesis, teleport, lightning bolt, imprisonment
-
-
-
- Mongrelfolk
- M
- humanoid (mongrelfolk)
- any alignment
- 11 (natural armor)
- 26 (4d8+8)
- 20 ft.
- 129159106
-
- Deception +2, Perception +2, Stealth +3
-
-
-
-
-
- 12
- Common
- 1/4
-
- Source
- Curse of Strahd p. 234
-
-
- Extraordinary Feature
- The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:
-
- 1-3 — Amphibious: The mongrelfolk can breathe air and water.
-
- 4-9 — Darkvision: The mongrelfolk has darkvision out to a range of 60 feet.
-
- 10 — Flight: The mongrelfolk has leathery wings and a flying speed of 40 feet.
-
- 11-15 — Keen Hearing and Smell: The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-
- 16-17 — Spider Climb: The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
- 18-19 — Standing Leap: The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.
-
- 20 — Two-Headed: The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
-
-
- Mimicry
- The mongrelfolk can mimic any sounds it has beard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
-
-
- Multiattack
- The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Bite|3|1d4+1
-
-
- Claw
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.
- Claw|3|1d4+1
-
-
- Dagger
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Dagger|3|1d4+1
-
-
-
-
-
- Monstrous Peryton
- L
- monstrosity
- chaotic evil
- 14 (natural armor)
- 144 (17d10+51)
- 20 ft., fly 60 ft.
- 19141691410
- Str +9, Dex +6, Wis +6
- Perception +6
-
-
-
-
- darkvision 60 ft.
- 16
- understands Common and Elvish but can’t speak
- 11
-
- Source
- Ghosts of Saltmarsh p. 245
-
-
- Flyby
- The peryton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach
-
-
- Keen Sight and Smell
- The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell
-
-
- Legendary Resistance (3/Day)
- If the peryton failes a saving throw, it can choose to succeed instead.
-
-
- Multiattack
- The peryton makes two attacks, one with its gore and one with its talons.
-
-
- Gore
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6+5) piercing damage.
- Gore|9|2d6+5
-
-
- Talons
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (2d10+5) slashing damage.
- Talons|9|2d10+5
-
-
- Warp Shadow
- The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours.
-
-
- Legendary Actions
- The peryton can take 3 legendary actions, choose from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The peryton regains spent legendary actions at the start of its turn.
-
-
- Detect
- The peryton makes a Wisdom (Perception) check.
-
-
- Talons Attack
- The peryton makes one attack with its talons
-
-
- Dive Attack (Costs 2 Actions)
- The peryton moves up to its speed towards one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit.
-
-
-
-
-
-
- Morkoth
- M
- aberration
- chaotic evil
- 17 (natural armor)
- 130 (20d8+40)
- 25 ft., swim 50 ft.
- 141414201513
- Dex +6, Int +9, Wis +6
- Arcana +9, History +9, Perception +10, Stealth +6
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- blindsight 30 ft., darkvision 120 ft.
- 20
- telepathy 120 ft.
- 11
-
- Source
- Volo's Guide to Monsters, p. 178
-
-
- Amphibious
- The morkoth can breathe air and water.
-
-
- Spellcasting
- The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:
-
- Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
-
- 1st level (4 slots): detect magic, identify, shield, witch bolt
-
- 2nd level (3 slots): darkness, detect thoughts, shatter
-
- 3rd level (3 slots): dispel magic, lightning bolt, sending
-
- 4th level (3 slots): dimension door, Evard’s black tentacles
-
- 5th level (3 slots): geas, scrying
-
- 6th level (1 slot): chain lightning
-
-
- Multiattack
- The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.
- Bite|6|2d6+2
-
-
- Tentacles
- Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacles|6|3d8+2
-
-
- Hypnosis
- The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Spell Reflection
- If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
-
-
-
- coastal, underwater
-
-
- Mormesk the Wraith
- M
- undead
- neutral evil
- 13
- 45 (6d8+18)
- 0 ft., fly 60 ft.
- 61616121415
-
-
- acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
-
- necrotic, poison
- charmed, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 12
- Common, Infernal
- 3
-
- Source
- Lost Mines of Phandelver p. 59
-
-
- Incorporeal Movement
- The wraith can move through an object or another creature, but can't stop there.
-
-
- Sunlight Sensitivity
- While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
-
-
- Life Drain
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8+3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.
- Life Drain|5|3d8+3
-
-
-
-
-
- Mouth of Grolantor
- H
- giant (hill giant)
- chaotic evil
- 14 (natural armor)
- 105 (10d12+40)
- 50 ft.
- 211018575
-
- Perception +1
-
-
-
- frightened
-
- 11
- Giant
- 6
-
- Source
- Volo's Guide to Monsters, p. 149
-
-
- Mouth of Madness
- The giant is immune to confusion spells and similar magic.
- On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn:
-
- 1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
-
- 4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
-
- 6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
-
- 8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
- Bite|8|3d6+5
-
-
- Fist
- Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage.
- Fist|8|3d8+5
-
-
-
- grassland, hill
-
-
- Mwaxanaré
- M
- humanoid (human)
- lawful neutral
- 10
- 13 (3d8)
- 30 ft.
- 61011131216
-
- Deception +5, Nature +3, Persuasion +5, Religion +3
-
-
-
-
-
- 11
- Auran, Common, telepathy 30 ft.
- 1/8
-
- Source
- Tomb of Annihilation, p. 228
-
-
- Spellcasting
- Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
-
- Cantrips (at will): eldritch blast, mage hand
-
- 1st level (2 slots): charm person, protection from evil and good, unseen servant
-
-
- Dagger
- Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
- Dagger|2|1d4
-
- eldritch blast, mage hand, charm person, protection from evil and good, unseen servant
- 2
-
-
- Nabassu
- M
- fiend (demon)
- chaotic evil
- 18 (natural armor)
- 190 (20d8+100)
- 40 ft., fly 60 ft.
- 221421141517
- Str +11, Dex +7
- Perception +7
- cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- poisoned
- darkvision 60 ft.
- 17
- Abyssal, telepathy 120 ft.
- 15
-
- Source
- Mordenkainen's Tome of Foes, p. 135
-
-
- Demonic Shadows
- The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.
-
-
- Devour Soul
- A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.
-
-
- Magic Resistance
- The nabassu has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The nabassu's weapon attacks are magical.
-
-
- Multiattack
- The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.
-
-
- Claws
- Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
- Claws|11|2d10+6
-
-
- Bite
- Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage.
- Bite|11|4d12+6
-
-
- Soul-Stealing Gaze
- The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.
-
-
-
-
-
- Naergoth Bladelord
- M
- undead
- neutral evil
- 18 (plate)
- 135 (18d8+54)
- 30 ft.
- 201216121416
- Dex +5, Wis +4
- Perception +6, Stealth +5
- necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 16
- Common, Draconic
- 11
-
- Source
- The Rise of Tiamat p. 90
-
-
- Sunlight Sensitivity
- While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.
-
-
- Life Drain
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Life Drain|9|5d6+3
-
-
- Longsword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) if used with two hands, plus 10 (3d6) necrotic damage.
- One Handed|9|1d8+5+3d6
- Two Handed|9|1d10+5+3d6
-
-
- Longbow
- Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage plus 10 (3d6) necrotic damage.
- Longbow|5|1d8+1+3d6
-
-
-
-
-
- Nagpa
- M
- humanoid (nagpa)
- neutral evil
- 19 (natural armor)
- 187 (34d8+34)
- 30 ft.
- 91512231821
- Int +12, Wis +10, Cha +11
- Arcana +12, Deception +11, History +12, Insight +10, Perception +10
-
-
-
-
- truesight 120 ft.
- 20
- Common plus up to five other languages
- 17
-
- Source
- Mordenkainen's Tome of Foes, p. 215
-
-
- Corruption
- As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Paralysis (Recharge 6)
- As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
- Spellcasting
- The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:
-
- Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion
-
- 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt
-
- 2nd level (3 slots): hold person, ray of enfeeblement, suggestion
-
- 3rd level (3 slots): counterspell, fireball, fly
-
- 4th level (3 slots): confusion, hallucinatory terrain, wall of fire
-
- 5th level (2 slots): dominate person, dream, geas
-
- 6th level (1 slot): circle of death, disintegrate
-
- 7th level (1 slot): etherealness, prismatic spray
-
- 8th level (1 slot): feeblemind
-
-
- Staff
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
- Staff|8|2d6+2
-
- chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind
- 4,3,3,3,2,1,1,1
-
-
- Narrak
- S
- humanoid (derro)
- chaotic evil
- 12 (15 with mage armor)
- 40 (9d6+9)
- 30 ft.
- 9141314516
-
- Arcana +4, Stealth +4
-
-
-
-
- darkvision 120 ft.
- 7
- Dwarvish, Undercommon
- 2
-
- Source
- Out of the Abyss p. 232
-
-
- Insanity
- Narrak has advantage on saving throws against being charmed or frightened.
-
-
- Magic Resistance
- Narrak has advantage on saving throws against spells and other magical effects.
-
-
- 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 a short 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: hold person, ray of enfeeblement, spider climb
-
-
- Sunlight Sensitivity
- While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- 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.
- Shortsword|4|1d6+2
-
-
- One with Shadows
- While he is in dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
- eldritch blast, friends, poison spray, armor of agathys, charm person ,hex, hold person, ray of enfeeblement, spider climb
- , 2
-
-
- Narth Tezrin
- M
- humanoid (Tethyrian Human)
- chaotic good
- 12
- 18 (4d8)
- 30 ft.
- 101510121416
-
- Insight +4, Investigation +3, Perception +6, Persuasion +5
-
-
-
-
-
- 16
- Common, Dwarvish
-
-
- Source
- Storm King's Thunder, p. 254
-
-
- Cunning Action
- On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action.
-
-
- Roleplaying Information
- Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.
-
- Ideal: "The bigger the risk, the greater the reward."
-
- Bond: "I adore my colleague Alaestra, and I'd like to do something to impress her."
-
- Flaw: "I'll risk life and limb to become a legend."
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Hand Crossbow
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Narth carries twenty crossbow bolts.
- Hand Crossbow|4|1d6+2
-
-
-
-
-
- Narzugon
- M
- fiend (devil)
- lawful evil
- 20 (plate armor, shield)
- 112 (15d8+45)
- 30 ft.
- 201017161419
- Dex +5, Con +8, Cha +9
- Perception +7
- acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 17
- Common, Infernal, telepathy 120 ft.
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 167
-
-
- Diabolical Sense
- The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
-
-
- Infernal Tack
- The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
-
-
- Magic Resistance
- The narzugon has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
-
-
- Hellfire Lance
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.
- Hellfire Lance|10|1d12+5+3d10
-
-
- Infernal Command
- Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.
-
-
- Terrifying Command
- Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Healing (1/Day)
- The narzugon, or one creature it touches, regains up to 100 hit points.
-
-
-
-
-
- Naxene Drathkala
- M
- humanoid (Turami human)
- neutral good
- 10 (13 with mage armor)
- 27 (6d8)
- 30 ft.
- 81111171211
-
- Arcana +5, History +5
-
-
-
-
-
- 11
- Common, Draconic, Dwarvish, Elvish
-
-
- Source
- Storm King's Thunder, p. 252
-
-
- Spellcasting
- Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence {spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared:
-
- Cantrips {at will): fire bolt, light, mage hand, prestidigitation
-
- 1st level (4 slots): mage armor, magic missile, shield
-
- 2nd level (3 slots): misty step, suggestion
-
- 3rd level (3 slots): fly, lightning bolt
-
-
- Roleplaying Information
- Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.
-
- Ideal: "There's no problem that can't be solved with magic."
-
- Bond: "I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land."
-
- Flaw: "I'm too smart to be wrong about anything."
-
-
- Staff
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- One Handed|1|1d6-1
- Two Handed|1|1d8-1
-
- fire bolt, light, mage hand, prestidigitation, mage armor, magic missile, shield, misty step, suggestion, fly, lightning bolt
- 4, 3, 3
-
-
- Necromancer
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 66 (12d8+12)
- 30 ft.
- 91412171211
- Int +7, Wis +5
- Arcana +7, History +7
- necrotic
-
-
-
-
- 11
- any four languages
- 9
-
- Source
- Volo's Guide to Monsters, p. 217
-
-
- Spellcasting
- The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
-
- Cantrips (at will): chill touch, dancing lights, mage hand, mending
-
- 1st level (4 slots):false life*, mage armor, ray of sickness*
-
- 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web
-
- 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*
-
- 4th level (3 slots): blight*, dimension door, stoneskin
-
- 5th level (2 slots): Bigby’s hand, cloudkill
-
- 6th level (1 slot): circle of death*
-
- *Necromancy spell of 1st level or higher
-
-
- Grim Harvest (1/Turn)
- When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
-
-
- Withering Touch
- Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
- Withering Touch|7|2d4
-
- chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death
- 4, 3, 3, 3, 2, 1
- desert, urban
-
-
- Neogi
- S
- aberration
- lawful evil
- 15 (natural armor)
- 33 (6d6+12)
- 30 ft., climb 30 ft.
- 61614131215
-
- Intimidation +4, Perception +3
-
-
-
-
- darkvision 60 ft.
- 13
- Common, Deep Speech, Undercommon
- 3
-
- Source
- Volo's Guide to Monsters, p. 180
-
-
- Mental Fortitude
- The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
-
-
- Spider Climb
- The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- The neogi makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d6+3+5d6
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
- Claws|5|2d4+3
-
-
- Enslave (Recharges after a Short or Long Rest)
- The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
-
- hill, underdark
-
-
- Neogi Hatchling
- T
- aberration
- lawful evil
- 11
- 7 (3d4)
- 20 ft., climb 20 ft.
- 313106109
-
-
-
-
-
-
- darkvision 60 ft.
- 10
-
- 1/8
-
- Source
- Volo's Guide to Monsters, p. 179
-
-
- Mental Fortitude
- The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
-
-
- Spider Climb
- The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|3|1d4+1+2d6
-
-
-
- hill, underdark
-
-
- Neogi Master
- M
- aberration
- lawful evil
- 15 (natural armor)
- 71 (11d8+22)
- 30 ft., climb 30 ft.
- 61614161218
- Wis +3
- Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
-
-
-
-
- darkvision 120 ft. (penetrates magical darkness)
- 13
- Common, Deep Speech, Undercommon, telepathy 30 ft.
- 4
-
- Source
- Volo's Guide to Monsters, p. 180
-
-
- Mental Fortitude
- The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
-
-
- Spellcasting
- The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery
-
- 1st—4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
-
-
- Spider Climb
- The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- The neogi makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d6+3+5d6
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
- Claws|5|2d4+3
-
-
- Enslave (Recharges after a Short or Long Rest)
- The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
- , , , 2
- hill, underdark
-
-
- Neothelid
- G
- aberration
- chaotic evil
- 16 (natural armor)
- 325 (21d20+105)
- 30 ft.
- 2772131612
- Int +1, Wis +8, Cha +6
-
-
-
-
-
- blindsight 120 ft.
- 13
-
- 13
-
- Source
- Volo's Guide to Monsters, p. 181
-
-
- Creature Sense
- The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
-
-
- Innate Spellcasting (Psionics)
- The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:
-
- At will: levitate
-
- 1/day each: confusion, feeblemind, telekinesis
-
-
- Magic Resistance
- The neothelid has advantage on saving throws against spells and other magical effects.
-
-
- Tentacles
- Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.
- If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacles|13|3d8+8+3d8
- Acid Damage| |10d6
-
-
- Acid Breath (Recharges 5-6)
- The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
- Acid Breath | |10d6
-
- levitate, confusion, feeblemind, telekinesis
-
- underdark
-
-
- Nereid
- M
- fey
- any chaotic alignment
- 13
- 44 (8d8+8)
- 30 ft., swim 60 ft.
- 101712131416
-
-
-
-
-
-
- darkvision 60 ft.
- 12
- Aquan, Common, Elvish, Sylvan
- 2
-
- Source
- Tales from the Yawning Portal, p. 240
-
-
- Amphibious
- The nereid can breathe air and water.
-
-
- Aquatic Invisibility
- If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.
-
-
- Mantle Dependent
- The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
-
-
- Shape Water
- The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side.
-
-
- Speak with Animals
- The nereid can comprehend and verbally communicate with beasts.
-
-
- Blinding Acid
- Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid's next turn.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
- Blinding Acid|5|2d12+3
-
-
- Drowning Kiss (Recharge 5-6)
- The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.
-
-
- Water Lash
- The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
-
-
-
- Neronvain
- M
- humanoid (elf)
- neutral evil
- 17
- 117 (18d8+36)
- 30 ft.
- 81715161318
- Con +6, Wis +5
- Arcana +7, Perception +5
-
-
- poison
- charmed, frightened, poisoned
- darkvision 60 ft.
- 15
- Common, Draconic, Elvish, Infernal
- 9
-
- Source
- The Rise of Tiamat p. 91
-
-
- Draconic Majesty
- Neronvain adds his Charisma bonus to his AC (included).
-
-
- Fey Ancestry
- Magic can't put Neronvain to sleep.
-
-
- Multiattack
- Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.
-
-
- Shortsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) poison damage.
- Shortsword|7|1d6+3+3d8
-
-
- Eldritch Arrow
- Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage.
- Eldritch Arrow|7|2d10+2d8
-
-
- Poisonous Cloud (2/Day)
- Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
-
-
-
- Nezznar the Black Spider
- M
- humanoid (elf)
- neutral evil
- 11 (14 with mage armor)
- 27 (6d8)
- 30 ft.
- 91310161413
- Int +5, Wis +4
- Arcana +5, Perception +4, Stealth +3
-
-
-
-
- darkvision 120 ft.
- 14
- Elvish, Undercommon
- 2
-
- Source
- Lost Mines of Phandelver p. 59
-
-
- Special Equipment
- Nezznar has a spider staff.
-
-
- Fey Ancestry
- Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
-
-
- Sunlight Sensitivity
- Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
-
-
- Innate Spellcasting
- Nezznar can innately cast the following spells, requiring no material components:
-
- • At will: dancing lights
-
- • 1/day each: darkness, faerie fire (save DC 12)
-
-
- Spellcasting
- Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:
-
- • Cantrips (at will): mage hand, ray of frost, shocking grasp
-
- • 1st Level (4 slots): mage armor, magic missile, shield
-
- • 2nd Level (3 slots): invisibility, suggestion
-
-
- Spider Staff
- Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.
- One Handed|1|1d6-1+1d6
- Two Handed|1|1d8-1+1d6
-
- dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion
- 4, 3
-
-
- Nightwalker
- H
- undead
- chaotic evil
- 14 ()
- 297 (22d12+154)
- 40 ft., fly 40 ft.
- 221924698
- Con +13
-
- acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- necrotic, poison
- exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 120 ft.
- 9
-
- 20
-
- Source
- Mordenkainen's Tome of Foes, p. 216
-
-
- Undead Nature
- A nightwalker doesn't require air, food, drink, or sleep.
-
-
- Annihilating Aura
- Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.
-
-
- Life Eater
- A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.
-
-
- Multiattack
- The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
-
-
- Enervating Focus
- Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
- Enervating Focus|12|5d8+6
-
-
- Finger of Doom (Recharge 6)
- The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
-
-
-
- Nilbog
- S
- humanoid (goblinoid)
- chaotic evil
- 13 (leather armor)
- 7 (2d6)
- 30 ft.
- 8141010815
-
- Stealth +6
-
-
-
-
- darkvision 60 ft.
- 9
- Common, Goblin
- 1
-
- Source
- Volo's Guide to Monsters, p. 182
-
-
- Innate Spellcasting
- The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
-
- At will: mage hand, Tasha’s hideous laughter, vicious mockery 1/day: confusion
-
-
- Nilbogism
- Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.
-
-
- Nimble Escape
- The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.
-
-
- Fool's Scepter
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
- Fool's Scepter|4|1d6+2
-
-
- Shortbow
- Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortbow|4|1d6+2
-
-
- Reversal of Fortune
- In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.
- Reversal of Fortune| |1d6
-
- mage hand, Tasha's hideous laughter, vicious mockery, confusion
-
- forest, hill, underdark
-
-
- Nimblewright
- M
- construct
- unaligned
- 18 (natural armor)
- 45 (6d8+18)
- 60 ft.
- 1218178106
- Dex +6
- Acrobatics +8, Perception +2
- bludgeoning, piercing and slashing from nonmagical attacks
-
-
- exhaustion, frightened, petrified, poisoned
- darkvision 60 ft.
- 12
- understands one language known by its creator but can’t speak
- 4
-
- Source
- Waterdeep: Draon Heist p. 212
-
-
- Magical Resistance
- The nimblewright has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The nimblewright’s weapon attacks are magical.
-
-
- Repairable
- As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it
-
-
- Sure-Footed
- The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
-
-
- Multiattack
- The nimblewright makes three attacks: two with its rapier and one with its dagger.
-
-
- Rapier
- Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Rapier|6|1d8+4
-
-
- Dagger
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 6 (1d4+4) piercing damage.
- Dagger|6|1d4+4
-
-
- Parry
- The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.
-
-
-
-
-
-
- Nimir
- H
- giant
- lawful good
- 16 (scale mail)
- 230 (20d12+100)
- 50 ft., swim 50 ft.
- 291420161818
- Str +14, Con +10, Wis +9, Cha +9
- Athletics +14, Insight +8, Perception +9
- cold
-
- lightning, thunder
-
-
- 19
- Common, Giant
- 13
-
- Source
- Storm King's Thunder, p. 256
-
-
- Amphibious
- Nimir can breathe air and water.
-
-
- Innate Spellcasting
- Nimir's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
-
- At will: detect magic, feather fall, levitate, light
- 3/day each: control weather, water breathing
-
-
- Roleplaying Information
- Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.
-
- Ideal: "It's the duty of the big to protect the small."
-
- Bond: "I'd give my life to defend my king and his royal line."
-
- Flaw: "I never question orders."
-
-
- Multiattack
- Nimir makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
- Greatsword|14|6d6+9
-
-
- Rock
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
- Rock|14|4d12+9
-
-
- Lightning Strike (Recharge 5-6)
- Nimir hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Strike||12d8
-
- detect magic, feather fall, levitate, light, control weather, water breathing
-
-
-
- Nupperibo
- M
- fiend (devil)
- lawful evil
- 13 (natural armor)
- 11 (2d8+2)
- 20 ft.
- 161113381
-
- Perception +1
- acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- blinded, charmed, frightened, poisoned
- blindsight 10 ft. (blind beyond this radius)
- 11
- understands Infernal but can’t speak
- 1/2
-
- Source
- Mordenkainen's Tome of Foes, p. 168
-
-
- Cloud of Vermin
- Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.
-
-
- Hunger-Driven
- In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Bite|5|1d6+3
-
-
-
-
-
- Oaken Bolter
- M
- construct
- unaligned
- 16 (natural armor)
- 58 (9d8+18)
- 30 ft.
- 1218153101
-
-
-
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands one language of its creator but can’t speak
- 5
-
- Source
- Mordenkainen's Tome of Foes, p. 126
-
-
- Constructed Nature
- A clockwork doesn't require air, food, drink, or sleep.
-
-
- Magic Resistance
- The oaken bolter has advantage on saving throws against spells and other magical effects.
-
-
- Individual Designs
- A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
- A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
-
- d10 — Enhancement:
-
- 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
-
- 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
-
- 3 — Improved Armor. The clockwork's AC increases by 2.
-
- 4 — Increased Speed. The clockwork's speed increases by 10 feet.
-
- 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
-
- 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
-
- 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
-
- 8 — Suction. The clockwork gains a climbing speed of 30 feet.
-
- 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
-
- 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
-
- Clockwork Malfunctions:
-
- d10 — Malfunction
-
- 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
-
- 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
-
- 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
-
- 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
-
- 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
-
- 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
-
- 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
-
- 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
-
- 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
-
- 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
-
-
- Multiattack
- The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.
-
-
- Lancing Bolt
- Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
- Lancing Bolt|7|2d10+4
-
-
- Harpoon
- Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Harpoon|7|1d10+4
-
-
- Explosive Bolt (Recharge 5-6)
- The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Oblex Spawn
- T
- ooze
- lawful evil
- 13 ()
- 18 (4d4+8)
- 20 ft.
- 81615141110
- Int +4, Cha +2
-
-
-
-
- blinded, charmed, deafened, exhaustion, prone
- blindsight 60 ft. (blind beyond this distance)
- 12
-
- 1/4
-
- Source
- Mordenkainen's Tome of Foes, p. 217
-
-
- Ooze Nature
- An oblex doesn't require sleep.
-
-
- Amorphous
- The oblex can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Aversion to Fire
- If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
-
-
- Pseudopod
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.
- Pseudopod|5|1d4+3+1d4
-
-
-
-
-
- Ogre Battering Ram
- L
- giant
- chaotic evil
- 14 (ring mail)
- 59 (7d10+21)
- 40 ft.
- 19816577
-
-
-
-
-
-
- darkvision 60 ft.
- 8
- Common, Giant
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 220
-
-
- Siege Monster
- The ogre deals double damage to objects and structures.
-
-
- Bash
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.
- Bash|6|2d10+4
-
-
- Block the Path
- Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.
-
-
-
-
-
- Ogre Bolt Launcher
- L
- giant
- chaotic evil
- 13 (hide armor)
- 59 (7d10+21)
- 40 ft.
- 191216577
-
-
-
-
-
-
- darkvision 60 ft.
- 8
- Common, Giant
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 220
-
-
- Fist
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
- Fist|6|2d4+4
-
-
- Bolt Launcher
- Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d1[0-100]+[0-100]) piercing damage.
- Bolt Launcher|3|3d10+1
-
-
-
-
-
- Ogre Chain Brute
- L
- giant
- chaotic evil
- 11 (hide armor)
- 59 (7d10+21)
- 40 ft.
- 19816577
-
-
-
-
-
-
- darkvision 60 ft.
- 8
- Common, Giant
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 221
-
-
- Fist
- Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
- Fist|6|2d4+4
-
-
- Chain Sweep
- The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Chain Smash (Recharge 6)
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Chain Smash|6|2d8+4
-
-
-
-
-
- Ogre Howdah
- L
- giant
- chaotic evil
- 13 (breastplate)
- 59 (7d10+21)
- 40 ft.
- 19816577
-
-
-
-
-
-
- darkvision 60 ft.
- 8
- Common, Giant
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 221
-
-
- Howdah
- The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.
-
-
- Mace
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
- Mace|6|2d6+4
-
-
-
-
-
- Ogremoch
- G
- elemental
- neutral evil
- 20 (natural armor)
- 526 (27d20+243)
- 50 ft., burrow 50 ft.
- 261128111522
- Str +14, Con +15, Wis +8
-
- bludgeoning, piercing, and slashing from nonmagical weapons
-
- poison
- charmed, frightened, paralyzed, petrified, poisoned, prone
- blindsight 120 ft., tremorsense 120 ft.
- 12
- Common, Terran
- 20
-
- Source
- Princes of the Apocalypse p. 216
-
-
- Empowered Attacks
- Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
-
-
- Innate Spellcasting
- Ogremoch's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
-
- • At will: meld into stone, move earth, wall of stone
-
-
- Legendary Resistance (3/Day)
- If Ogremoch fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Ogremoch has advantage on saving throws against spells and other magical effects.
-
-
- Siege Monster
- Ogremoch deals double damage to objects and structures with his melee and ranged weapon attacks.
-
-
- Multiattack
- Ogremoch makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
- Slam|14|4d10+8
-
-
- Boulder
- Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10+8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Boulder|6|7d10+8
-
-
- Summon Elementals (1/Day)
- Ogremoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogremoch, and disappear if Ogremoch is reduced to 0 hit points.
-
-
- Legendary Actions (3/Turn)
- Ogremoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Ogremoch regains spent legendary actions at the start of his turn.
-
-
- Illuminating Crystals
- Ogremoch's crystalline protrusions flare. Each creature within 30 feet of Ogremoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.
-
-
- Stomp (Costs 2 Actions)
- Ogremoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Create Gargoyle (Costs 3 Actions)
- Ogremoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogremoch. Ogremoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogremoch's commands and fights until destroyed.
-
- meld into stone, move earth, wall of stone
-
-
-
- Oinoloth
- M
- fiend (yugoloth)
- neutral evil
- 17 (natural armor)
- 126 (12d10+60)
- 40 ft.
- 191718171619
- Con +8, Wis +7
- Deception +8, Intimidation +8, Perception +7
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 17
- Abyssal, Infernal, telepathy 60 ft.
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 251
-
-
- Bringer of Plagues (Recharge 5-6)
- As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.
- Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.
- The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Innate Spellcasting
- The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: darkness, detect magic, dispel magic, invisibility (self only)
-
- 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice.
-
-
- Magic Resistance
- The oinoloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The oinoloth's weapon attacks are magical.
-
-
- Multiattack
- The oinoloth uses its Transfixing Gaze and makes two claw attacks.
-
-
- Claw
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.
- Claw|8|3d6+4+4d10
-
-
- Corrupted Healing (Recharge 6)
- The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.
-
- Exhaustion:
- Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
-
- Level — Effect:
- 1 —Disadvantage on ability checks
- 2 —Speed halved
- 3 —Disadvantage on attack rolls and saving throws
- 4 —Hit point maximum halved
- 5 —Speed reduced to 0
- 6 —Death
-
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
- Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
-
-
- Teleport
- The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
-
-
- Transfixing Gaze
- The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
- darkness, detect magic, dispel magic, invisibility, feeblemind, globe of invulnerability, wall of fire, wall of ice
-
-
-
- Olhydra
- H
- elemental
- neutral evil
- 18 (natural armor)
- 324 (24d12+168)
- 50 ft., swim 100 ft.
- 212224171823
- Str +11, Con +13, Wis +10
-
- lightning; bludgeoning, piercing, and slashing from nonmagical weapons
-
- acid, cold, poison
- charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
- blindsight 120 ft.
- 14
- Aquan
- 18
-
- Source
- Princes of the Apocalypse p. 218
-
-
- Empowered Attacks
- Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
-
-
- Innate Spellcasting
- Olhydra's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
-
- • At will: wall of ice
-
- • 3/day: ice storm
-
- • 1/day: storm of vengeance
-
-
- Legendary Resistance (3/Day)
- If Olhydra fails a saving throw, she can choose to succeed instead.
-
-
- Magic Resistance
- Olhydra has advantage on saving throws against spells and other magical effects.
-
-
- Water Form
- Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing.
-
-
- Multiattack
- Olhydra makes two slam attacks or two water jet attacks.
-
-
- Slam
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Slam|11|3d10+5
-
-
- Water Jet
- Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Water Jet|12|6d6
-
-
- Summon Elementals (1/Day)
- Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points.
-
-
- Legendary Actions (3/Turn)
- Olhydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Olhydra regains spent legendary actions at the start of her turn.
-
-
- Crush
- One creature that Olhydra is grappling is crushed for 21 (3d10+5) bludgeoning damage.
- Crush||3d10+5
-
-
- Fling (Costs 2 Actions)
- Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.
-
-
- Water to Acid (Costs 3 Actions)
- Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn.
- Contact||2d10
- Grappled||4d10
-
- wall of ice, ice storm, storm of vengeance
-
-
-
- One-Eyed Shiver
- M
- humanoid (human)
- chaotic evil
- 12 (15 with mage armor)
- 49 (9d8+9)
- 30 ft.
- 101412131317
-
- Arcana +3, Perception +3, Intimidation +5
-
-
- cold
-
-
- 13
- Common
- 3
-
- Source
- Princes of the Apocalypse p. 207
-
-
- Chilling Mist
- While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage.
- Chilling Mist||1d10
-
-
- Spellcasting
- The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): chill touch, mage hand
-
- • 1st level (4 slots): fog cloud, mage armor, thunderwave
-
- • 2nd level (3 slots): mirror image, misty step
-
- • 3rd level (2 slots): fear
-
-
- Dagger
- Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|4|1d4+2
-
-
- Eye of Frost
- The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
- chill touch, mage hand, fog cloud, mage armor, thunderwave, mirror image, misty step, fear
- 4, 3, 2
-
-
- Ooze Master
- H
- undead
- lawful evil
- 9 (natural armor)
- 138 (12d12+60)
- 30 ft., climb 30 ft.
- 16120171016
- Int +7, Wis +4
- Arcana +7, Insight +4
- lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, cold, poison
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
- blindsight 120 ft.
- 10
- Common, Primordial, Thayan
- 10
-
- Source
- Tales from the Yawning Portal, p. 241
-
-
- Undead Nature
- The ooze master doesn't require air, food, drink, or sleep.
-
-
- Corrosive Form
- A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.
- The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
-
-
- Instinctive Attack
- When the Ooze Master casts a spell with a casting time of l action, it can make one pseudopod attack as a bonus action.
-
-
- Spellcasting
- The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will): acid splash, friends, mage hand, poison spray
-
- 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness
-
- 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion
-
- 3rd level (3 slots):fear, slow, stinking cloud
-
- 4th level (3 slots): confusion, Evard's black tentacles
-
- 5th level (1 slot): cloudkill.
-
-
- Spider Climb
- The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Pseudopod
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) acid damage.
- Pseudopod|7|3d6+3+3d6
-
-
- Instinctive Charm
- If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect.
-
-
- acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill
- 4,3,3,3,1
-
-
- Orc Blade of Ilneval
- M
- humanoid (orc)
- chaotic evil
- 18 (chain mail, shield)
- 60 (8d8+24)
- 30 ft.
- 171117101214
- Wis +3
- Insight +3, Intimidation +4, Perception +3
-
-
-
-
- darkvision 60 ft.
- 13
- Common, Orc
- 4
-
- Source
- Volo's Guide to Monsters, p. 183
-
-
- Aggressive
- As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
-
-
- Foe Smiter of Ilneval
- The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).
-
-
- Multiattack
- The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.
-
-
- Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.
- Longsword|5|2d8+3
- Two Handed|5|2d10+3
-
-
- Javelin
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Javelin|5|1d6+3
-
-
- Ilneval's Command (Recharges 4-6)
- Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.
-
-
-
- forest, grassland, hill, mountain, underdark
-
-
- Orc Claw of Luthic
- M
- humanoid (orc)
- chaotic evil
- 14 (hide armor)
- 45 (6d8+18)
- 30 ft.
- 141516101511
-
- Intimidation +2, Medicine +4, Survival +4
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Orc
- 2
-
- Source
- Volo's Guide to Monsters, p. 183
-
-
- Aggressive
- As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
-
-
- Spellcasting
- The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:
-
- Cantrips (at will): guidance, mending, resistance, thaumaturgy
-
- 1st level (4 slots): bane, cure wounds, guiding bolt
-
- 2nd level (3 slots): augury, warding bond
-
- 3rd level (2 slots): bestow curse, create food and water
-
-
- Multiattack
- The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
-
-
- Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
- Claw|4|1d8+2
-
- guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water
- 4, 3, 2
- mountain, underdark
-
-
- Orc Hand of Yurtrus
- M
- humanoid (orc)
- chaotic evil
- 12 (hide armor)
- 30 (4d8+12)
- 30 ft.
- 12111611149
-
- Arcana +2, Intimidation +1, Medicine +4, Religion +2
-
-
-
-
- darkvision 60 ft.
- 12
- understands Common and Orc but can't speak
- 2
-
- Source
- Volo's Guide to Monsters, p. 184
-
-
- Aggressive
- As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
-
-
- Spellcasting
- The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:
-
- Cantrips (at-will): guidance, mending, resistance, thaumaturgy
-
- 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good
-
- 2nd level (3 slots): blindness/deafness, silence
-
-
- Touch of the White Hand
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.
- Touch of the White Hand|3|2d8
-
- guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence
- 4, 3
- forest, grassland, hill, mountain, underdark
-
-
- Orc Nurtured One of Yurtrus
- M
- humanoid (orc)
- chaotic evil
- 9
- 30 (4d8+12)
- 30 ft.
- 158167117
-
-
-
-
-
-
- darkvision 60 ft.
- 10
- Common, Orc
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 184
-
-
- Aggressive
- As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
-
-
- Corrupted Carrier
- When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn‘t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Explosion| |4d6
-
-
- Nurtured One of Yurtrus
- The orc has advantage on saving throws against poison and disease.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
- Claws|4|1d4+2+1d4
-
-
- Corrupted Vengeance
- The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.
-
-
-
- forest, grassland, hill, mountain, underdark
-
-
- Orc Red Fang of Shargaas
- M
- humanoid (orc)
- chaotic evil
- 15 (studded leather armor)
- 52 (8d8+16)
- 30 ft.
- 1116159119
-
- Intimidation +1, Perception +2, Stealth +5
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Orc
- 3
-
- Source
- Volo's Guide to Monsters, p. 185
-
-
- Cunning Action
- On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
-
-
- Hand of Shargaas
- The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
-
-
- Shargaas's Sight
- Magical darkness doesn’t impede the orc’s darkvision.
-
-
- Slayer
- In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.
-
-
- Multiattack
- The orc makes two scimitar or dart attacks.
-
-
- Scimitar
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
- Scimitar|5|3d6+3
-
-
- Dart
- Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.
- Dart|5|3d4+3
-
-
- Veil of Shargaas (Recharges after a Short or Long Rest)
- The orc casts darkness without any components. Wisdom is its spellcasting ability.
-
- darkness
-
- forest, hill, mountain, underdark, urban
-
-
- Orcus
- H
- fiend (demon)
- chaotic evil
- 17 (natural armor, 20 with the Wand of Orcus)
- 405 (30d12+210)
- 40 ft., fly 40 ft.
- 271425202025
- Dex +10, Con +15, Wis +13
- Arcana +12, Perception +12
- cold, fire, lightning
-
- necrotic; poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 22
- all, telepathy 120 ft.
- 26
-
- Source
- Out of the Abyss p. 244
- Mordenkainen's Tome of Foes, p. 153
-
-
- Wand of Orcus
- The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn.
- While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.
-
-
- Innate Spellcasting
- Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
- At will: chill touch (17th level), detect magic
- 3/day each: create undead, dispel magic
- 1/day: time stop
-
-
- Legendary Resistance (3/Day)
- If Orcus fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Orcus has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapon
- Orcus's weapon attacks are magical.
-
-
- Master of Undeath
- When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.
-
-
- Multiattack
- Orcus makes two Wand of Orcus attacks.
-
-
- Wand of Orcus
- Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (2d12) necrotic damage.
- Wand of Orcus|19|3d8+8+2d12
-
-
- Tail
- Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage plus 18 (4d8) poison damage.
- Tail|17|3d8+8+4d8
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
-
- • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
-
- • Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
-
- • Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required).
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Legendary Actions (3/Turn)
- Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn.
-
-
- Tail
- Orcus makes one tail attack.
- Tail|17|3d8+8+4d8
-
-
- A Taste of Undeath
- Orcus casts chill touch (17th level).
-
-
- Creeping Death (Costs 2 Actions)
- Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area are vulnerable to necrotic damage.
-
- chill touch, detect magic, create undead, dispel magic, time stop
-
-
-
- Oreioth
- M
- humanoid (human)
- chaotic evil
- 11 (14 with mage armor)
- 39 (6d8+12)
- 30 ft.
- 8131416911
- Wis +1
- Arcana +5, Investigation +5, Medicine +1
-
-
-
-
-
- 9
- Abyssal, Common
- 2
-
- Source
- Princes of the Apocalypse p. 211
-
-
- Grim Harvest
- Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level.
-
-
- Spellcasting
- Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
-
- • Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp
-
- • 1st level (4 slots): false life, mage armor, magic missile, ray of sickness
-
- • 2nd level (3 slots): crown of madness, misty step
-
- • 3rd level (3 slots): animate dead, vampiric touch
-
-
- Swift Animation (Recharges after a Long Rest)
- When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid's corpse, instead of using the spell's normal casting time.
-
-
- Dagger
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Dagger|3|1d4+1
-
- chill touch, minor illusion, prestidigitation, shocking grasp, false life, mage armor, magic missile, ray of sickness, crown of madness, misty step, animate dead, vampiric touch
- 4, 3, 3
-
-
- Oren Yogilvy
- S
- humanoid (strongheart halfling)
- chaotic good
- 11
- 9 (2d6+2)
- 25 ft.
- 81312111016
-
- Perception +2, Performance +7, Persuasion +5
- poison
-
-
-
-
- 12
- Common, Halfling
-
-
- Source
- Storm King's Thunder, p. 252
-
-
- Halfling Nimbleness
- Oren can move through the space of any creature that is of a size larger than his.
-
-
- Lucky
- When Oren rolls a l on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
-
-
- Stout Resilience
- Oren has advantage on saving throws against poison.
-
-
- Roleplaying Information
- Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.
-
- Ideal: "Music is food for the soul."
-
- Bond: "You had me at 'Can I buy you a drink?'"
-
- Flaw: "I have a knack for putting myself in harm's way. Good thing I'm lucky!"
-
-
- Dagger
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Oren carries four daggers.
- Dagger|3|1d4+1
-
-
-
-
-
- Orlekto
- H
- giant
- chaotic evil
- 16 (scale mail)
- 230 (20d12+100)
- 50 ft., swim 50 ft.
- 291420161818
- Str +14, Con +10, Wis +9, Cha +9
- Athletics +14, Deception +14, Perception +9
- cold
-
- lightning, thunder
-
-
- 19
- Common, Giant
- 13
-
- Source
- Storm King's Thunder, p. 256
-
-
- Amphibious
- Orlekto can breathe air and water.
-
-
- Innate Spellcasting
- Orlekto's innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components:
-
- At will: detect magic, feather fall, levitate, light
- 3/day each: control weather, water breathing
-
-
- Roleplaying Information
- Orlekto is in love with Princess Mirran and wants to see her become Queen of the lyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature.
-
- Ideal: "Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!"
-
- Bond: "I serve Princess Mirran and her alone."
-
- Flaw: "For Mirran's love or my revenge, I'd betray my king and my honor."
-
-
- Multiattack
- Orlekto makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
- Greatsword|14|6d6+9
-
-
- Rock
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
- Rock|14|4d12+9
-
-
- Lightning Strike (Recharge 5-6)
- Orlekto hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Strike||12d8
-
- detect magic, feather fall, levitate, light, control weather, water breathing
-
-
-
- Orthon
- L
- fiend (devil)
- lawful evil
- 17 (half-plate)
- 105 (10d10+50)
- 30 ft., climb 30 ft.
- 221621151516
- Dex +7, Con +9, Wis +6
- Perception +10, Stealth +11, Survival +10
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, exhaustion, poisoned
- darkvision 120 ft., truesight 30 ft.
- 20
- Common, Infernal, telepathy 120 ft.
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 169
-
-
- Invisibility Field
- The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Magic Resistance
- The orthon has advantage on saving throws against spells and other magical effects.
-
-
- Infernal Dagger
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Infernal Dagger|10|2d4+6
-
-
- Infernal Crossbow
- Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects:
-
- 1. Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
-
- 2. Blindness (1/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn.
-
- 3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
-
- 4. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
-
- 5. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- 6. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Infernal Crossbow|7|2d10+3
-
-
- Explosive Retribution
- When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.
-
-
-
-
-
-
- Othovir
- M
- humanoid (Illuskan human)
- lawful neutral
- 10 (13 with mage armor)
- 16 (3d8+3)
- 30 ft.
- 111013121416
-
- Deception +5, Insight +4, Persuasion +5
-
-
-
-
-
- 12
- Common, Elvish
-
-
- Source
- Storm King's Thunder, p. 255
-
-
- Spellcasting
- Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared:
-
- Cantrips (at will): blade ward, fire bolt, mending, prestidigitation
-
- 1st level (3 slots): mage armor, thunderwave, witch bolt
-
-
- Roleplaying Information
- Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.
-
- Ideal: "Find what you do well, and do it to the best of your ability."
-
- Bond: "I won't allow my name to be tarnished."
-
- Flaw: "I get angry when others pry into my private life."
-
-
- Rapier
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
- Rapier|2|1d8
-
-
- Parry
- Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon.
-
- blade ward, fire bolt, mending, prestidigitation, mage armor, thunderwave, witch bolt
- 3
-
-
- Ox
- L
- beast
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
-
-
-
- 10
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Beast of Burden
- The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
- urban
-
-
- Phantom Warrior
- M
- undead
- any alignment
- 16
- 45 (6d8+18)
- 30 ft.
- 16111681015
-
- Perception +2, Stealth +4
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- cold, necrotic, poison
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 12
- any languages it knew in life
- 1
-
- Source
- Curse of Strahd p. 235
-
-
- Ethereal Sight
- The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
-
-
- Incorporeal Movement
- The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
-
-
- Spectral Armor and Shield
- The phantom warrior's AC accounts for its spectral armor and shield.
-
-
- Multiattack
- The phantom warrior makes two attacks with its spectral longsword.
-
-
- Spectral Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) force damage.
- Spectral Longsword|5|1d8+3
-
-
- Etherealness
- The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
-
-
-
-
-
- Pharblex Spattergoo
- M
- humanoid (bullywug)
- chaotic evil
- 15 (studded leather armor, shield)
- 59 (7d8+28)
- 20 ft., swim 40 ft.
- 15121811167
- Str +4, Con +6
- Perception +5, Religion +2, Stealth +3
-
-
-
-
-
- 15
- Common, Bullywug
- 3
-
- Source
- Hoard of the Dragon Queen p. 91
-
-
- Amphibious
- Pharblex can breathe air and water.
-
-
- Poison Strike (3/Day)
- Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage.
- Poison Strike||2d8
-
-
- Spellcasting
- Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:
-
- • Cantrips (at will): druidcraft, guidance, poison spray
-
- • 1st level (4 slots): cure wounds, entangle, healing word, thunderwave
-
- • 2nd level (3 slots): barkskin, beast sense, spike growth
-
- • 3rd level (3 slots): plant growth, water walk
-
-
- Standing Leap
- As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet.
-
-
- Swamp Camouflage
- Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
-
-
- Multiattack
- Pharblex attacks twice. Once with his bite and once with his spear.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage.
- Bite|5|1d4+2
-
-
- Spear
- Melee or Ranged Weapon Attack: +5 to hit. reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6+2) piercing damage.
- One Handed|5|1d6+2
- Two Handed|5|1d8+2
-
- druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk
- 4, 3, 3
-
-
- Phoenix
- G
- elemental
- neutral
- 18 ()
- 175 (10d20+70)
- 20 ft., fly 120 ft.
- 19262522118
- Wis +10, Cha +9
-
- bludgeoning, piercing, and slashing from nonmagical attacks
-
- fire, poison
- exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
- darkvision 60 ft.
- 15
-
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 199
-
-
- Fiery Death and Rebirth
- When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.
- The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.
-
-
- Fire Form
- The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).
-
-
- Flyby
- The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.
-
-
- Illumination
- The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
-
-
- Legendary Resistance (3/Day)
- If the phoenix fails a saving throw, it can choose to succeed instead.
-
-
- Siege Monster
- The phoenix deals double damage to objects and structures.
-
-
- Multiattack
- The phoenix makes two attacks: one with its beak and one with its fiery talons.
-
-
- Beak
- Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
- Beak|13|2d6+8
-
-
- Fiery Talons
- Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage.
- Fiery Talons|13|2d8+8
-
-
- Legendary Actions (3/Turn)
- The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn.
-
-
- Peck
- The phoenix makes one beak attack.
-
-
- Move
- The phoenix moves up to its speed.
-
-
- Swoop (Costs 2 Actions)
- The phoenix moves up to its speed and attacks with its fiery talons.
-
-
-
-
-
- Pidlwick II
- S
- construct
- neutral evil
- 14 (natural armor)
- 10 (3d6)
- 30 ft.
- 10141181310
-
- Performance +3
-
-
- poison
- paralyzed, petrified, poisoned
-
- 11
- understands Common but doesn't speak and can't read or write
- 1/4
-
- Source
- Curse of Strahd p. 236
-
-
- Ambusher
- During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.
-
-
- Club
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
- Club|2|1d4
-
-
- Dart
- Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dart|4|1d4+2
-
-
-
-
-
- Pirate Bosun
- M
- humanoid (any race)
- any
- 12 (studded leather)
- 27 (5d8+5)
- 30 ft.
- 161113111013
-
- Athletics +5, Intimidation +3
-
-
-
-
-
- 10
- any one language (usually Common)
- 1/2
-
- Source
- Ghosts of Saltmarsh p. 247
-
-
- Cargo Hauler
- The bosun has advantage on Strength checks.
-
-
- Sea Legs
- The bosun has advantage on ability checks and saving throws to resist being knocked prone.
-
-
- Light Hammer
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 5 (1d4+3) bludgeoning damage.
- Light Hammer|5|1d4+3
-
-
- Hook
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) piercing damage, and the target is grappled (escape DC 13).
- Hook|5|1d8+3
-
-
-
-
-
- Pirate Captain
- M
- humanoid (any race)
- any
- 14 (studded leather)
- 45 (7d8+14)
- 30 ft.
- 161414111014
-
- Athletics +5, Intimidation +4
-
-
-
-
-
- 10
- any one language (usually Common)
- 2
-
- Source
- Ghosts of Saltmarsh p. 247
-
-
- Flourish
- The captain adds its Charisma modifier to the damage for its longsword attacks (included in the attack).
-
-
- Sea Legs
- The captain has advantage on ability checks and saving throws to resist being knocked prone.
-
-
- Multiattack
- The captain makes two attacks, one with its hand crossbow and one with its longsword.
-
-
- Hand Crossbow
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit 5 (1d6+2) piercing damage.
- Hand Crossbow|5|1d6+2
-
-
- Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands.
- Longsword|5|1d8+5
- Longsword|5|1d10+5
-
-
- Shape Up, Ye Dog (2/day)
- Whenever a friendly crearure within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.
-
-
-
-
-
- Pirate Deck Wizard
- M
- humanoid (any race)
- any
- 12 (15 with mage armor)
- 32 (5d8+10)
- 30 ft.
- 101414161311
-
- Arcana +5, Perception +3
-
-
-
-
-
- 13
- any one language (usually Common)
- 1
-
- Source
- Ghosts of Saltmarsh p. 248
-
-
- Sea Legs
- The wizard has advantage on ability checks and saving throws to resist being knocked prone.
-
-
- Spellcasting
- The deck wizard is a 4th-level spellcaster, its spellcasting ability is Intelligence (spell save DC 11, +5 to hit with spell attacks). It has the following wizard spells prepared:
- Cantrips (at will): friends, mage hand, prestidigitation, ray of frost.
- 1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt.
- 2nd level (3 slots): gust of wind, Melf’s acid arrow, misty step.
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 3 (1d6) bludgeoning damage.
- Quarterstaff|2|1d6
-
- friends, mage hand, prestidigitation, ray of frost, disguise self, fog cloud, mage armor, witch bolt, gust of wind, Melf’s acid arrow, misty step
- 4,3
-
-
- Pirate First Mate
- M
- humanoid (any race)
- any
- 16 (chain mail)
- 26 (4d8+8)
- 30 ft.
- 141114111013
-
- Athletics +4, Intimidation +3
-
-
-
-
-
- 10
- any one language (usually Common)
- 1
-
- Source
- Ghosts of Saltmarsh p. 248
-
-
- Sea Legs
- The first mate has advantage on ability checks and saving throws to resist being knocked prone.
-
-
- Multiattack
- The first mate makes two attacks with its longsword.
-
-
- Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.
- Longsword|4|1d8+2
- Longsword|4|1d10+2
-
-
-
-
-
- Pterafolk
- L
- monstrosity
- neutral evil
- 12 (natural armor)
- 26 (4d10+4)
- 30 ft., fly 50 ft.
- 15131291011
-
- Perception +2, Survival +2
-
-
-
-
-
- 12
- Common
- 1
-
- Source
- Tomb of Annihilation, p. 229
-
-
- Terror Dive
- If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Multiattack
- The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.
- Bite|4|2d4+2
-
-
- Claw
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Claw|4|1d6+2
-
-
- Javelin
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
- Javelin|4|2d6+2
-
-
-
-
-
- Purple Wormling
- L
- monstrosity
- unaligned
- 12 (natural armor)
- 42 (5d10+15)
- 20 ft.
- 16716162
-
-
-
-
-
-
- blindsight 30 ft., tremorsense 30 ft.
- 8
-
- 2
-
- Source
- Storm King's Thunder, p. 242
-
-
- Multiattack
- The wormling makes two attacks: one with its bite and one with its stinger.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the worm ling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.
- Bite|5|1d8+3
-
-
- Tail Stinger
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
- Tail Stinger|5|1d4+3
-
-
-
-
-
- Quetzalcoatlus
- H
- beast
- unaligned
- 13 (natural armor)
- 30 (4d12+4)
- 10 ft., fly 80 ft.
- 1513132105
-
- Perception +2
-
-
-
-
-
- 12
-
- 2
-
- Source
- Volo's Guide to Monsters, p. 140
-
-
- Dive Attack
- If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
- Dive Attack||3d6
-
-
- Flyby
- The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.
- Bite|4|3d6+2
-
-
-
- coastal, hill, mountain
-
-
- Quickling
- T
- fey
- chaotic evil
- 16
- 10 (3d4+3)
- 120 ft.
- 4231310127
-
- Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
-
-
-
-
- darkvision 60 ft.
- 15
- Common, Sylvan
- 1
-
- Source
- Volo's Guide to Monsters, p. 187
-
-
- Blurred Movement
- Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
-
-
- Evasion
- If the quickling is subjected to an effect that allows it to make a Dexterity 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.
-
-
- Multiattack
- The quickling makes three dagger attacks.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.
- Dagger|8|1d4+6
-
-
-
- forest
-
-
- Rahadin
- M
- humanoid (elf)
- lawful evil
- 18 (studded leather)
- 135 (18d8+54)
- 35 ft.
- 142217151618
- Con +7, Wis +7
- Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14
-
-
-
-
- darkvision 60 ft.
- 21
- Common, Elvish
- 10
-
- Source
- Curse of Strahd p. 237
-
-
- Deathly Choir
- Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
- Deathly Choir||3d10
-
-
- Fey Ancestry
- Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.
-
-
- Innate Spellcasting
- Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:
-
- 3/day: misty step, phantom steed
-
- 1/day: magic weapon, nondetection
-
-
- Mask of the Wild
- Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
-
-
- Multiattack
- Rahadin attacks three times with his scimitar, or twice with his poisoned darts.
-
-
- Scimitar
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) slashing damage.
- Scimitar|10|1d6+6
-
-
- Poisoned Dart
- Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage plus 5 (2d4) poison damage.
- Poisoned Dart|10|1d4+6+2d4
-
- misty step, phantom steed, magic weapon, nondetection
-
-
-
- Ras Nsi
- M
- monstrosity (shapechanger
- yuan-ti), neutral evil
- 15 (bracers of defense)
- 127 (17d8+51)
- 30 ft.
- 171617181821
- Con +6, Wis +7
- Deception +8, Persuasion +8, Religion +7, Stealth +6
-
-
- poison
- poisoned
- darkvision 60 ft.
- 14
- Abyssal, Common, Draconic
- 7
-
- Source
- Tomb of Annihilation, p. 230
-
-
- Death Curse
- Having died and been brought back to life, Ras Nsi is suffering from the death curse. His hit point maximum is reduced to 107, and decreases by 1 for each day that passes during the adventure.
-
-
- Special Equipment
- Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see chapter 1).
-
-
- Shapechanger
- Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies.
-
-
- Innate Spellcasting
- Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only)
-
- 3/day each: suggestion.
-
-
- Spellcasting
- Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared:
-
- Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray
-
- 1st level (4 slots): expeditious retreat, false life, magic missile, shield
-
- 2nd level (3 slots): blindness/deafness, hold person, misty step
-
- 3rd level (3 slots): animate dead, counterspell, fireball
-
- 4th level (3 slots): blight, polymorph
-
- 5th level (2 slots): contact other plane, geas
-
- 6th level (1 slot): create undead.
-
-
- Magic Resistance
- Ras Nsi has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- Ras Nsi makes three melee attacks, but can use Constrict only once.
-
-
- Bite (Snake Form Only)
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
- Bite|6|1d4+3+2d6
-
-
- Constrict
- Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|6|2d6+3
-
-
- Flame Tongue Longsword (Yuan-ti Form Only)
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage when used with two hands, plus 7 (2d6) fire damage.
- Flame Tongue Longsword|6|1d8+3
-
- chill touch, fire bolt, mage hand, mending, poison spray, expeditious retreat, false life, magic missile, shield, blindness/deafness, hold person, misty step, animate dead, counterspell, fireball, blight, polymorph, contact other plane, geas, create undead, animal friendship, suggestion
- 4,3,3,3,2,1
-
-
- Rath Modar
- M
- humanoid (human)
- lawful evil
- 13 (16 with mage armor)
- 71 (11d8+22)
- 30 ft.
- 111614181410
- Int +7, Wis +5
- Arcana +7, Deception +3, Insight +5, Stealth +6
-
-
-
-
-
- 12
- Common, Draconic, Infernal, Primordial, Thayan
- 6
-
- Source
- Hoard of the Dragon Queen p. 92
-
-
- Special Equipment
- Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball.
-
-
- Spellcasting
- Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:
-
- • Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
-
- • 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
-
- • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force
-
- • 3rd level (3 slots): counterspell, fireball, major image
-
- • 4th level (3 slots): confusion, greater invisibility
-
- • 5th level (2 slots): mislead, seeming
-
- • 6th level (1 slot): globe of invulnerability
-
-
- Quarterstaff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.
- One Handed|4|1d6
- Two Handed|4|1d8
-
-
- Illusory Self (Recharges on a Short or Long Rest)
- When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
-
- fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability
- 4, 3, 3, 3, 2, 1
-
-
- Razerblast
- M
- humanoid (human)
- chaotic evil
- 17 (splint)
- 112 (15d8+75)
- 30 ft.
- 16111691013
-
- Intimidation +4, Perception +3
-
-
- fire
-
-
- 13
- Common, Ignan
- 5
-
- Source
- Princes of the Apocalypse p. 201
-
-
- Searing Armor
- The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn.
- Searing Armor||1d10
-
-
- Shrapnel Explosion
- When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
-
-
- Multiattack
- The razerblast makes three melee attacks.
-
-
- Spear
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
- One Handed|6|1d6+3+1d6
- Two Handed|6|1d8+3+1d6
-
-
-
-
-
- Red Abishai
- M
- fiend (devil)
- lawful evil
- 22 (natural armor)
- 255 (30d8+120)
- 30 ft., fly 50 ft.
- 231619141519
- Str +12, Con +10, Wis +8
- Intimidation +10, Perception +8
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
-
- fire, poison
- poisoned
- darkvision 120 ft.
- 18
- Draconic, Infernal, telepathy 120 ft.
- 19
-
- Source
- Mordenkainen's Tome of Foes, p. 162
-
-
- Devil's Sight
- Magical darkness doesn't impede the abishai's darkvision.
-
-
- Magic Resistance
- The abishai has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The abishai's weapon attacks are magical.
-
-
- Multiattack
- The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.
-
-
- Morningstar
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.
- Morningstar|12|1d8+6
-
-
- Claw
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
- Claw|12|2d10+6
-
-
- Bite
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage.
- Bite|12|5d10+6+7d10
-
-
- Frightful Presence
- Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Incite Fanaticism
- The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.
-
-
- Power of the Dragon Queen
- The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
-
-
-
- Red Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft., climb 30 ft.
- 1611164107
-
- Perception +2
- fire
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- mountain, underdark, urban
-
-
- Redbrand Ruffian
- M
- humanoid (human)
- neutral evil
- 14 (studded leather armor)
- 16 (3d8+3)
- 30 ft.
- 1114129911
-
- Intimidation +2
-
-
-
-
-
- 9
- Common
- 1/2
-
- Source
- Lost Mines of Phandelver p. 61
-
-
- Multiattack
- The ruffian makes two melee attacks.
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
-
-
-
- Redcap
- S
- fey
- chaotic evil
- 13 (natural armor)
- 45 (6d6+24)
- 25 ft.
- 18131810129
-
- Athletics +6, Perception +3
-
-
-
-
- darkvision 60 ft.
- 13
- Common, Sylvan
- 3
-
- Source
- Volo's Guide to Monsters, p. 188
-
-
- Iron Boots
- While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
-
-
- Outsize Strength
- While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
-
-
- Multiattack
- The redcap makes three attacks with its wicked sickle.
-
-
- Wicked Sickle
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
- Wicked Sickle|6|2d4+4
-
-
- Ironbound Pursuit
- The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Kick| |3d10+4
-
-
-
- forest, hill, swamp
-
-
- Retriever
- L
- construct
- lawful evil
- 19 (natural armor)
- 210 (20d10+100)
- 40 ft., climb 40 ft.
- 2216203114
- Dex +8, Con +10, Wis +5
- Perception +5, Stealth +8
-
-
- necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- charmed, exhaustion, frightened, paralyzed, poisoned
- blindsight 30 ft., darkvision 60 ft.
- 15
- understands Abyssal, Elvish, and Undercommon but can't speak
- 14
-
- Source
- Mordenkainen's Tome of Foes, p. 222
-
-
- Faultless Tracker
- The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.
-
-
- Innate Spellcasting
- The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.
-
- 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web
-
-
- Multiattack
- The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.
-
-
- Foreleg
- Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
- Foreleg|11|2d8+6
-
-
- Force Beam
- The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.
-
-
- Paralyzing Beam (Recharge 5-6)
- The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- plane shift, web
-
-
-
- Rezmir
- M
- humanoid (half-black dragon)
- neutral evil
- 13 (15 with the Black Dragon Mask)
- 90 (12d8+36)
- 30 ft.
- 181616151214
- Dex +6, Wis +4
- Arcana +5, Stealth +9
-
-
- acid
- charmed, frightened
- blindsight 10 ft., darkvision 120 ft.
- 11
- Common, Draconic, Infernal, Giant, Netherese
- 7
-
- Source
- Hoard of the Dragon Queen p. 93
-
-
- Special Equipment
- Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.
-
-
- Amphibious
- Rezmir can breathe air and water.
-
-
- Dark Advantage
- Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.
- Dark Advantage||3d6
-
-
- Draconic Majesty
- While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).
-
-
- Immolation
- When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.
-
-
- Legendary Resistance (1/Day)
- If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.
-
-
- Greatsword (Hazirawn)
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
- Greatsword|9|2d6+6+2d6
-
-
- Caustic Bolt
- Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.
- Caustic Bolt|8|4d8
-
-
- Acid Breath (Recharge 5-6)
- Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
- Acid Breath|0|5d8
-
-
- Legendary Actions (3/Turn)
- Rezmir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Rezmir regains spent legendary actions at the start of her turn.
-
-
- Darkness (Costs 2 Actions)
- If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn.
- A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
-
-
- Attack
- Rezmir makes one melee attack.
-
-
- Hide
- Rezmir takes the Hide action.
-
-
-
-
-
- Rictavio
- M
- humanoid (human)
- lawful good
- 12 (leather armor)
- 77 (14d8+14)
- 30 ft.
- 91213161816
- Con +4, Wis +7
- Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
-
-
-
-
-
- 17
- Abyssal, Common, Elvish, Infernal
- 5
-
- Source
- Curse of Strahd p. 238
-
-
- Special Equipment
- In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
-
-
- Spellcasting
- Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:
-
- • Cantrips (at will): guidance, light, mending, thaumaturgy
-
- •1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
-
- •2nd level (3 slots): augury, lesser restoration, protection from poison
-
- •3rd level (3 slots): magic circle, remove curse, speak with dead
-
- •4th level (3 slots): death ward, freedom of movement
-
- •5th level (1 slot): dispel evil and good
-
-
- Undead Slayer
- When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.
-
-
- Multiattack
- Rictavio makes two attacks with his sword cane.
-
-
- Sword Cane
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).
- Sword Cane|4|1d6+1
-
- guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good
- 4, 3, 3, 3, 1
-
-
- Rip Tide Priest
- M
- humanoid (human)
- neutral evil
- 13 (chain shirt)
- 52 (8d8+16)
- 151114101116
-
- Deception +5, Religion +2, Stealth +2
-
-
-
-
-
- 10
- aquan, common
- 2
-
- Source
- Ghosts of Saltmarsh, p. 248
-
-
- Spellcasting
- The priest is a 5th-level spellcast. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorceror spells:
- Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost.
- 1st level (4 slots): expeditious retreat, magic missile, shield.
- 2nd level (3 slots): blur, hold person.
- 3rd level (2 slots): sleet storm.
-
-
- Quarterstaff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
- Quarterstaff|4|1d8+2
-
- chill touch, mage hand, minor illusion, prestidigitation, ray of frost, expeditious retreat, magic missile, shield, blur, hold person, sleet storm
- 4,3,2
-
-
-
- Rot Troll
- L
- giant
- chaotic evil
- 16 (natural armor)
- 138 (12d10+72)
- 30 ft.
- 181322584
-
- Perception +3
-
-
- necrotic
-
- darkvision 60 ft.
- 13
- Giant
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 244
-
-
- Rancid Degeneration
- At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.
-
-
- Multiattack
- The troll makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.
- Bite|8|1d6+4+3d10
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.
- Claws|8|2d6+4+1d10
-
-
-
-
-
- Rothé
- L
- beast
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
-
-
- darkvision 30 ft.
- 10
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
- grassland
-
-
- Rutterkin
- M
- fiend (demon)
- chaotic evil
- 12 ()
- 37 (5d8+15)
- 20 ft.
- 1415175126
-
-
- cold, fire, lightning
-
- poison
- charmed, frightened, poisoned
- darkvision 120 ft.
- 11
- understands Abyssal but can’t speak
- 2
-
- Source
- Mordenkainen's Tome of Foes, p. 136
-
-
- Crippling Fear
- When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|4|3d6+2
-
-
-
-
-
- Sacred Statue
- L
- construct
- as the eidolon’s alignment
- 19 (natural armor)
- 95 (10d10+40)
- 25 ft.
- 19819141916
- Wis +8
-
- acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- cold, necrotic, poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 14
- the languages the eidolon knew in life
- 12
-
- Source
- Mordenkainen's Tome of Foes, p. 194
-
-
- False Appearance
- While the statue remains motionless, it is indistinguishable from a normal statue.
-
-
- Ghostly Inhabitant
- The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
-
-
- Inert
- When not inhabited by an eidolon, the statue is an object.
-
-
- Multiattack
- The statue makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
- Slam|8|6d12+4
-
-
- Rock
- Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
- Rock|8|6d10+4
-
-
-
-
-
- Sacred Stone Monk
- M
- humanoid (human)
- lawful evil
- 14
- 22 (4d8+4)
- 40 ft.
- 13151210149
-
- Acrobatics +4, Athletics +3, Perception +4
-
-
-
-
- tremorsense 10 ft.
- 14
- Common
- 1/2
-
- Source
- Princes of the Apocalypse p. 196
-
-
- Unarmored Defense
- While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
-
-
- Unarmored Movement
- While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed).
-
-
- Multiattack
- The monk makes two melee attacks.
-
-
- Unarmed Strike
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
- Unarmed Strike|4|1d6+2
-
-
- Parry
- The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.
-
-
-
-
-
- Sahuagin Blademaster
- M
- humanoid (sahuagin)
- lawful evil
- 20 (plate armor and shield)
- 97 (15d8+30)
- 30 ft., swim 40 ft.
- 161214121112
- Str +6, Con +6
- Athletics +6, Intimidation +4
-
-
-
-
- darkvision 120 ft.
- 10
- Sahuagin
- 6
-
- Source
- Ghosts of Saltmarsh, p. 249
-
-
- Blood Frenzy
- The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Limited Amphibiousness
- The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- The blademaster can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Multiattack
- The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws.
-
-
- Wavecutter Blade
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage.
- Wavecutter Blade|7|2d8+3
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Bite|8|1d10+3
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
- Claws|6|1d8+3
-
-
-
- coastal, underwater
-
-
- Sahuagin Champion
- M
- humanoid (sahuagin)
- lawful evil
- 16 (natural armor)
- 71 (13d8+13)
- 30 ft., swim 40 ft.
- 16141212139
-
- Perception +5
-
-
-
-
- darkvision 120 ft.
- 15
- Sahuagin
- 3
-
- Source
- Ghosts of Saltmarsh, p. 249
-
-
- Blood Frenzy
- The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Limited Amphibiousness
- The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- The champion can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Multiattack
- The champion makes three attacks with its spear, or one attack attack with its bite and two with its claws.
-
-
- Spear
- Melee Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack.
- Spear|5|1d6+3
- Spear|5|1d8+3
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Bite|5|1d4+3
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Claws|5|1d6+3
-
-
-
- coastal, underwater
-
-
- Sahuagin Coral Smasher
- M
- humanoid (sahuagin)
- lawful evil
- 14 (natural armor)
- 33 (6d8+6)
- 30 ft., swim 40 ft.
- 16121212139
-
- Perception +5
-
-
-
-
- darkvision 120 ft.
- 15
- Sahuagin
- 1
-
- Source
- Ghosts of Saltmarsh, p. 249
-
-
- Blood Frenzy
- The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Limited Amphibiousness
- The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Siege Monster
- The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Multiattack
- The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws.
-
-
- Warhammer
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8+3) bludgeoning damage.
- Warhammer|5|1d8+3
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
- Bite|5|1d4+3
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) slashing damage.
- Claws|5|1d4+3
-
-
-
- coastal, underwater
-
-
- Sahuagin Deep Diver
- M
- humanoid (sahuagin)
- lawful evil
- 15 (natural armor)
- 91 (14d8+28)
- 30 ft., swim 40 ft.
- 14161512139
- Con +5, Wis +3
- Perception +5, Stealth +5
-
-
-
-
- darkvision 120 ft.
- 16
- Sahuagin
- 2
-
- Source
- Ghosts of Saltmarsh, p. 250
-
-
- Blood Frenzy
- The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Brine Lurker
- The deep diver hs advantage on Dexterity (Stealth) checks made while submerged in water.
-
-
- Limited Amphibiousness
- The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Lure
- The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
-
-
- Shark Telepathy
- The deep diver can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Multiattack
- The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws.
-
-
- Glaive
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 13 (2d10+2) slashing damage.
- Glaive|4|2d10+2
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage.
- Bite|4|1d10+2
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
- Claws|4|1d8+2
-
-
- Light of Sekolah
- The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.
-
-
-
- coastal, underwater
-
-
- Sahuagin Hatchling Swarm
- T
- beast (sahuagin)
- chaotic evil
- 14
- 52 (8d10+8)
- 0 ft., swim 40 ft.
- 918123103
-
-
- bludgeoning, piercing, slashing
-
-
- charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- darkvision 120 ft.
- 10
-
- 3
-
- Source
- Ghosts of Saltmarsh, p. 250
-
-
- Blood Frenzy
- The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Seething
- Once is enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points.
-
-
- Swarm
- The swarm can occupy another creatures space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points.
-
-
- Water Breathing
- The swarm can only breathe underwater.
-
-
- Bites
- Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit 14 (4d6) piercing or 7 (2d6) piercing if the swarm has half of its hit points or fewer.
- Bites|6|4d6
- Bites|6|2d6
-
-
-
- coastal, underwater
-
-
- Sahuagin High Priestess
- M
- humanoid (sahuagin)
- lawful evil
- 14 (natural armor)
- 71 (11d8+22)
- 30 ft., swim 40 ft.
- 141214121610
- Wis +6
- Insight +6, Perception +6
-
-
-
-
- darkvision 120 ft.
- 16
- Sahuagin
- 5
-
- Source
- Ghosts of Saltmarsh, p. 251
-
-
- Blood Frenzy
- The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Limited Amphibiousness
- The high priestess can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- The high priestess can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Spellcasting
- The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared:
-
- Cantrips (at will): guidance, mending, resistance, thaumaturgy
-
- 1st level (4 slots): bless, detect magic, guiding bolt
-
- 2nd level (3 slots): hold person, spiritual weapon (trident)
-
- 3rd level (3 slots): bestow curse, fear, mass healing word, tongues
-
- 4th level (1 slots): banishment
-
-
- Multiattack
- The high priestess makes two attacks with her toothsome staff or one with her bite and one with her claws.
-
-
- Toothsome Staff
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
- Toothsome Staff|5|2d8+2
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
- Bite|5|1d4+2
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
- Claws|5|1d4+2
-
- guidance, mending, resistance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues, banishment
- 4, 3, 3, 1
- coastal, underwater
-
-
- Sahuagin Wave Shaper
- M
- humanoid (sahuagin)
- lawful evil
- 14 (natural armor)
- 60 (11d8+11)
- 30 ft., swim 40 ft.
- 101212161412
- Int +6
- Arcana +6, Intimidation +4, Perception +5
-
-
-
-
- darkvision 120 ft.
- 15
- Sahuagin
- 5
-
- Source
- Ghosts of Saltmarsh, p. 251
-
-
- Blood Frenzy
- The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Limited Amphibiousness
- The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
-
-
- Shark Telepathy
- The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy.
-
-
- Innate Spellcasting
- The wave shaper’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components:
-
- At will: message
-
- 1/day: comprehend languages
-
-
- Multiattack
- The wave shaper makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) piercing damage plus 13 (3d8) cold damage
- Bite|4|2d8+1+3d8
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) slashing damage plus 13 (3d8) cold damage
- Claws|4|2d8+1+3d8
-
-
- Whirlpool (1/day)
- The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check.
- When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvan· tage on the Strength (Athletics) check to do so.
- The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.
-
- message, comprehend languages
- 1
- coastal, underwater
-
-
- Scaladar
- H
- construct
- unaligned
- 19 (natural armor)
- 94 (7d12+49)
- 30 ft., climb 20 ft.
- 1910251121
-
- fire, bludgeoning, piercing, and slashing from nonmagical attacks
- force, lightning, poison
- charmed, paralyzed, poisoned
- darkvision 60ft.
- 11
-
- 8
-
- Source
- Waterdeep - Dungeon of the Mad Mage, p. 315
-
-
- Lightning Absorption
- Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn
-
-
- Sadar Link
- The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage
-
-
- Multiattack
- The scaladar makes three attacks- two with its claws and one with its sting
-
-
- Claw
- Meee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 10 (1d12+4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target.
- Claw|7|1d12+4
-
-
- Sting
- Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage plus 11 (2d10) lightning damage.
- Sting|7|1d10+4
- Lightning|7|2d10
-
-
-
- Underdark
-
-
- Sea Lion
- L
- monstrosity
- unaligned
- 15 (natural armor)
- 90 (12d10+24)
- 10 ft., swim 40 ft.
- 1715153128
-
- Perception +4, Stealth +5
-
-
-
-
-
- 14
-
- 5
-
- Source
- Tales from the Yawning Portal, p. 242
-
-
- Amphibious
- The sea lion can breathe air and water.
-
-
- Keen Smell
- The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pack Tactics
- The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Swimming Leap
- With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet.
-
-
- Multiattack
- The sea lion makes three attacks: one bite attack and two claw attacks.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
- Bite|6|2d8+3
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage
- Claw|6|2d8+3
-
-
-
-
-
- Sea Lion
- L
- beast
- unaligned
- 16 (natural armor)
- 15 (2d10+4)
- 15 ft., swim 30 ft.
- 17101451012
- Dex +2, Con +4
- Athletics +5, Perception +2
-
-
-
-
-
- 12
-
- 1/2
-
- Source
- Ghosts of Saltmarsh, p. 252
-
-
- Hold Breath
- The sea lion can hold its breath for 15 minutes.
-
-
- Multiattack
- The sea lion makes three attacks: one bite attack and two claw attacks.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashin damage, and the target is pushed up to 5 feet away from the sea lion.
- Claws|5|1d4+3
-
-
-
-
-
- Sea Spawn
- M
- humanoid
- neutral evil
- 11 (natural armor)
- 32 (5d8+10)
- 20 ft., swim 30 ft.
- 158156108
-
-
-
-
-
-
- darkvision 120 ft.
- 10
- understands Aquan and Common but can't speak
- 1
-
- Source
- Volo's Guide to Monsters, p. 189
-
-
- Limited Amphibiousness
- The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
-
-
- Multiattack
- The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
-
-
- Unarmed Strike
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
- Unarmed Strike|4|1d4+2
-
-
- Piscine Anatomy
- The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
-
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
-
- Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d4+2
- Poison Quills|5|1d6
- Tentacle|5|1d6+2
-
-
-
- coastal, underwater
-
-
- Severin
- M
- humanoid (human)
- neutral evil
- 16
- 150 (20d8+60)
- 30 ft.
- 101316171220
- Dex +5, Wis +5
- Arcana +7, Religion +7
- While wearing the mask of the Dragon Queen: acid, cold, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
-
- While wearing the mask of the Dragon Queen: fire
- While wearing the mask of the Dragon Queen: charmed, frightened, poisoned
- While wearing the Mask of the Dragon Queen: darkvision 60 ft.
- 11
- Common, Draconic, Infernal
- 11
-
- Source
- The Rise of Tiamat p. 92
-
-
- Special Equipment
- Severin has the Mask of the Dragon Queen.
-
-
- Draconic Majesty
- Severin adds his Charisma bonus to his AC (included).
-
-
- Ignite Enemy
- If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.
- Ignite Enemy||1d10
-
-
- Legendary Resistance (5/Day)
- While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.
-
-
- Burning Touch
- Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage.
- Burning Touch|5|4d8
-
-
- Flaming Orb
- Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage.
- Flaming Orb|5|9d8
-
-
- Scorching Burst
- Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
- Scorching Burst|0|4d8
-
-
- Legendary Actions (3/Turn)
- Severin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.
-
-
- Legendary Actions (3/Turn)
- If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn.
- Severin makes one attack.
-
-
- Fiery Teleport (Costs 2 Actions)
- Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10O) fire damage.
- Fiery Teleport|0|1d10
-
-
- Hellish Chains (Costs 3 Actions)
- Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Hellish Chains|0|6d6
-
-
-
-
-
- Shadow Dancer
- M
- humanoid (elf)
- neutral
- 15 (studded leather)
- 71 (13d8+13)
- 30 ft.
- 121613111212
- Dex +6, Con +4
- Stealth +6
-
-
- necrotic
- charmed, exhaustion
- darkvision 60 ft.
- 11
- Common, Elvish
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 225
-
-
- Fey Ancestry
- The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
-
-
- Shadow Jump
- As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.
-
-
- Multiattack
- The shadow dancer makes three spiked chain attacks.
-
-
- Spiked Chain
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:
-
- • The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.
-
- • The target is knocked prone.
-
- • The target takes 22 (4d10) necrotic damage.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Spiked Chain|6|2d6+3
-
-
-
-
-
- Shadow Mastiff
- M
- monstrosity
- neutral evil
- 12
- 33 (6d8+6)
- 40 ft.
- 1614135125
-
- Perception +3, Stealth +6
- bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 13
-
- 2
-
- Source
- Volo's Guide to Monsters, p. 190
-
-
- Ethereal Awareness
- The shadow mastiff can see ethereal creatures and objects.
-
-
- Keen Hearing and Smell
- The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-
-
- Shadow Blend
- While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Sunlight Weakness
- While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Bite|5|2d6+3
-
-
-
- forest, hill, swamp
-
-
- Shaldoor
- H
- giant
- chaotic good
- 16 (scale mail)
- 230 (20d12+100)
- 50 ft., swim 50 ft.
- 291420161818
- Str +14, Con +10, Wis +9, Cha +9
- Animal Handling +9, Athletics +14, Perception +9
- cold
-
- lightning, thunder
-
-
- 19
- Common, Giant
- 13
-
- Source
- Storm King's Thunder, p. 256
-
-
- Amphibious
- Shaldoor can breathe air and water.
-
-
- Innate Spellcasting
- Shaldoor's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
-
- At will: detect magic, feather fall, levitate, light
- 3/day each: control weather, water breathing
-
-
- Roleplaying Information
- A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict!
-
- Ideal: "Giants are made for war — storm giants most of all!"
-
- Bond: "Ostoria is gone, yet I long for the return of a mighty giant empire."
-
- Flaw: "I like to rain destruction down upon my enemies, and I never show them mercy."
-
-
- Multiattack
- Shaldoor makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
- Greatsword|14|6d6+9
-
-
- Rock
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
- Rock|14|4d12+9
-
-
- Lightning Strike (Recharge 5-6)
- Shaldoor hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Strike||12d8
-
- detect magic, feather fall, levitate, light, control weather, water breathing
-
-
-
- Shalvus Martholio
- M
- humanoid (Turami human)
- neutral
- 13 (leather)
- 27 (6d8)
- 30 ft.
- 101510121414
-
- Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4
-
-
-
-
-
- 12
- Common, Elvish
-
-
- Source
- Storm King's Thunder, p. 250
-
-
- Sneak Attack (1/Turn)
- Shalvus deals an extra 7 (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 Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll.
-
-
- Roleplaying Information
- Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.
-
- Ideal: "I'll do what it takes to prove myself to the Zhentarim."
-
- Bond: "I love animals, and I'm very protective of them."
-
- Flaw: "I can't resist taking risks to feed my ambitions."
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
- One Handed|2|1d6
- Two Handed|2|1d8
-
-
- Hand Crossbow
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Beldora carries ten crossbow bolts.
- Hand Crossbow|4|1d6+2
-
-
-
-
-
- Sharwyn Hucrele
- M
- humanoid (human)
- neutral evil
- 16 (Barkskin trait)
- 13 (2d8+4)
- 30 ft.
- 11131416149
-
- Arcana +5, Insight +4, Persuasion +1
-
-
-
-
-
- 12
- Common, Draconic, Goblin
- 1/2
-
- Source
- Tales from the Yawning Portal, p. 242
-
-
- Barkskin
- Sharwyn's AC can't be lower than 16.
-
-
- Special Equipment
- Sharwyn has a spell book that contains the spells listed in her Spellcasting trait, plus detect magic and silent image.
-
-
- Spellcasting
- Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:
-
- Cantrips (at will): light, prestidigitation, ray of frost
-
- 1st level (2 slots): color spray, magic missile, shield, sleep.
-
-
- Tree Thrall
- If the Gulthias Tree dies, Sharwyn dies 24 hours later.
-
-
- Dagger
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4+2
-
- light, prestidigitation, ray of frost, color spray, magic missile, shield, sleep
- 2
-
-
- Shell Shark
- M
- monstrosity
- unaligned
- 18 (shell plate armor)
- 32 (5d8+10)
- 0 ft., swim 40 ft.
- 1512143107
- Str +6
- Athletics +6
- acid
-
-
-
-
- 10
-
- 2
-
- Source
- Ghosts of Saltmarsh, p. 252
-
-
- Blood Frenzy
- The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
-
-
- Magic Resistance
- The shark has advantage on saving throws against spells or other magical effects.
-
-
- Water Breathing
- The shark can only breathe underwater.
-
-
- Multiattack
- The shark makes two bite attacks.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2d10+2) piercing damage.
- Bite|4|2d10+2
-
-
-
-
-
- Shoalar Quanderil
- M
- humanoid (water genasi)
- lawful evil
- 10 (13 with mage armor)
- 60 (8d8+24)
- 30 ft., swim 30 ft.
- 111216141017
-
- Arcana +4, Deception +5, Insight +2, Persuasion +5
- acid
-
-
-
-
- 10
- Aquan, Common
- 4
-
- Source
- Princes of the Apocalypse p. 208
-
-
- Amphibious
- Shoalar can breathe air and water.
-
-
- Innate Spellcasting
- Shoalar's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells:
-
- • At will: shape water
-
- • 1/day: create or destroy water
-
-
- Spellcasting
- Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells:
-
- • Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost
-
- • 1st level (4 slots): disguise self, mage armor, magic missile
-
- • 2nd level (3 slots): hold person, misty step
-
- • 3rd level (2 slots): tidal wave
-
-
- Dagger
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Dagger|3|1d4+1
-
- shape water, create or destroy water, acid splash, chill touch, friends, prestidigitation, ray of frost, disguise self, mage armor, magic missile, hold person, misty step, tidal wave
- 4, 3, 2
-
-
- Shoosuva
- L
- fiend (demon)
- chaotic evil
- 14 (natural armor)
- 110 (13d10+39)
- 40 ft.
- 1813177149
- Dex +4, Con +6, Wis +5
-
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, frightened, poisoned
- darkvision 60 ft.
- 12
- Abyssal, Gnoll, telepathy 120 ft.
- 8
-
- Source
- Volo's Guide to Monsters, p. 137
-
-
- Rampage
- When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Multiattack
- The shoosuva makes two attacks: one with its bite and one with its tail stinger.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage.
- Bite|7|4d10+4
-
-
- Tail Stinger
- Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Tail Stinger|7|2d8+4
-
-
-
- arctic, forest, grassland, hill
-
-
- Sibriex
- H
- fiend (demon)
- chaotic evil
- 19 (natural armor)
- 150 (12d12+72)
- 0 ft., fly 20 ft. (hover)
- 10323252425
- Int +13, Cha +13
- Arcana +13, History +13, Perception +13
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- poisoned
- truesight 120 ft.
- 23
- all, telepathy 120 ft.
- 18
-
- Source
- Mordenkainen's Tome of Foes, p. 137
-
-
- Contamination
- The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.
-
-
- Innate Spellcasting
- The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
-
- At will: charm person, command, dispel magic, hold monster
-
- 3/day each: feeblemind.
-
-
- Legendary Resistance (3/Day)
- If the sibriex fails a saving throw, it can choose to succeed instead.
-
-
- Magic Resistance
- The sibriex has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.
-
-
- Chain
- Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage.
- Chain|6|2d12+7
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage.
- Bite|6|2d8+2d8
-
-
- Squirt Bile
- The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.
-
-
- Warp Creature
- The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.
-
- Exhaustion:
- Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
-
- Level — Effect:
- 1 —Disadvantage on ability checks
- 2 —Speed halved
- 3 —Disadvantage on attack rolls and saving throws
- 4 —Hit point maximum halved
- 5 —Speed reduced to 0
- 6 —Death
-
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
- Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Variant: Flesh Warping
- Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.
- A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.
-
- d100 — Effect:
-
- 01–05 — The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.
-
- 06–10 — The target's eyes push out of its head at the end of stalks.
-
- 11–15 — The target's hands grow claws, which can be used as daggers.
-
- 16–20 — One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.
-
- 21–25 — The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
-
- 26–30 — A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.
-
- 31–35 — The target's ears tear free from its head and scurry away; the target is deafened.
-
- 36–40 — Two of the target's teeth turn into tusks.
-
- 41–45 — The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
-
- 46–50 — The target's arms and legs switch places, preventing the target from moving unless it crawls.
-
- 51–55 — The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
-
- 56–60 — The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.
-
- 61–65 — The target grows a whiplike tail, which it can use as a whip.
-
- 66–70 — The target's eyes turn black, and it gains darkvision out to a range of 120 feet.
-
- 71–75 — The target swells, tripling its weight.
-
- 76–80 — The target becomes thin and skeletal, halving its weight.
-
- 81–85 — The target's head doubles in size.
-
- 86–90 — The target's ears become wings, giving it a flying speed of 5 feet.
-
- 91–95 — The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
-
- 96–00 — The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
-
- Deafened:
- • A deafened creature can't hear and automatically fails any ability check that requires hearing.
-
- charm person, command, dispel magic, hold monster, feeblemind
-
-
-
- Sildar Hallwinter
- M
- humanoid (human)
- neutral good
- 16 (chain mail)
- 27 (5d8+5)
- 30 ft.
- 131012101110
- Str +3, Con +3
- Perception +2
-
-
-
-
-
- 12
- Common
- 1
-
- Source
- Lost Mines of Phandelver p. 61
-
-
- Multiattack
- Sildar makes two melee attacks.
-
-
- Longsword
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage.
- One Handed|3|1d8+1
- Two Handed|3|1d10+1
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.
- Heavy Crossbow|2|1d10
-
-
- Parry
- When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.
-
-
-
-
-
- Sir Baric Nylef
- M
- humanoid (Illuskan human)
- lawful good
- 18 (plate)
- 52 (8d8+16)
- 30 ft.
- 181114111515
-
- Insight +4, Investigation +2, Medicine +4, Survival +4
-
-
-
-
-
- 12
- Common
-
-
- Source
- Storm King's Thunder, p. 249
-
-
- Brave
- Baric has advantage on saving throws against being frightened.
-
-
- Roleplaying Information
- As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil "the Weevil" Forkbeard, who is rumored to be hiding in lcewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.
-
- Ideal: "Evil must not be allowed to thrive in this world."
-
- Bond: "Tyr is my lord; the order, my family. Through my actions, I shall honor both."
-
- Flaw: "I'm not afraid to die. When Tyr finally calls me, I'll go to him happily."
-
-
- Maul
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
- Maul|6|2d6+4
-
-
- Heavy Crossbow
- Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 6 (1d10) piercing damage. Baric carries twenty crossbow bolts.
- Heavy Crossbow|2|1d10
-
-
-
-
-
- Sir Braford
- M
- humanoid (human)
- neutral evil
- 18 (chain mail, shield)
- 19 (3d8+6)
- 30 ft.
- 16914101314
-
- Athletics +5, Perception +3
-
-
-
-
-
- 13
- Common
- 1/2
-
- Source
- Tales from the Yawning Portal, p. 243
-
-
- Barkskin
- Sir Braford's AC can't be lower than 16.
-
-
- Special Equipment
- Sir Braford wields Shatterspike, a magic longsword that grants a + l bonus to attack and damage rolls made with it (included in his attack). See appendix B for the item's other properties.
-
-
- Tree Thrall
- If the Gulthias Tree dies, Sir Bra ford dies 24 hours later.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10O + 4) slashing damage if used with two hands.
- Longsword|6|1d8+4
- Two Handed|6|1d10+4
-
-
- Protection
- When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.
-
-
-
-
-
-
- Sirac of Suzail
- M
- humanoid (Chondathan human)
- lawful good
- 14 (leather)
- 22 (5d8)
- 30 ft.
- 141711121316
-
- Athletics +4, Insight +3, Survival +3
-
-
-
-
-
- 11
- Common, Orc
-
-
- Source
- Storm King's Thunder, p. 247
-
-
- Roleplaying Information
- An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.
-
- Ideal: "Without duty or loyalty, a man is nothing."
-
- Bond: "Icewind Dale is where I belong for the rest of my life."
-
- Flaw: "I am honest to a fault."
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortsword|5|1d6+3
-
-
- Dart
- Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 3) piercing damage. Sirac carries six darts.
- Dart|5|1d4+3
-
-
- Parry
- Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.
-
-
-
-
-
- Siren
- M
- fey
- chaotic good
- 14
- 38 (7d8+7)
- 30 ft., swim 30 ft.
- 101812131416
-
- Medicine +4, Nature +3, Stealth +6, Survival +4
-
-
-
-
- darkvision 60 ft.
- 12
- Common, Elvish, Sylvan
- 3
-
- Source
- Tales from the Yawning Portal, p. 243
-
-
- Amphibious
- Siren can breathe air and water.
-
-
- Innate Spellcasting
- Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
-
- 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only).
-
-
- Magic Resistance
- Siren has advantage on saving throws against spells and other magical effects.
-
-
- Shortsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Shortsword|6|1d6+4
-
-
- Stupefying Touch
- Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- charm person, fog cloud, greater invisibility, polymorph
-
-
-
- Skeletal Alchemist
- M
- undead
- lawful evil
- 11
- 32 (5d8+10)
- 30 ft.
- 9131514109
-
- Arcana +4
-
- bludgeoning
- posion
- exhaustion, poisoned
- darkvision 60 ft.
- 10
- understands all languages it spoke in life but can't speak
- 1/2
-
- Source
- Ghosts of Saltmarsh, p. 253
-
-
- Magic Resistance
- The skeletal alchemist has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The skeletal alchemist makes two Lob Acid attacks.
-
-
- Claws
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
- Claws|3|1d6+1
-
-
- Lob Acid
- Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit 5 (1d8+1) acid damage.
- Lob Acid|3|1d8+1
-
-
-
- urban
-
-
- Skeletal Juggernaut
- L
- undead
- lawful evil
- 13 (armor scraps)
- 142 (19d10+38)
- 30 ft.
- 161415685
-
-
-
- bludgeoning
- posion
- exhaustion, poisoned
- darkvision 60 ft.
- 9
-
- 5
-
- Source
- Ghosts of Saltmarsh, p. 253
-
-
- Disassemble
- If the juggernaut is reduced to 0 hit points, twelve skeletons rises from its remains.
-
-
- Falling Apart
- If the juggernaut does not have all of its hit points at the start of its turn it loses 10 hit points.
-
-
- Multiattack
- The skeletal juggernaut makes two claw attacks.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) slashing damage.
- Claws|4|2d8+3
-
-
- Avalanche of Bones (Recharges 5-6)
- The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
-
-
-
- urban
-
-
- Skeletal Swarm
- M
- undead
- lawful evil
- 13 (armor scraps)
- 60 (8d10+16)
- 30 ft.
- 121415685
-
-
- slashing, piercing
- bludgeoning
- posion
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned
- darkvision 60 ft.
- 9
-
- 2
-
- Source
- Ghosts of Saltmarsh, p. 254
-
-
- Defeaning Clatter
- Creatures are defeaned while in the swarm’s space.
-
-
- Swarms
- The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points.
-
-
- Slash
- Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8+2) slashing damage, or 6 (1d8+2) slashing damage if the swarm has half of its hit points or fewer.
- Slash|4|2d8+2
-
-
-
- urban
-
-
- Skulk
- M
- humanoid
- chaotic neutral
- 14 ()
- 18 (4d8)
- 30 ft.
- 619101071
- Con +2
- Stealth +8
-
-
- radiant
- blinded
- darkvision 120 ft.
- 8
- understands Common but can’t speak
- 1/2
-
- Source
- Mordenkainen's Tome of Foes, p. 227
-
-
- Fallible Invisibility
- The skulk is invisible. This invisibility can be circumvented by three things:
-
- • The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.
-
- • The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.
-
- • Humanoid children, aged 10 and under, can see through this invisibility.
-
- Invisible:
- • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
- • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
-
-
- Trackless
- The skulk leaves no tracks to indicate where it has been or where it's headed.
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.
- Claws|6|1d4+4
-
-
-
-
-
- Skull Lord
- M
- undead
- lawful evil
- 18 (plate)
- 105 (14d8+42)
- 30 ft.
- 141617161521
-
- Athletics +7, History +8, Perception +12, Stealth +8
- cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
- darkvision 60 ft.
- 22
- all the languages it knew in life
- 15
-
- Source
- Mordenkainen's Tome of Foes, p. 230
-
-
- Undead Nature
- A skull lord doesn't require air, food, drink, or sleep.
-
-
- Legendary Resistance (3/Day)
- If the skull lord fails a saving throw, it can choose to succeed instead.
-
-
- Master of the Grave
- While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
-
-
- Evasion
- If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
-
-
- Spellcasting
- The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
-
- Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
-
- 1st level (4 slots): magic missile, expeditious retreat, thunderwave
-
- 2nd level (3 slots): mirror image, scorching ray
-
- 3rd level (3 slots): fear, haste
-
- 4th level (3 slots): dimension door, ice storm
-
- 5th level (2 slots): cloudkill, cone of cold
-
- 6th level (1 slot): eyebite
-
- 7th level (1 slot): finger of death
-
-
- Multiattack
- The skull lord makes three bone staff attacks.
-
-
- Bone Staff
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
- Bone Staff|8|1d8+3+4d6
-
-
- Legendary Actions (3/Turn)
- The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.
-
-
- Bone Staff (Costs 2 Actions)
- The skull lord makes a bone staff attack.
-
-
- Cantrip
- The skull lord casts a cantrip.
-
-
- Move
- The skull lord moves up to its speed without provoking opportunity attacks.
-
-
- Summon Undead (Costs 3 Actions)
- Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.
-
- chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death
- 4,3,3,3,2,1,1
-
-
- Skum
- M
- aberration
- lawful evil
- 14 (natural armor)
- 93 (11d8+44)
- 20 ft., swim 40 ft.
- 1911187129
-
- Perception +4
- psychic
-
-
-
- darkvision 120 ft.
- 14
- Common, Deep Speech, Telepathy 60 ft.
- 5
-
- Source
- Ghosts of Saltmarsh, p. 254
-
-
- Abolethic Vassal
- THe skum is permanently charmed by its aboleth master.
-
-
- Amphibious
- The skum can breathe air and water.
-
-
- Psychic Conditioning
- The skum is immune to the frightened and charmed conditions unless they are effects created by the aboleth.
-
-
- Water Dependency
- The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water.
-
-
- Multiattack
- The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch
-
-
- Trident
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) piercing damage.
- Trident|7|1d6+4
-
-
- Mind-Breaking Touch
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 18 (4d8) psychic damage and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn.
- Mind-Breaking Touch|7|4d8
-
-
-
-
-
- Skyweaver
- M
- humanoid (human)
- chaotic evil
- 12 (15 with mage armor)
- 44 (8d8+8)
- 30 ft.
- 81412111016
-
- Deception +5, Persuasion +5
-
-
-
-
-
- 10
- Auran, Common
- 3
-
- Source
- Princes of the Apocalypse p. 191
-
-
- Spellcasting
- The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
-
- • 1st level (4 slots): feather fall, mage armor, witch bolt
-
- • 2nd level (3 slots): gust of wind, invisibility
-
- • 3rd level (3 slots): fly, lightning bolt
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Dagger|4|1d4+1
-
- blade ward, light, message, ray of frost, shocking grasp, feather fall, mage armor, witch bolt, gust of wind, invisibility, fly, lightning bolt
- 4, 3, 3
-
-
- Slithering Tracker
- M
- ooze
- chaotic evil
- 14
- 32 (5d8+10)
- 30 ft., climb 30 ft., swim 30 ft.
- 161915101411
-
- Stealth +8
- bludgeoning, piercing, and slashing from nonmagical attacks
- cold, fire
-
- blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
- blindsight 120 ft.
- 12
- understands languages it knew in its previous form but can't speak
- 3
-
- Source
- Volo's Guide to Monsters, p. 191
-
-
- Ambusher
- In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
-
-
- Damage Transfer
- While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.
-
-
- False Appearance
- While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
-
-
- Keen Tracker
- The slithering tracker has advantage on Wisdom checks to track prey.
-
-
- Liquid Form
- The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
-
-
- Spider Climb
- The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Watery Stealth
- While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.
-
-
- Slam
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.
- Slam|5|1d10+3
-
-
- Life Leech
- One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
-
- underdark, urban
-
-
- Soul Monger
- M
- humanoid (elf)
- neutral
- 15 (studded leather)
- 123 (19d8+38)
- 30 ft.
- 81714191513
- Dex +7, Wis +7, Cha +5
- Perception +7
-
-
- necrotic, poison
- charmed, exhaustion, frightened
- darkvision 60 ft.
- 17
- Common, Elvish
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 226
-
-
- Fey Ancestry
- The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.
-
-
- Innate Spellcasting
- The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
-
- At will: chill touch (3d8 damage), poison spray (3d12 damage)
-
- 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming.
-
-
- Magic Resistance
- The soul monger has advantage on saving throws against spells and other magical effects.
-
-
- Soul Thirst
- When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.
-
-
- Weight of Ages
- Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.
-
-
- Multiattack
- The soul monger makes two phantasmal dagger attacks.
-
-
- Phantasmal Dagger
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.
- Phantasmal Dagger|7|4d4+3+3d12
-
-
- Wave of Weariness (Recharge 4-6)
- The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.
-
- Exhaustion:
- Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
-
- Level — Effect:
- 1 —Disadvantage on ability checks
- 2 —Speed halved
- 3 —Disadvantage on attack rolls and saving throws
- 4 —Hit point maximum halved
- 5 —Speed reduced to 0
- 6 —Death
-
- If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
- A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
- An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
- Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
-
- chill touch, poison spray, bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming
-
-
-
- Spawn of Kyuss
- M
- undead
- chaotic evil
- 10
- 76 (9d8+36)
- 30 ft.
- 161118573
- Wis +1
-
-
-
- poison
- exhaustion, poisoned
- darkvision 60 ft.
- 8
- understands the languages it knew in life but can't speak
- 5
-
- Source
- Volo's Guide to Monsters, p. 192
-
-
- Regeneration
- The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Worms
- If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
-
-
- Multiattack
- The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.
-
-
- Burrowing Worm
- A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target's next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.
- Claw|6|1d6+3
-
-
-
- desert, underdark
-
-
- Spirit Troll
- L
- giant
- chaotic evil
- 17 (natural armor)
- 97 (15d10+15)
- 30 ft.
- 117138916
-
- Perception +3
- acid, cold, fire, lightning, thunder
-
- bludgeoning, piercing, and slashing from nonmagical attacks
- exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
- darkvision 60 ft.
- 13
- Giant
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 244
-
-
- Incorporeal Movement
- The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
-
-
- Regeneration
- The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force 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.
-
-
- 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 creature. Hit: 19 (3d10+3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Bite|7|3d10+3
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage.
- Claws|7|2d10+3
-
-
-
-
-
- Spring Eladrin
- M
- fey (elf)
- chaotic neutral
- 19 (natural armor)
- 127 (17d8+51)
- 30 ft.
- 141616181118
-
- Deception +8, Persuasion +8
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 60 ft.
- 10
- Common, Elvish, Sylvan
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 196
-
-
- Fey Step (Recharge 4-6)
- As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
-
-
- Innate Spellcasting
- The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: charm person, Tasha's hideous laughter
-
- 3/day each: confusion, enthrall, suggestion
-
- 1/day each: hallucinatory terrain, Otto's irresistible dance.
-
-
- Joyful Presence
- Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
- Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Magic Resistance
- The eladrin has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.
- Longsword|6|1d8+2
-
-
- Longbow
- Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
- Longbow|7|1d8+3+1d8
-
- charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance
- 0
-
-
- Star Spawn Grue
- S
- aberration
- neutral evil
- 11 ()
- 17 (5d6)
- 30 ft.
- 613109116
-
-
-
-
- psychic
-
- darkvision 60 ft.
- 10
- Deep Speech
- 1/4
-
- Source
- Mordenkainen's Tome of Foes, p. 234
-
-
- Aura of Madness
- Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.
-
-
- Confounding Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.
- Confounding Bite|3|2d4+1
-
-
-
-
-
- Star Spawn Hulk
- L
- aberration
- chaotic evil
- 16 (natural armor)
- 136 (13d10+65)
- 30 ft.
- 208217129
- Dex +3, Wis +5
- Perception +5
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
- charmed, frightened
- darkvision 60 ft.
- 15
- Deep Speech
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 234
-
-
- Psychic Mirror
- If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.
-
-
- Multiattack
- The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
- Slam
- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
- Slam|9|2d8+5
-
-
- Reaping Arms (Recharge 5-6)
- The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
-
-
-
- Star Spawn Larva Mage
- M
- aberration
- chaotic evil
- 16 (natural armor)
- 168 (16d8+96)
- 30 ft.
- 171223181216
- Dex +6, Wis +6, Cha +8
- Perception +6
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
-
- psychic
- charmed, frightened, paralyzed, petrified, poisoned, restrained
- darkvision 60 ft.
- 16
- Deep Speech
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 235
-
-
- Innate Spellcasting
- The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
-
- At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
-
- 3/day each: dominate monster
-
- 1/day each: circle of death
-
-
- Return to Worms
- When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.
-
-
- Slam
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Slam|8|1d8+3
-
-
- Plague of Worms (Recharge 6)
- Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Feed on Weakness
- When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.
-
-
-
- Legendary Actions (3/Turn)
- The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The larva mage regains spent legendary actions at the start of its turn.
-
-
- Cantrip (Costs 2 Actions)
- The larva mage casts one cantrip.
-
-
- Slam (Costs 2 Actions)
- The larva mage makes one slam attack.
-
-
- Feed (Costs 3 Actions)
- Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.
-
- eldritch blast, minor illusion, dominate monster, circle of death
-
-
-
- Star Spawn Mangler
- M
- aberration
- chaotic evil
- 14 ()
- 71 (13d8+13)
- 40 ft., climb 40 ft.
- 8181211127
- Dex +7, Con +4
- Stealth +7
- cold
-
- psychic
- charmed, frightened, prone
- darkvision 60 ft.
- 11
- Deep Speech
- 5
-
- Source
- Mordenkainen's Tome of Foes, p. 236
-
-
- Ambush
- On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.
-
-
- Shadow Stealth
- While in dim light or darkness, the mangler can take the Hide action as a bonus action.
-
-
- Multiattack
- The mangler makes two claw attacks.
-
-
- Claw
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
- Claw|7|1d8+4
-
-
- Flurry of Claws (Recharge 4-6)
- The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
-
-
-
-
-
- Star Spawn Seer
- M
- aberration
- neutral evil
- 17 (natural armor)
- 153 (18d8+72)
- 30 ft.
- 141218221916
- Dex +6, Int +11, Wis +9, Cha +8
- Perception +9
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
-
- psychic
- charmed, frightened
- darkvision 60 ft.
- 19
- Common, Deep Speech, Undercommon
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 236
-
-
- Out-of-Phase Movement
- The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.
-
-
- Multiattack
- The seer makes two comet staff attacks or uses Psychic Orb twice.
-
-
- Comet Staff
- Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.
-
- Incapacitated:
- • An incapacitated creature can't take actions or reactions.
- Comet Staff|11|1d6+6
-
-
- Psychic Orb
- Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
- Psychic Orb|11|5d10
-
-
- Collapse Distance (Recharge 6)
- The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.
-
-
- Bend Space
- When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.
-
-
-
-
-
-
- Steeder Female
- L
- beast
- unaligned
- 14 (natural armor)
- 30 (4d10+8)
- 30 ft., climb 30 ft.
- 1516142103
-
- Stealth +7
-
-
-
-
- darkvision 120 ft.
- 10
-
- 1
-
- Source
- Out of the Abyss p. 231
- Mordenkainen's Tome of Foes, p. 238
-
-
- 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 its 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: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
- Bite|5|1d8+3
- Acid| |2d8
-
-
- 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 to the steeder's leg and grappled until it escapes (escape DC 12)
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Sticky Leg|5|
-
-
-
-
-
- Steeder Male
- M
- beast
- unaligned
- 12 (natural armor)
- 13 (2d8+4)
- 30 ft., climb 30 ft.
- 1512142103
-
- Stealth +5
-
-
-
-
- darkvision 120 ft.
- 10
-
- 1/4
-
- Source
- Out of the Abyss p. 231
- Mordenkainen's Tome of Foes, p. 238
-
-
- 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 its turn to jump up to 60 feet vertically or horizontally, provided that is speed is at least 30 feet.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.
- Bite|4|1d8+2
- Acid| |1d8
-
-
- Sticky Leg (Recharges when the Steeder Has No Creatures Grappled)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder's leg and grappled until it escapes (escape DC 12)
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Sticky Leg|4|
-
-
-
-
-
- Steel Predator
- L
- construct
- lawful evil
- 20 (natural armor)
- 207 (18d10+108)
- 40 ft.
- 2417224146
-
- Perception +7, Stealth +8, Survival +7
- cold, lightning, necrotic, thunder
-
- poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- blindsight 30 ft., darkvision 60 ft.
- 17
- understands Modron and the language of its owner but can’t speak
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 239
-
-
- Constructed Nature
- A steel predator doesn’t require air, food, drink, or sleep.
-
-
- Innate Spellcasting
- The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:
-
- 3/day each: dimension door (self only), plane shift (self only)
-
-
- Magic Resistance
- The steel predator has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The steel predator's weapon attacks are magical.
-
-
- Multiattack
- The steel predator makes three attacks: one with its bite and two with its claw.
-
-
- Bite
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
- Bite|12|2d6+7
-
-
- Claw
- Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
- Claw|12|2d8+7
-
-
- Stunning Roar (Recharge 5-6)
- The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- dimension door, plane shift
- 0
-
-
- Stegosaurus
- H
- beast
- unaligned
- 13 (natural armor)
- 76 (8d12+24)
- 40 ft.
- 209172115
-
-
-
-
-
-
-
- 10
-
- 4
-
- Source
- Volo's Guide to Monsters, p. 140
-
-
- Tail
- Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.
- Tail|7|6d6+5
-
-
-
- forest, grassland
-
-
- Stench Kow
- L
- beast
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
- cold, fire, poison
-
-
-
- darkvision 60 ft.
- 10
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Stench
- Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
-
-
-
- Stone Cursed
- M
- construct
- lawful evil
- 17 (natural armor)
- 19 (3d8+4)
- 10 ft.
- 16514587
-
-
-
- bludgeoning
- poison
- charmed, exhaustion, frightened, petrified, poisoned
-
- 9
- the languages it knew in life
- 1
-
- Source
- Mordenkainen's Tome of Foes, p. 240
-
-
- Constructed Nature
- A stone cursed doesn't require air, food, drink, or sleep.
-
-
- Cunning Opportunist
- The stone cursed has advantage on the attack rolls of opportunity attacks.
-
-
- False Appearance
- While the stone cursed remains motionless, it is indistinguishable from a normal statue.
-
-
- Petrifying Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
-
- Petrified:
- • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
-
- • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
-
- • Attack rolls against the creature have advantage.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • The creature has resistance to all damage.
-
- • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Petrifying Claws|5|1d10+3
-
-
-
-
-
- Stone Defender
- M
- construct
- unaligned
- 16 (natural armor)
- 52 (7d8+21)
- 30 ft.
- 1910173101
-
-
-
-
- poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands one language of its creator but can’t speak
- 4
-
- Source
- Mordenkainen's Tome of Foes, p. 126
-
-
- Constructed Nature
- A clockwork doesn't require air, food, drink, or sleep.
-
-
- False Appearance
- While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
-
-
- Magic Resistance
- The stone defender has advantage on saving throws against spells and other magical effects.
-
-
- Individual Designs
- A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
- A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
-
- d10 — Enhancement:
-
- 1 — Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
-
- 2 — Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
-
- 3 — Improved Armor. The clockwork's AC increases by 2.
-
- 4 — Increased Speed. The clockwork's speed increases by 10 feet.
-
- 5 — Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
-
- 6 — Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
-
- 7 — Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
-
- 8 — Suction. The clockwork gains a climbing speed of 30 feet.
-
- 9 — Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
-
- 10 — Water Propulsion. The clockwork gains a swimming speed of 30 feet.
-
- Clockwork Malfunctions:
-
- d10 — Malfunction
-
- 1 — Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
-
- 2 — Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
-
- 3 — Ground Fault. The clockwork has vulnerability to lightning damage.
-
- 4 — Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
-
- 5 — Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
-
- 6 — Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
-
- 7 — Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
-
- 8 — Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
-
- 9 — Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
-
- 10 — Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.
-
-
- Slam
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Slam|6|2d6+4
-
-
- Intercept Attack
- In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.
-
-
-
-
-
- Stone Giant Dreamwalker
- H
- giant (stone giant)
- chaotic neutral
- 18 (natural armor)
- 161 (14d12+70)
- 40 ft.
- 23142110812
- Dex +6, Con +9, Wis +3
- Athletics +14, Perception +3
-
-
-
- charmed, frightened
- darkvision 60 ft.
- 13
- Common, Giant
- 10
-
- Source
- Volo's Guide to Monsters, p. 150
-
-
- Dreamwalker's Charm
- An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker's Charm for 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Multiattack
- The giant makes two attacks with its greatclub.
-
-
- Greatclub
- Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage.
- Greatclub|10|3d8+6
-
-
- Petrifying Touch
- The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.
-
- Petrified:
- • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
-
- • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
-
- • Attack rolls against the creature have advantage.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • The creature has resistance to all damage.
-
- • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
-
-
- Rock
- Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Rock|10|4d10+6
-
-
-
- coastal, hill, mountain
-
-
- Stone Juggernaut
- L
- construct
- unaligned
- 15 (natural armor)
- 157 (15d10+75)
- 50 ft. (in one direction chosen at the start of its turn)
- 221212113
-
-
-
-
- poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
- blindsight 120 ft.
- 10
-
- 12
-
- Source
- Tomb of Annihilation, p. 231
-
-
- Devastating Roll
- The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
-
-
- Immutable Form
- The juggernaut is immune to any spell or effect that would alter its form.
-
-
- Regeneration
- As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points.
-
-
- Siege Monster
- The juggernaut deals double damage to objects and structures.
-
-
- Slam
- Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Slam|10|3d12+6
-
-
-
-
-
- Stonemelder
- M
- humanoid (human)
- neutral evil
- 17 (splint)
- 75 (10d8+30)
- 30 ft.
- 151016121117
-
- Intimidation +5, Perception +2
-
-
-
-
- tremorsense 30 ft.
- 12
- Common, Terran
- 4
-
- Source
- Princes of the Apocalypse p. 197
-
-
- Death Burst
- When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
- Death Burst||2d10
-
-
- Spellcasting
- The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells:
-
- • Cantrips (at will): acid splash, blade ward, light, mending, mold earth
-
- • 1st level (4 slots): expeditious retreat, false life, shield
-
- • 2nd level (3 slots): Maximilian's earthen grasp, shatter
-
- • 3rd level (3 slots): erupting earth, meld into stone
-
- • 4th level (1 slot): stoneskin
-
-
- Black Earth Rod
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.
- Black Earth Rod|5|1d6+2
-
- acid splash, blade ward, light, mending, mold earth, expeditious retreat, false life, shield, Maximilian's earthen grasp, shatter, erupting earth, meld into stone, stoneskin
- 4, 3, 3, 1
-
-
- Storm Giant Quintessent
- H
- giant (storm giant)
- chaotic good
- 12
- 230 (20d12+100)
- 50 ft., fly 50 ft. (hover), swim 50 ft.
- 291420173019
- Str +14, Con +10, Wis +10, Cha +9
- Arcana +8, History +8, Perception +10
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
-
- lightning, thunder
-
- truesight 60 ft.
- 20
- Common, Giant
- 16
-
- Source
- Volo's Guide to Monsters, p. 151
-
-
- Amphibious
- The giant can breathe air and water.
-
-
- Multiattack
- The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
-
-
- Lightning Sword
- Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.
- Lightning Sword|14|9d6+9
-
-
- Windjavelin
- The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
- Wind Javelin||3d6+9
-
-
- Legendary Actions (3/Turn)
- The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
-
-
- Gust
- The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
-
-
- Thunderbolt (2 Actions)
- The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
- Thunderbolt||4d10
-
-
- One with the Storm (3 Actions)
- The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
-
-
-
- arctic, coastal, desert, mountain, underwater
-
-
- Strahd von Zarovich
- M
- undead (shapechanger)
- lawful evil
- 16 (natural armor)
- 144 (17d8+68)
- 30 ft.
- 181818201518
- Dex +9, Wis +7, Cha +9
- Arcana +15, Perception +12, Religion +10, Stealth +14
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 120 ft.
- 22
- Abyssal, Common, Draconic, Elvish, Giant, Infernal
- 15
-
- Source
- Curse of Strahd p. 239
-
-
- Shapechanger
- If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
- While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
- While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage he takes from sunlight.
-
-
- Legendary Resistance (3/Day)
- If Strahd fails a saving throw, he can choose to succeed instead.
-
-
- Misty Escape
- When he drops to 0 hit points outside his coffin, Strahd transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.
- While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his coffin with 0 hit points, he regains 1 hit point.
-
-
- Regeneration
- Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.
-
-
- Spellcasting
- Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Strahd has the following wizard spells prepared:
-
- • Cantrips (at will): mage hand, prestidigitation, ray of frost
-
- •1st level (4 slots): comprehend languages, fog cloud, sleep
-
- •2nd level (3 slots): detect thoughts, gust of wind, mirror image
-
- •3rd level (3 slots): animate dead, fireball, nondetection
-
- •4th level (3 slots): blight, greater invisibility, polymorph
-
- •5th level (1 slot): animate objects, scrying
-
-
- Spider Climb
- Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Vampire Weaknesses
- Strahd has the following flaws.
- Forbiddance: He can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
- Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
- Sunlight Hypersensitivity: While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
-
-
- Multiattack (Vampire Form Only)
- Strahd makes two attacks, only one of which can be a bite attack.
-
-
- Unarmed Strike (Vampire Form Only)
- Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the bludgeoning damage.
- Unarmed Strike|9|1d8+4+4d6
-
-
- Bite (Bat or Vampire Form Only)
- Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.
- Bite|9|1d6+4+3d6
-
-
- Charm
- Strahd targets one humanoid he can see within 30 ft. of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.
- Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
-
-
- Children of the Night (1/day)
- Strahd magically calls 2d4 swarms of bats or swarms rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.
-
-
- Legendary Actions (3/Turn)
- Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of his turn.
-
-
- Move
- Strahd moves up to his speed without provoking opportunity attacks.
-
-
- Unarmed Strike
- Strahd makes one unarmed strike.
-
-
- Bite (Costs 2 Actions)
- Strahd makes one bite attack.
-
- mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying
- 4, 3, 3, 3, 1
-
-
- Strahd Zombie
- M
- undead
- unaligned
- 8
- 30 (4d8+12)
- 20 ft.
- 13616365
- Wis +0
-
-
-
- poison
- poisoned
- darkvision 60 ft.
- 8
- understands the languages it knew in life but can't speak
- 1
-
- Source
- Curse of Strahd p. 241
-
-
- Loathsome Limbs
- Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
-
- 1-8: One leg is severed from the zombie if it has any legs left.
-
- 9-16: One arm is severed from the zombie if it has any arms left.
-
- 17-20: The zombie is decapitated.
-
- If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.
- A severed leg is unable to attack and has a speed of 5 feet.
- A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
- If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack but only against a target in its space.
- The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.
-
-
- Multiattack
- The zombie makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
- Bite|3|1d4+1
-
-
- Claw
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.
- Claw|3|1d6+1
-
-
-
-
-
- Strahd's Animated Armor
- M
- construct
- lawful evil
- 21 (natural armor)
- 112 (15d8+45)
- 30 ft.
- 1713169109
-
- Perception +3
- cold, fire
-
- lightning, poison
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- blindsight 60 ft. (blind beyond this radius)
- 13
- understands Common but can't speak
- 6
-
- Source
- Curse of Strahd p. 227
-
-
- Constructed Nature
- An animated object doesn't require air, food, drink, or sleep.
- The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
-
-
- Antimagic Susceptibility
- The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
-
-
- False Appearance
- While the armor remains motionless, it is indistinguishable from a normal suit of armor.
-
-
- Multiattack
- The armor makes two melee attacks or uses Shocking Bolt twice.
-
-
- Greatsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) lightning damage.
- Greatsword|6|2d6+3+1d6
-
-
- Shocking Bolt
- Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.
- Shocking Bolt|4|3d6
-
-
-
-
-
- Su-Monster
- M
- monstrosity
- chaotic evil
- 12
- 27 (5d8+5)
- 30 ft., climb 30 ft.
- 1415129139
-
- Athletics +6, Perception +3
-
-
-
-
-
- 13
-
- 1
-
- Source
- Tomb of Annihilation, p. 232
-
-
- Multiattack
- The su-monster makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Bite|4|1d4+2
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free.
- Claws|4|2d4+2
-
-
- Psychic Crush (Recharge 5-6)
- The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
-
-
- Summer Eladrin
- M
- fey (elf)
- chaotic neutral
- 19 (natural armor)
- 127 (17d8+51)
- 50 ft.
- 192116141218
-
- Athletics +8, Intimidation +8
- bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 60 ft.
- 9
- Common, Elvish, Sylvan
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 196
-
-
- Fearsome Presence
- Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Fey Step (Recharge 4-6)
- As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
-
-
- Magic Resistance
- The eladrin has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The eladrin makes two weapon attacks.
-
-
- Longsword
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage.
- Longsword|8|2d8+4
-
-
- Longbow
- Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
- Longbow|9|2d8+5+1d8
-
-
- Parry
- The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
-
-
-
-
-
-
- Swarm of Cranium Rats
- M
- swarm of Tiny beasts
- lawful evil
- 12
- 36 (8d8)
- 30 ft.
- 91410151114
-
-
- bludgeoning, piercing, slashing
-
-
- charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
- darkvision 30 ft.
- 10
- telepathy 30 ft.
- 5
-
- Source
- Volo's Guide to Monsters, p. 133
-
-
- Illumination
- As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
-
-
- Innate Spellcasting (Psionics)
- The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::
-
- • At will: command, comprehend languages, detect thoughts
-
- • 1/day each: confusion, dominate monster
-
-
- Swarm
- The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
-
-
- Telepathic Shroud
- The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.
-
-
- Bites
- Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
- Bites|5|4d6
- Half Hit Points|5|2d6
-
- command, comprehend languages, detect thoughts, confusion, dominate monster
-
- underdark, urban
-
-
- Swarm of Rot Grubs
- M
- swarm of Tiny beasts
- unaligned
- 8
- 22 (5d8)
- 5 ft., climb 5 ft.
- 2710121
-
-
- piercing, slashing
-
-
- charmed, frightened, grappled, paralyzed, petrified, prone, restrained
- blindsight 10 ft.
- 6
-
- 1/2
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Swarm
- The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.
-
-
- Bites
- Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.
- Bites|0|1d4
-
-
-
- swamp, underdark
-
-
- Swashbuckler
- M
- humanoid (any race)
- any non-lawful alignment
- 17 (leather armor)
- 66 (12d8+12)
- 30 ft.
- 121812141115
-
- Acrobatics +8, Athletics +5, Persuasion +6
-
-
-
-
-
- 10
- any one language (usually Common)
- 3
-
- Source
- Volo's Guide to Monsters, p. 217
-
-
- Lightfooted
- The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
-
-
- Suave Defense
- While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
-
-
- Multiattack
- The swashbuckler makes three attacks: one with a dagger and two with its rapier.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
- Dagger|6|1d4+4
-
-
- Rapier
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Rapier|6|1d8+4
-
-
-
- coastal, urban
-
-
- Sword Wraith Commander
- M
- undead
- lawful evil
- 18 (breastplate, shield)
- 127 (15d8+60)
- 30 ft.
- 181418111214
-
- Perception +4
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- exhaustion, frightened, poisoned, unconscious
- darkvision 60 ft.
- 14
- the languages it knew in life
- 8
-
- Source
- Mordenkainen's Tome of Foes, p. 241
-
-
- Undead Nature
- A sword wraith doesn't require air, food, drink, or sleep.
-
-
- Martial Fury
- As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
-
-
- Turning Defiance
- The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.
-
-
- Multiattack
- The sword wraith makes two weapon attacks.
-
-
- Longsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
- Longsword|7|1d8+4
-
-
- Longbow
- Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
- Longbow|5|1d8+2
-
-
- Call to Honor (1/Day)
- To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.
-
-
-
-
-
- Sword Wraith Warrior
- M
- undead
- lawful evil
- 16 (chain shirt, shield)
- 45 (6d8+18)
- 30 ft.
- 1812176910
-
-
- necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- exhaustion, frightened, poisoned, unconscious
- darkvision 60 ft.
- 9
- the languages it knew in life
- 3
-
- Source
- Mordenkainen's Tome of Foes, p. 241
-
-
- Undead Nature
- A sword wraith doesn't require air, food, drink, or sleep.
-
-
- Martial Fury
- As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
- Longsword|6|1d8+4
-
-
- Longbow
- Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
- Longbow|3|1d8+1
-
-
-
-
-
- Tabaxi Hunter
- M
- humanoid (tabaxi)
- chaotic good
- 14 (leather armor)
- 40 (9d8)
- 30 ft., climb 20 ft.
- 101711131415
-
- Athletics +2, Perception +4, Stealth +5, Survival +6
-
-
-
-
- darkvision 60 ft.
- 14
- Common plus any one language
- 1
-
- Source
- Tomb of Annihilation, p. 232
-
-
- Feline Agility
- When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.
-
-
- Multiattack
- The tabaxi makes two attacks with its claws, its shortsword, or its shortbow.
-
-
- Claws
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
- Claws|2|1d4
-
-
- Shortsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Shortsword|5|1d6+3
-
-
- Shortbow
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Shortbow|5|1d6+3
-
-
-
-
-
- Tabaxi Minstrel
- M
- humanoid (tabaxi)
- chaotic good
- 12
- 22 (5d8)
- 30 ft., climb 20 ft.
- 101511141216
-
- Perception +3, Performance +7, Persuasion +5, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 13
- Common plus any two languages
- 1/4
-
- Source
- Tomb of Annihilation, p. 233
-
-
- Feline Agility
- When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns.
-
-
- Inspire (1/Day)
- While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest.
-
-
- Multiattack
- The tabaxi makes two claws attacks or two dart attacks.
-
-
- Claws
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.
- Claws|2|1d4
-
-
- Dart
- Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Dart|4|1d4+2
-
-
-
-
-
- Talis the White
- M
- humanoid (half-elf)
- lawful evil
- 18 (scale mail +1, shield)
- 58 (9d8+18)
- 30 ft.
- 141214101616
- Wis +6, Cha +6
- Deception +6, Insight +6, Perception +6, Persuasion +6
-
-
-
-
- darkvision 60 ft.
- 16
- Common, Draconic, Elvish, Infernal
- 5
-
- Source
- Hoard of the Dragon Queen p. 93
-
-
- Special Equipment
- Talis has +1 scale mail and a wand of winter.
-
-
- Fey Ancestry
- Talis has advantage on saving throws against being charmed, and magic can't put her to sleep.
-
-
- Spellcasting
- Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:
-
- • Cantrips (at will): guidance, resistance, thaumaturgy
-
- • 1st level (4 slots): command, cure wounds, healing word, inflict wounds
-
- • 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear)
-
- • 3rd level (3 slots): dispel magic, mass healing word, sending
-
- • 4th level (3 slots): death ward, freedom of movement
-
- • 5th level (1 slot): insect plague
-
-
- Winter Strike (3/Day)
- Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage.
- Winter Strike||2d8
-
-
- Spear
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6+2) piercing damage.
- One Handed|5|1d6+2
- Two Handed|5|1d8+2
-
- guidance, resistance, thaumaturgy, command, cure wounds, healing word, inflict wounds, blindness/deafness, lesser restoration, spiritual weapon, dispel magic, mass healing word, sending, death ward, freedom of movement, insect plague
- 4, 3, 3, 3, 1
-
-
- Tanarukk
- M
- fiend (demon, orc)
- chaotic evil
- 14 (natural armor)
- 95 (10d8+50)
- 30 ft.
- 181320999
-
- Intimidation +2, Perception +2
- fire, poison
-
-
-
- darkvision 60 ft.
- 12
- Abyssal, Common, Orc
- 5
-
- Source
- Volo's Guide to Monsters, p. 186
-
-
- Aggressive
- As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
-
-
- Magic Resistance
- The tanarukk has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The tanarukk makes two attacks: one with its bite and one with its greatsword.
-
-
- Bite
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Bite|7|1d8+4
-
-
- Greatsword
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
- Greatsword|7|2d6+4
-
-
- Unbridled Fury
- In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
-
-
-
- hill, mountain, underdark
-
-
- Tarul Var
- M
- undead
- neutral evil
- 16 (natural armor)
- 105 (14d8+42)
- 30 ft.
- 111616191416
- Con +8, Int +9, Wis +7
- Arcana +9, History +9, Insight +7, Perception +7
- cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, exhaustion, frightened, paralyzed, poisoned
- darkvision 60 ft.
- 17
- Abyssal, Common, Infernal, Primordial, Thayan
- 13
-
- Source
- Tales from the Yawning Portal, p. 244
-
-
- Undead Nature
- A lich doesn't require air, food, drink, or sleep.
-
-
- Focused Conjuration
- While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
-
-
- Legendary Resistance (3/Day)
- If Var fails a saving throw, he can choose to succeed instead .
-
-
- Rejuvenation
- If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.
-
-
- Spellcasting
- Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared:
-
- Cantrips (at will):.fire bolt, mage hand, minor illusion, prestidigitation, ray of frost
-
- 1st level (4 slots): detect magic, magic missile, shield, unseen servant*
-
- 2nd level (3 slots): detect thoughts, flaming sphere,* mirror image, scorching ray
-
- 3rd level (3 slots): counterspell, dispel magic, fireball
-
- 4th level (3 slots): dimension door,* Evard's black tentacles*
-
- 5th level (3 slots): cloudkill,* scrying
-
- 6th level (1 slot): circle of death
- *Conjuration spell of 1st level or higher.
-
-
- Turn Resistance
- Var has advantage on saving throws against any effect that turns undead .
-
-
- Paralyzing Touch
- Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Paralyzing Touch|9|3d6
-
-
- Benign Transposition
- Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher.
-
-
- Legendary Actions (3/Turn)
- Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Var regains spent legendary actions at the start of his turn.
-
-
- Cantrip
- Var casts a cantrip.
-
-
- Paralyzing Touch (Costs 2 Actions)
- Var uses Paralyzing Touch .
-
-
- Frightening Gaze (Costs 2 Actions)
- Var fixes his gaze on one creature he can see within 10 feet of him . The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.
-
- fire bolt, mage hand, minor illusion, prestidigitation, ray of frost, detect magic, magic missile, shield, unseen servant, detect thoughts, flaming sphere, mirror image, scorching ray, counterspell, dispel magic, fireball, dimension door, Evard's black tentacles, cloudkill, scrying, circle of death
- 4,3,3,3,3,1
-
-
- Tecuziztecatl
- L
- monstrosity
- neutral
- 13 (natural armor)
- 102 (12d10+36)
- 30 ft., climb 30 ft., swim 30 ft.
- 171016151613
-
- Deception +3, Stealth +2
- bludgeoning from nonmagical attacks
-
- acid
-
- blindsight 30 ft.
- 13
- Olman, Primal
- 4
-
- Source
- Tales from the Yawning Portal, p. 245
-
-
- Amphibious
- Tecuziztecatl can breathe air and water.
-
-
- Glowing
- Tecuziztecatl sheds dim light within 20 feet of itself.
-
-
- Flexible
- Tecuziztecatl can enter a space large enough for a Medium creature without squeezing.
-
-
- Spider Climb
- Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Multiattack
- Tecuziztecatl makes two pseudopod attacks.
-
-
- Pseudopod
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
- Pseudopod|5|2d8+3
-
-
- Spit Acid (Recharge 4-6)
- Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Thayan Apprentice
- M
- humanoid (human)
- any non-good alignment
- 12 (15 with mage armor)
- 27 (5d8+5)
- 30 ft.
- 101412151311
-
- Arcana +4
-
-
-
-
-
- 11
- Common, Thayan
- 2
-
- Source
- Tales from the Yawning Portal, p. 245
-
-
- Doomvault Devotion
- Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened .
-
-
- Spellcasting
- The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
-
- Cantrips (at will) : fire bolt, mage hand, prestidigitation, shocking grasp
-
- 1st level (4 slots): burning hands, detect magic, mage armor, shield
-
- 2nd level (3 slots) : blur, scorching ray
-
-
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4+2
-
- fire bolt, mage hand, prestidigitation, shocking grasp, burning hands, detect magic, mage armor, shield , blur, scorching ray
- 4,3
-
-
- Thayan Warrior
- M
- humanoid (human)
- any non-good alignment
- 16 (chain shirt, shield)
- 52 (8d8+16)
- 30 ft.
- 161314101111
-
- Perception +2
-
-
-
-
-
- 12
- Common, Thayan
- 2
-
- Source
- Tales from the Yawning Portal, p. 246
-
-
- Doomvault Devotion
- Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened .
-
-
- Pack Tactics
- The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Multiattack
- The warrior makes two melee attacks.
-
-
- Longsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10O + 3) slashing damage if used with two hands.
- Longsword|5|1d8+3
- Two Handed|5|1d10+3
-
-
- Javelin
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
- Javelin|5|1d6+3
-
-
-
-
-
- The Abbot
- M
- celestial
- lawful evil
- 17 (natural armor)
- 136 (16d8+64)
- 30 ft., fly 90 ft.
- 181818172020
- Wis +9, Cha +9
- Insight +9, Perception +9
- radiant; bludgeoning, piercing, and slashing from nonmagical weapons
-
-
- charmed, exhaustion, frightened
- darkvision 120 ft.
- 19
- all, telepathy 120 ft.
- 10
-
- Source
- Curse of Strahd p. 225
-
-
- Angelic Weapons
- The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
-
-
- Innate Spellcasting
- The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:
-
- At will: detect evil and good
-
- 1/day each: commune, raise dead
-
-
- Magic Resistance
- The Abbot has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- The Abbot makes two melee attacks.
-
-
- Mace
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.
- Mace|8|1d6+4+4d8
-
-
- Healing Touch (3/Day)
- The Abbot touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
-
-
- Change Shape
- The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
- In a new form, the Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
-
-
-
-
-
- The Angry
- M
- monstrosity
- neutral evil
- 18 (natural armor)
- 255 (30d8+120)
- 30 ft.
- 1710198136
-
- Perception +6
- bludgeoning, piercing, and slashing while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 16
- Common
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 231
-
-
- Two Heads
- The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
-
-
- Rising Anger
- If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage.
- On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.
-
-
- Multiattack
- The Angry makes two hook attacks.
-
-
- Hook
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
- Hook|8|2d12+3
-
-
-
-
-
- The Hungry
- M
- monstrosity
- neutral evil
- 17 (natural armor)
- 225 (30d8+90)
- 30 ft.
- 1910176116
-
-
- bludgeoning, piercing, and slashing while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 10
- Common
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 232
-
-
- Life Hunger
- If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.
-
-
- Multiattack
- The Hungry makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.
- Bite|8|1d8+4+3d8
-
-
- Claws
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Claws|8|4d6+4
-
-
-
-
-
- The Lonely
- M
- monstrosity
- neutral evil
- 16 (natural armor)
- 112 (15d8+45)
- 30 ft.
- 1612176116
-
-
- bludgeoning, piercing, and slashing while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 10
- Common
- 9
-
- Source
- Mordenkainen's Tome of Foes, p. 232
-
-
- Psychic Leech
- At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
-
-
- Thrives on Company
- The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
-
-
- Multiattack
- The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
-
-
- Harpoon Arm
- Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Harpoon Arm|7|4d8+3
-
-
- Sorrowful Embrace
- Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.
-
-
-
-
-
- The Lost
- M
- monstrosity
- neutral evil
- 15 (natural armor)
- 78 (12d8+24)
- 30 ft.
- 171215675
-
- Athletics +6
- bludgeoning, piercing, and slashing while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 8
- Common
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 233
-
-
- Multiattack
- The Lost makes two arm spike attacks.
-
-
- Arm Spike
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
- Arm Spike|6|2d10+3
-
-
- Embrace
- Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
-
- Tightening Embrace
- If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.
-
-
-
-
-
-
- The Pudding King
- S
- humanoid (gnome, shapechanger)
- chaotic evil
- 13 (16 with mage armor)
- 49 (9d6+18)
- 30 ft.
- 10161412817
- Con +5, Cha +6
- Arcana +4, Perception +2, Stealth +6, Survival +2
- acid, poison
-
-
- poisoned
- darkvision 60 ft.
- 12
- Abyssal, Gnomish, Terran, Undercommon
- 4
-
- Source
- Out of the Abyss p. 233
-
-
- Stone Camouflage
- The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
-
-
- Gnome Cunning
- The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
-
-
- Innate Spellcasting
- The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components:
-
- At will: nondetection (self only)
- 1/day each: blindness/deafness, blur, disguise self
-
-
- Insanity
- The Pudding King has advantage on saving throws against being charmed or frightened.
-
-
- Spellcasting
- The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells:
-
- Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
- 1st level (4 slots): false life, mage armor, ray of sickness, shield
- 2nd level (3 slots): crown of madness, misty step
- 3rd level (3 slots): gaseous form, stinking cloud
- 4th level (3 slots): blight, confusion
- 5th level (1 slot): cloudkill
-
-
- War Pick
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d8) piercing damage.
- War Pick|3|1d8
-
-
- Change Shape
- The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.
-
-
- Create Green Slime (Recharges after a Long Rest)
- The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.
-
- acid splash, blindness/deafness, blur, disguise, light, mage hand, nondetection, poison spray, prestidigitation, false life, mage armor, ray of sickness, shield, crown of madness, misty step, gaseous form, stinking cloud, blight, confusion, cloudkill
- 4, 3, 3, 3, 1
-
-
- The Wretched
- S
- monstrosity
- neutral evil
- 15 (natural armor)
- 10 (4d6+4)
- 40 ft.
- 7129565
-
-
- bludgeoning, piercing, and slashing while in dim light or darkness
-
-
-
- darkvision 60 ft.
- 8
-
- 1/4
-
- Source
- Mordenkainen's Tome of Foes, p. 233
-
-
- Wretched Pack Tactics
- The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls.
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d1[0-100]+[0-100]) necrotic damage.
- The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.
- Bite|3|1d10+1
-
-
-
-
-
- Thorn Slinger
- L
- plant
- unaligned
- 11
- 32 (5d10+5)
- 10 ft.
- 1312121101
-
-
-
-
-
- blinded, deafened, frightened
- blindsight 60 ft. (blind beyond this radius)
- 10
-
- 1/2
-
- Source
- Tales from the Yawning Portal, p. 246
-
-
- Adhesive Blossoms
- The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
- At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage.
-
-
- False Appearance
- While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.
-
-
- Thorns
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
- Thorns|3|2d6+1
-
-
-
-
-
- Thorny
- M
- plant
- neutral
- 14 (natural armor)
- 27 (5d8+5)
- 30 ft.
- 1312132106
-
- Perception +4, Stealth +3
- lightning, piercing
-
-
-
- darkvision 60 ft.
- 14
-
- 1
-
- Source
- Volo's Guide to Monsters, p. 197
-
-
- Plant Camouflage
- The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Regeneration
- The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Bite
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage.
- Bite|3|2d6+1
-
-
-
- forest, swamp
-
-
- Thurl Merosska
- M
- humanoid (human)
- lawful evil
- 16 (breastplate)
- 71 (11d8+21)
- 30 ft.
- 161414111015
-
- Animal Handling +2, Athletics +5, Deception +4, Persuasion +4
-
-
-
-
-
- 10
- Auran, Common
- 3
-
- Source
- Princes of the Apocalypse p. 192
-
-
- Spellcasting
- Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells:
-
- • Cantrips (at will): friends, gust, light, message, ray of frost
-
- • 1st level (4 slots): expeditious retreat, feather fall, jump
-
- • 2nd level (3 slots): levitate, misty step
-
- • 3rd level (2 slots): haste
-
-
- Multiattack
- Thurl makes two melee attacks.
-
-
- Greatsword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
- Greatsword|5|2d6+3
-
-
- Lance
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12+3) piercing damage.
- Lance|5|1d12+3
-
-
- Parry
- Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.
-
- friends, gust, light, message, ray of frost, expeditious retreat, feather fall, jump, levitate, misty step, haste
- 4, 3, 2
-
-
- Tiamat
- G
- fiend
- chaotic evil
- 25 (natural armor)
- 615 (30d20+300)
- 60 ft., fly 120 ft.
- 301030262628
- Str +19, Dex +9, Wis +17
- Arcana +17, Perception +26, Religion +17
-
-
- acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
- blinded, charmed, deafened, frightened, poisoned, stunned
- darkvision 240 ft., truesight 120 ft.
- 36
- Common, Draconic, Infernal
- 30
-
- Source
- The Rise of Tiamat p. 92
-
-
- Discorporation
- When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
-
-
- Innate Spellcasting (3/Day)
- Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
-
-
- Legendary Resistance (5/Day)
- If Tiamat fails a saving throw, she can choose to succeed instead.
-
-
- Limited Magic Immunity
- Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
-
-
- Magic Weapons
- Tiamat's weapon attacks are magical.
-
-
- Multiple Heads
- Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
-
-
- Regeneration
- Tiamat regains 30 hit points at the start of her turn.
-
-
- Multiattack
- Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
-
-
- Claw
- Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6+10) slashing damage.
- Claw|19|4d6+10
-
-
- Tail
- Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8+10) piercing damage.
- Tail|19|4d8+10
-
-
- Frightful Presence
- Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Legendary Actions (3/Turn)
- Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
-
-
- Bite
- Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn.
- Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn.
- Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10+10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
- Bite|19|4d10+10+4d6
-
-
- Black Dragon Head: Acid Breath (Costs 2 Actions)
- Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
- Acid Breath|0|15d8
-
-
- Blue Dragon Head: Lightning Breath (Costs 2 Actions)
- Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Breath|0|16d10
-
-
- Green Dragon Head: Poison Breath (Costs 2 Actions)
- Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
- Poison Breath|0|22d6
-
-
- Red Dragon Head: Fire Breath (Costs 2 Actions)
- Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
- Fire Breath|0|26d6
-
-
- White Dragon Head: Cold Breath (Costs 2 Actions)
- Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
- Cold Breath|0|16d8
-
- divine word
-
-
-
- Titivilus
- M
- fiend (devil)
- lawful evil
- 20 (natural armor)
- 127 (17d8+51)
- 40 ft., fly 60 ft.
- 192217242226
- Dex +11, Con +8, Wis +11, Cha +13
- Deception +13, Insight +11, Intimidation +13, Persuasion +13
- cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- fire, poison
- charmed, exhaustion, frightened, poisoned
- darkvision 120 ft.
- 16
- all, telepathy 120 ft.
- 16
-
- Source
- Mordenkainen's Tome of Foes, p. 178
-
-
- Innate Spellcasting
- Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:
-
- At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion
-
- 3/day each: greater invisibility (self only), mislead
-
- 1/day each: feeblemind, symbol (discord or sleep only)
-
-
- Legendary Resistance (3/Day)
- If Titivilus fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Titivilus has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- Titivilus's weapon attacks are magical.
-
-
- Regeneration
- Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Ventiloquism
- Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.
-
-
- Multiattack
- Titivilus makes one sword attack and uses his Frightful Word once.
-
-
- Silver Sword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
- Silver Sword|9|1d8+4
-
-
- Frightful Word
- Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Teleport
- Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
-
-
- Twisting Words
- Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Legendary Actions (3/Turn)
- Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of his turn.
-
-
- Assault (Costs 2 Actions)
- Titivilus attacks with his silver sword or uses his Frightful Word.
-
-
- Corrupting Guidance
- Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.
-
-
- Teleport
- Titivilus uses his Teleport action.
-
- alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion, greater invisibility, mislead, feeblemind, symbol
-
-
-
- Tlincalli
- L
- monstrosity
- neutral evil
- 15 (natural armor)
- 85 (10d10+30)
- 40 ft.
- 1613168128
-
- Perception +4, Stealth +4, Survival +4
-
-
-
-
- darkvision 60 ft.
- 13
- Tlincalli
- 5
-
- Source
- Volo's Guide to Monsters, p. 193
-
-
- Multiattack
- The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
- Longsword. |6|1d8+3
-
-
- Spiked Chain
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Spiked Chain|6|1d6+3
-
-
- Sting
- Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Sting|6|1d6+3+4d6
-
-
-
- desert
-
-
- Topi
- S
- undead
- chaotic evil
- 13 (natural)
- 13 (3d6+3)
- 30 ft.
- 715126105
-
-
- bludgeoning
-
- poison
- poisoned
- darkvision 60 ft.
- 10
- understands the languages it knew in life but can't speak
- 1/2
-
- Source
- The Tortle Package, p. 22
-
-
- Turn Resistance
- The topi has advantage on saving throws against any effect that turns undead.
-
-
- Undead Fortitude
- If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead.
-
-
- Venomous Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Venomous Claws|4|1d4+2+1d4
-
-
-
-
-
- Tortle
- M
- humanoid (tortle)
- lawful good
- 17 (natural)
- 22 (4d8+4)
- 30 ft.
- 151012111312
-
- Athletics +4, Survival +3
-
-
-
-
-
- 11
- Aquan, Common
- 1/4
-
- Source
- The Tortle Package, p. 23
- Mordenkainen's Tome of Foes, p. 242
-
-
- Hold Breath
- The tortle can hold its breath for 1 hour.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Claws|4|1d4+2
-
-
- Quarterstaff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.
- Quarterstaff|4|1d6+2
-
-
- Claws
- Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.
- Claws|2|1d8
-
-
- Shell Defense
- The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
-
-
-
- Tortle Druid
- M
- humanoid (tortle)
- lawful neutral
- 17 (natural)
- 33 (6d8+6)
- 30 ft.
- 141012111512
-
- Animal Handling +4, Nature +2, Survival +4
-
-
-
-
-
- 12
- Aquan, Common
- 2
-
- Source
- The Tortle Package, p. 23
- Mordenkainen's Tome of Foes, p. 242
-
-
- Hold Breath
- The tortle can hold its breath for 1 hour.
-
-
- Spellcasting
- The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
-
- Cantrips (at will): druidcraft, guidance, produce flame
-
- 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave
-
- 2nd level (3 slots): darkvision, hold person
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Claws|4|1d4+2
-
-
- Quarterstaff
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.
- Quarterstaff|4|1d6+2
-
-
- Shell Defense
- The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person
- 4,3
-
-
- Transmuter
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 40 (9d8)
- 30 ft.
- 91411171211
- Int +6, Wis +4
- Arcana +6, History +6
-
-
-
-
-
- 11
- any four languages
- 5
-
- Source
- Volo's Guide to Monsters, p. 218
-
-
- Spellcasting
- The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:
-
- Cantrips (at will): light, mending, prestidigitation, ray of frost
-
- 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor
-
- 2nd level (3 slots): alter self*, hold person, knock*
-
- 3rd level (3 slots): blink*, fireball, slow*
-
- 4th level (3 slots): polymorph*, stoneskin
-
- 5th level (1 slot): telekinesis*
-
- *Transmutation spell of 1st level or higher
-
-
- Transmuter's Stone
- The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:
-
- •Darkvision out to a range of 60 feet
-
- •An extra 10 feet of speed while the bearer is unencumbered
-
- •Proficiency with Constitution saving throws
-
- •Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)
-
- If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.
-
-
- Quarterstaff
- Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
- Quarterstaff|2|1d6-1
- Two Handed|2|1d8-1
-
- light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock , blink, fireball, slow, polymorph, stoneskin, telekinesis
- 4, 3, 3, 3, 1
- urban
-
-
- Trapper
- L
- monstrosity
- unaligned
- 13 (natural armor)
- 85 (10d10+30)
- 10 ft., climb 10 ft.
- 1710172134
-
- Stealth +2
-
-
-
-
- blindsight 30 ft., darkvision 60 ft.
- 11
-
- 3
-
- Source
- Volo's Guide to Monsters, p. 194
-
-
- Fake Appearance
- While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence.
-
-
- Spider Climb
- The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Smother
- One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Smother| |4d6+3+1d6
-
-
-
- underdark
-
-
- Tree Blight
- H
- plant
- neutral evil
- 15 (natural armor)
- 149 (13d12+65)
- 30 ft.
- 2310206103
-
-
-
-
-
- blinded, deafened
- blindsight 60 ft. (blind beyond this radius)
- 10
- understands Common and Druidic but doesn't speak
- 7
-
- Source
- Curse of Strahd p. 230
-
-
- False Appearance
- While the blight remains motionless, it is indistinguishable from a dead tree.
-
-
- Siege Monster
- The blight deals double damage to objects and structures.
-
-
- Multiattack
- The blight makes four attacks: two with its branches and two with its grasping roots, If it has a target grappled, the blight can also make a bite attack against the target as a bonus action.
-
-
- Bite
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.
- Bite|9|3d8+6
-
-
- Branch
- Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit (3d6+6) bludgeoning damage.
- Branch|9|3d6+6
-
-
- Grasping Root
- Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: the target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6+6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight but ends the grapple.
- Grasping Root|9|
-
-
-
-
-
- Tressym
- T
- beast
- chaotic neutral
- 12
- 5 (2d4)
- 40 ft., climb 30 ft., fly 40 ft.
- 31510111212
-
- Perception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 60 ft.
- 15
- understands Common but can't speak
- 0
-
- Source
- Storm King's Thunder, p. 242
-
-
- Detect Invisibility
- Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.
-
-
- Keen Smell
- The tressym has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Poison Sense
- A tressym can detect whether a substance is poisonous by taste, touch, or smell.
-
-
- Claws
- Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
- Claws|0|1
-
-
-
-
-
- Tri-Flower Frond
- M
- plant
- unaligned
- 10
- 11 (2d8+2)
- 5 ft.
- 110121101
-
-
-
-
-
- blinded, deafened, exhaustion, prone
- blindsight 30 ft.
- 10
-
- 1/2
-
- Source
- Tomb of Annihilation, p. 234
-
-
- Multiattack
- The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
-
-
- Orange Blossom
- The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
-
- Yellow Blossom
- The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.
-
-
- Red Blossom
- Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Red Blossom|2|1d4
-
-
-
-
-
- Troglodyte Champion of Laogzed
- M
- humanoid (troglodyte)
- chaotic evil
- 14 (natural armor)
- 59 (7d8+28)
- 30 ft.
- 18121882312
-
- Athletics +6, Intimidation +3, Stealth +3
-
-
-
-
- darkvision 60 ft.
- 11
- Troglodyte
- 3
-
- Source
- Out of the Abyss p. 229
-
-
- Chameleon Skin
- The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Stench
- Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Sunlight Sensitivity
- While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage.
- Bite|6|1d4+4
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage.
- Claw|6|1d4+4
-
-
- Greatclub
- Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
- Greatclub|6|1d8+4
-
-
- Acid Spray (Recharge 6)
- The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
-
-
-
-
-
- Tyrannosaurus Zombie
- H
- undead
- unaligned
- 11 (natural armor)
- 136 (13d12+52)
- 40 ft.
- 25619135
-
-
-
-
- poison
- poisoned
- darkvision 60 ft.
- 6
-
- 8
-
- Source
- Tomb of Annihilation, p. 241
-
-
- Disgorge Zombie
- As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.
-
-
- Undead Fortitude
- If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
-
-
- Multiattack
- The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
-
-
- Bite
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can't bite another target or disgorge zombies.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|10|4d12+7
-
-
- Tail
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
- Tail|10|3d8+7
-
-
-
-
-
- Ulitharid
- L
- aberration
- lawful evil
- 15 (breastplate)
- 127 (17d10+14)
- 30 ft.
- 151215211921
- Int +9, Wis +8, Cha +9
- Arcana +9, Insight +8, Perception +8, Stealth +5
-
-
-
-
- darkvision 120 ft.
- 18
- Deep Speech, Undercommon, telepathy 2 miles
- 9
-
- Source
- Volo's Guide to Monsters, p. 175
-
-
- Creature Sense
- The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
-
-
- Magic Resistance
- The ulitharid has advantage on saving throws against spells and other magical effects.
-
-
- Psionic Hub
- If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
-
-
- Innate Spellcasting (Psionics)
- The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
-
- At will: detect thoughts, levitate
-
- 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis
-
-
- Tentacles
- Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Tentacles|9|4d10+5
-
-
- Extract Brain
- Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
- Extract Brain|9|10d10
-
-
- Mind Blast (Recharge 5-6)
- The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Mind Blast| |4d12+5
-
- detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis
-
- underdark
-
-
- Urgala Meltimer
- M
- humanoid (Turami human)
- lawful good
- 12 (leather)
- 58 (9d8+18)
- 30 ft.
- 161314121413
-
- Athletics +5, Intimidation +3
-
-
-
-
-
- 12
- Common, Giant
-
-
- Source
- Storm King's Thunder, p. 254
-
-
- Giant Slayer
- Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit.
-
-
- Roleplaying Information
- A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.
-
- Ideal: "We live in a violent world, and sometimes violence is necessary for survival."
-
- Bond: "My home is my life. Threaten it, and I'll hurt you."
-
- Flaw: "I know how treacherous and greedy adventurers can be. I don't trust them — any of them."
-
-
- Multiattack
- Urgala makes two attacks with her morningstar or her shortbow.
-
-
- Morningstar
- Melee Weapon Attack: +5 to hit, reach S ft., one target. Hit: 7 (1d8+3) piercing damage.
- Morningstar|5|1d8+3
-
-
- Shortbow
- Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1) piercing damage. Urgala carries a quiver of twenty arrows.
- Shortbow|3|1d6+1
-
-
-
-
-
- Uthgardt Shaman
- M
- humanoid (human)
- neutral evil
- 13 (hide armor)
- 38 (7d8+7)
- 30 ft.
- 141213101512
-
- Medicine +4, Nature +4, Perception +4, Survival +6
-
-
-
-
-
- 14
- Bothii, Common
- 2
-
- Source
- Storm King's Thunder, p. 243
-
-
- Innate Spellcasting
- The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle:
-
- At will: dancing lights, mage hand, message, thaumaturgy
-
- 1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians
-
-
- Tribal Spells
- Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.
-
- Black Lion: animate dead, chill touch, feign death, revivify
-
- Black Raven: animal messenger (raven only) ,feather fall, polymorph (into a raven on.ly)
-
- Blue Bear: enhance ability (bear's endurance only), heroism
-
- Elk: expeditious retreat, find steed (elk only), haste
-
- Gray Wolf. beast sense (wolf or dire wolf only), moonbeam, speak with animals (wolf or dire wolf only)
-
- Great Worm: crusader's mantle, divine favor, hypnotic pattern
-
- Griffon: feather fall, fly
-
- Sky Pony: divine favor, feather fall, lightning bolt
-
- Red Tiger: beast sense (tiger only), enhance ability (cat's grace only),jump
-
- Thunderbeast: enhance ability (bull's strength only), pass without trace, stoneskin
-
- Tree Ghost: barkskin, druidcraft, plant growth, speak with plants
-
-
- Spear
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
- One Handed|4|1d6+2
- Two Handed|4|1d8+2
-
-
- Shortbow
- Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.
- Shortbow|3|1d6+1
-
- dancing lights, mage hand, message, thaumaturgy, augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians
-
-
-
- Vaasha
- H
- giant
- neutral
- 16 (scale mail)
- 230 (20d12+100)
- 50 ft., swim 50 ft.
- 291420161818
- Str +14, Con +10, Wis +9, Cha +9
- Athletics +14, Perception +9, Survival +14
- cold
-
- lightning, thunder
-
-
- 19
- Common, Giant
- 13
-
- Source
- Storm King's Thunder, p. 256
-
-
- Amphibious
- Vaasha can breathe air and water.
-
-
- Innate Spellcasting
- Vaasha's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
-
- At will: detect magic, feather fall, levitate, light
- 3/day each: control weather, water breathing
-
-
- Roleplaying Information
- Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is.
-
- Ideal: "I want this conflict over with so that I can return to the quiet stillness of the ocean depths."
-
- Bond: "I'll protect this beautiful world from the ravages of evil with my dying breath."
-
- Flaw: "I don't care if my words hurt others' feelings."
-
-
- Multiattack
- Vaasha makes two greatsword attacks.
-
-
- Greatsword
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage.
- Greatsword|14|6d6+9
-
-
- Rock
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage.
- Rock|14|4d12+9
-
-
- Lightning Strike (Recharge 5-6)
- Vaasha hurls a magical lightning bolt at a point she can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
- Lightning Strike||12d8
-
- detect magic, feather fall, levitate, light, control weather, water breathing
-
-
-
- Vampiric Ixitxachitl
- M
- aberration
- chaotic evil
- 16 (natural armor)
- 44 (8d8+8)
- 0 ft., swim 30 ft.
- 14181312137
-
-
-
-
-
-
- darkvision 60 ft.
- 11
- Abyssal, Ixitxachitl
- 2
-
- Source
- Out of the Abyss p. 226
-
-
- 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.
- Bite|4|1d8+2
-
-
- 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: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
- Barbed Tail|6|1d10+4
-
-
-
-
-
- Vampiric Ixitxachitl Cleric
- M
- aberration
- chaotic evil
- 16 (natural armor)
- 44 (8d8+8)
- 0 ft., swim 30 ft.
- 14181312137
-
-
-
-
-
-
- darkvision 60 ft.
- 11
- Abyssal, Ixitxachitl
- 2
-
- Source
- Out of the Abyss p. 226
-
-
- Spellcasting
- The ixitxachitl 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.
- Bite|4|1d8+2
-
-
- 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: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.
- Barbed Tail|6|1d10+4
-
- guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues
- 4, 3, 2
-
-
- Vampiric Jade Statue
- L
- construct
- unaligned
- 14 (natural armor)
- 114 (12d10+48)
- 30 ft.
- 1614186105
-
-
-
- force
- lightning, poison
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- darkvision 60 ft.
- 10
- understands the language of its creator but can’t speak
- 8
-
- Source
- Ghosts of Saltmarsh, p. 256
-
-
- Immutable Form
- The statue is immune to any spell or effect that would alter its form.
-
-
- Legendary Resistance (3/Day)
- If the statue fails a saving throw, it can choose to succeed instead.
-
-
- Multiattack
- The statue makes three attacks, one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed the statue has advantage on all attack against it.
- Bite|6|2d6+3
-
-
- Claws
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage.
- Claws|6|2d6+3
-
-
- The statue can take 3 legendary actions, choosing from the options nelpw. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn.
-
-
- Bite
- The statue makes one bite attack.
-
-
- Blood Reaper
- All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
-
-
- Move
- The statue moves up to its speed without provoking opportunity attacks.
-
-
-
-
-
- Vampiric Mist
- M
- undead
- chaotic evil
- 13
- 45 (6d8+18)
- 0 ft., fly 30 ft. (hover)
- 616166127
- Wis +3
-
- acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
- darkvision 60 ft.
- 11
-
- 3
-
- Source
- Tales from the Yawning Portal, p. 247
- Mordenkainen's Tome of Foes, p. 246
-
-
- Undead Nature
- A vampiric mist doesn't require air or sleep.
-
-
- Blood Sense
- The vampiric mist can sense living creatures that have blood or similar vital fluids in a radius of 60 feet .
-
-
- Forbiddance
- The vampiric mist can 't enter a residence without an invitation from one of the occupants.
-
-
- Misty Form
- The vampiric mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than l extra foot. The mist can 't manipulate objects in any way that requires hands; it can apply simple force only.
-
-
- Sunlight Hypersensitivity
- The vampiric mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.
-
-
- Blood Drain
- One creature in the vampiric mist's space must make a DC 13 Constitution saving throw (undead and constructs automatically succeed). On a failed save, the target takes 10 (2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the mist regains hit points equal to that amount.
- This reduction to the target's hit point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.
-
-
-
-
-
- Vanifer
- M
- humanoid (tiefling)
- neutral evil
- 15 (studded leather)
- 112 (15d8+45)
- 30 ft.
- 111617121319
-
- Arcana +5, Deception +8, Performance +8
-
-
- fire
-
- darkvision 60 ft.
- 11
- Common, Ignan, Infernal
- 9
-
- Source
- Princes of the Apocalypse p. 203
-
-
- Funeral Pyre
- When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.
-
-
- Legendary Resistance (2/Day)
- If Vanifer fails a saving throw, she can choose to succeed instead.
-
-
- Spellcasting
- Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells:
-
- • Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
-
- • 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield
-
- • 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
-
- • 3rd level (3 slots): counterspell, fireball, hypnotic pattern
-
- • 4th level (3 slots): wall of fire
-
- • 5th level (2 slots): dominate person
-
-
- Multiattack
- Vanifer makes two attacks.
-
-
- Tinderstrike
- Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage plus 7 (2d6) fire damage.
- Tinderstrike|9|1d4+5+2d6
-
- chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy, burning hands, chromatic orb, hellish rebuke, shield, darkness, detect thoughts, misty step, scorching ray, counterspell, fireball, hypnotic pattern, wall of fire, dominate person
- 4, 3, 3, 3, 2
-
-
- Vargouille
- T
- fiend
- chaotic evil
- 12
- 13 (3d4+6)
- 5 ft., fly 40 ft.
- 61414472
-
-
- cold, fire, lightning
-
- poison
- poisoned
- darkvision 60 ft.
- 8
- understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak
- 1
-
- Source
- Volo's Guide to Monsters, p. 195
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage.
- Bite|4|1d6+2+3d6
-
-
- Kiss
- The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
-
-
- Stunning Shriek
- The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
-
-
- desert, swamp, underdark
-
-
- Vegepygmy
- S
- plant
- neutral
- 13 (natural armor)
- 9 (2d6+2)
- 30 ft.
- 714136117
-
- Perception +2, Stealth +4
- lightning, piercing
-
-
-
- darkvision 60 ft.
- 12
- Vegepygmy
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 196
-
-
- Plant Camouflage
- The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Plant Camouflage
- The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Regeneration
- The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Regeneration
- The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
- Claws |4|1d6+2
-
-
- Sling
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
- Sling|4|1d4+2
-
-
-
- forest, swamp
-
-
- Vegepygmy Chief
- S
- plant
- neutral
- 14 (natural armor)
- 33 (6d6+12)
- 30 ft.
- 1414147129
-
- Perception +3, Stealth +4
- lightning, piercing
-
-
-
- darkvision 60 ft.
- 13
- Vegepygmy
- 2
-
- Source
- Volo's Guide to Monsters, p. 197
-
-
- Multiattack
- The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
- Claws|4|1d6+2
-
-
- Spear
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (id8+2) piercing damage if used with two hands to make a melee attack.
- Spear|4|1d6+2
- Two Handed|4|1d8+2
-
-
- Spores (1/Day)
- A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Spores| |2d8
-
-
-
- forest, swamp
-
-
- Velociraptor
- T
- beast
- unaligned
- 13 (natural armor)
- 10 (3d4+3)
- 30 ft.
- 614134126
-
- Perception +3
-
-
-
-
-
- 13
-
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 140
-
-
- Pack Tactics
- The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
-
-
- Multiattack
- The velociraptor makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
- Bite|4|1d6+2
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
- Claws|4|1d4+2
-
-
-
- forest, grassland
-
-
- Venom Troll
- L
- giant
- chaotic evil
- 15 (natural armor)
- 94 (9d10+45)
- 30 ft.
- 181320797
-
- Perception +2
-
-
- poison
- poisoned
- darkvision 60 ft.
- 12
- Giant
- 7
-
- Source
- Mordenkainen's Tome of Foes, p. 245
-
-
- Keen Smell
- The troll has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Poison Splash
- When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.
-
-
- Regeneration
- The troll regains 10 hit points at the start of each of its turns. 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.
-
-
- 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 plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|7|1d6+4+1d8
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage.
- Claws|7|2d6+4+1d8
-
-
- Venom Spray (Recharge 6)
- The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
-
-
-
- Vladimir Horngaard
- M
- undead
- lawful evil
- 17 (half plate)
- 192 (16d8+64)
- 30 ft.
- 181418131618
- Str +7, Con +7, Wis +6, Cha +7
-
- necrotic, psychic
-
- poison
- charmed, exhaustion, frightened, paralyzed, poisoned, stunned
- darkvision 60 ft.
- 13
- Common, Draconic
- 7
-
- Source
- Curse of Strahd p. 242
-
-
- Regeneration
- Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
-
-
- Rejuvenation
- When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
-
-
- Turn Immunity
- Vladimir is immune to effects that turn undead.
-
-
- Vengeful Tracker
- Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, Vladimir knows.
-
-
- Multiattack
- Vladimir makes two fist attacks or two attacks with his +2 Greatsword.
-
-
- Fist
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
- Fist|7|2d6+4
-
-
- Greatsword +2
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+4) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon.
- Greatsword|9|4d6+4
-
-
- Vengeful Glare
- Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success.
-
-
-
-
-
- Volothamp “Volo” Geddarm
- M
- humanoid (human)
- chaotic good
- 11
- 31 (7d8)
- 30 ft.
- 91210151116
- Con +2, Wis +2
- Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight of Hand +3, Survival +2
-
-
-
-
-
- 12
- Common, Dwarvish, Elvish
- 1/4
-
- Source
- Tomb of Annihilation, p. 235
-
-
- Spellcasting
- Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:
-
- Cantrips (at will): friends, mending, prestidigitation
-
- 1st level (2 slots): comprehend languages, detect magic, disguise self
-
-
- Dagger
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
- Dagger|3|1d4+1
-
- friends, mending, prestidigitation, comprehend languages, detect magic, disguise self
- 2
-
-
- War Priest
- M
- humanoid (any race)
- any alignment
- 18 (plate)
- 117 (18d8+36)
- 30 ft.
- 161014111713
- Con +6, Wis +7
- Intimidation +5, Religion +4
-
-
-
-
-
- 13
- any two languages
- 9
-
- Source
- Volo's Guide to Monsters, p. 218
-
-
- Spellcasting
- The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
-
- Cantrips (at will): light, mending, sacred flame, spare the dying
-
- 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
-
- 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
-
- 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall
-
- 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
-
- 5th level (1 slot): flame strike, mass cure wounds, hold monster
-
-
- Multiattack
- The priest makes two melee attacks.
-
-
- Maul
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.
- Maul|7|2d6+3
-
-
- Guided Strike (Recharges after a Short or Long Rest)
- The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
-
- light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin , flame strike, mass cure wounds, hold monster
- 4, 3, 3, 3, 1
- desert, urban
-
-
- Warlock of the Archfey
- M
- humanoid (any race)
- any alignment
- 11 (14 with mage armor)
- 49 (11d8)
- 30 ft.
- 91311111218
- Wis +3, Cha +6
- Arcana +2, Deception +6, Nature +2, Persuasion +6
-
-
-
- charmed
-
- 11
- any two languages (usually Sylvan)
- 4
-
- Source
- Volo's Guide to Monsters, p. 219
-
-
- Innate Spellcasting
- The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
-
- At will: disguise self, mage armor (self only), silent image, speak with animals
-
- 1/day: conjure fey
-
-
- Spellcasting
- The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
-
- 1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
-
-
- Dagger
- Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|3|1d4+2
-
-
- Misty Escape (Recharges after a Short or Long Rest)
- In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
-
- disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
- , , , , 3
- arctic, forest, mountain, swamp, urban
-
-
- Warlock of the Fiend
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 78 (12d8+24)
- 30 ft.
- 101415121218
- Wis +4, Cha +7
- Arcana +4, Deception +7, Persuasion +7, Religion +4
- slashing damage from nonmagical attacks not made with silvered weapons
-
-
-
- darkvision 60 ft.
- 11
- any two languages (usually Abyssal or Infernal)
- 7
-
- Source
- Volo's Guide to Monsters, p. 219
-
-
- Innate Spellcasting
- The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
-
- At will: alter self, false life, levitate (self only), mage armor (self only), silent image
-
- 1/day each: feeblemind, finger of death, plane shift
-
-
- Spellcasting
- The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
-
- 1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
-
-
- Dark One's Own Luck (Recharges after a Short or Long Rest)
- When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
-
-
- Mace
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
- Mace|3|1d6+3d6
-
- alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
- , , , , 4
- arctic, desert, underdark, urban
-
-
- Warlock of the Great Old One
- M
- humanoid (any race)
- any alignment
- 12 (15 with mage armor)
- 91 (14d8+28)
- 30 ft.
- 91415121218
- Wis +4, Cha +7
- Arcana +4, History +4
- psychic
-
-
-
- darkvision 60 ft.
- 11
- any two languages, telepathy 30 ft.
- 6
-
- Source
- Volo's Guide to Monsters, p. 220
-
-
- Innate Spellcasting
- The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
-
- At will: detect magic, jump, levitate, mage armor (self only), speak with dead
-
- 1/day each: arcane gate, true seeing
-
-
- Spellcasting
- The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
-
- 1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
-
-
- Whispering Aura
- At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated.
-
-
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
- Dagger|5|1d4+2
-
- detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
- , , , , 3
- arctic, hill, mountain, underdark, urban
-
-
- Warlord
- M
- humanoid (any race)
- any alignment
- 18 (plate)
- 229 (27d8+108)
- 30 ft.
- 201618121218
- Str +9, Dex +7, Con +8
- Athletics +9, Intimidation +8, Perception +5, Persuasion +8
-
-
-
-
-
- 15
- any two languages
- 12
-
- Source
- Volo's Guide to Monsters, p. 220
-
-
- Indomitable (3/Day)
- The warlord can reroll a saving throw it fails. It must use the new roll.
-
-
- Survivor
- The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
-
-
- Multiattack
- The warlord makes two weapon attacks.
-
-
- Greatsword
- Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
- Greatsword|9|2d6+5
-
-
- Shortbow
- Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage.
- Shortbow|7|1d6+3
-
-
- Legendary Actions (3/Turn)
- The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
-
-
- Weapon Attack
- The warlord makes a weapon attack.
-
-
- Command Ally
- The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
-
-
- Frighten Foe (Costs 2 Actions)
- The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
-
- urban
-
-
- Wastrilith
- L
- fiend (demon)
- chaotic evil
- 18 (natural armor)
- 157 (15d10+75)
- 30 ft., swim 80 ft.
- 191821191214
- Str +9, Con +10
-
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- poison
- poisoned
- darkvision 120 ft.
- 11
- Abyssal, telepathy 120 ft.
- 13
-
- Source
- Mordenkainen's Tome of Foes, p. 139
-
-
- Amphibious
- The wastrilith can breathe air and water.
-
-
- Corrupt Water
- At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
- A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
- If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Magic Resistance
- The wastrilith has advantage on saving throws against spells and other magical effects.
-
-
- Undertow
- As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.
-
-
- Multiattack
- The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
- Bite|9|4d12+4
-
-
- Claws
- Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
- Claws|9|4d6+4
-
-
- Grasping Spout
- The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.
-
-
-
-
-
- Water Elemental Myrmidon
- M
- elemental
- neutral
- 18 (plate)
- 127 (17d8+51)
- 40 ft., swim 40 ft.
- 18141581010
-
-
- acid; bludgeoning, piercing, and slashing from nonmagical weapons
-
- poison
- paralyzed, petrified, poisoned, prone
- darkvision 60 ft.
- 10
- Aquan, one language of its creator's choice
- 7
-
- Source
- Princes of the Apocalypse p. 213
- Mordenkainen's Tome of Foes, p. 203
-
-
- Magic Weapons
- The myrmidon's weapon attacks are magical.
-
-
- Multiattack
- The myrmidon makes three trident attacks.
-
-
- Trident
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Trident|7|1d6+4
-
-
- Freezing Strikes (Recharge 6)
- The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target's speed is reduced by 10 feet until the end of the myrmidon's next turn.
- Freezing Strikes|7|1d6+4+1d10
-
-
-
-
-
- Werebat
- S
- humanoid (goblin, shapechanger)
- neutral evil
- 13
- 24 (7d6)
- 30 ft. (climb 30 ft., fly 60 ft., in bat or hybrid form)
- 8171010128
-
- Perception +3, Stealth +5
-
-
- bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered weapons
-
- darkvision 60 ft.
- 13
- Goblin (can't speak in bat form)
- 2
-
- Source
- Waterdeep - Dungeon of the Mad Mage p. 317
-
-
- Shapechanger
- The werebat can use its action to polymorph into a Medium bat-humanoid hybrid or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than size, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.
-
-
- Echolocation (Bat or Hybrid Form Only)
- The werebat has blindsight out to a range of 60 feet as long as it’s not deafened.
-
-
- Keen Hearing
- The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
-
-
- Nimble Escape (Humanoid Form Only)
- The werebat can take the Disengage or Hide action as a bonus action on each of its turns.
-
-
- Sunlight Sensitivity
- While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack (Humanoid or Hybrid Form Only)
- In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack
-
-
- Bite (Bat or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy
- Bite|5|1d6+3
-
-
- Scimitar (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.
- Scimitar|5|1d6+3
-
-
- Shortbow (Humanoid or Hybrid Form Only)
- Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Shortbow|5|1d6+3
-
-
-
- Underdark
-
-
- Wereraven
- M
- humanoid (human, shapechanger)
- lawful good
- 12
- 31 (7d8)
- 30 ft., fly 50 ft. in raven and hybrid forms
- 101511131514
-
- Insight +4, Perception +6
-
-
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
-
-
- 16
- Common (can't speak in raven form)
- 2
-
- Source
- Curse of Strahd p. 242
-
-
- Shapechanger
- The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.
-
-
- Mimicry
- The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
-
-
- Multiattack (Human or Hybrid Form Only)
- The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
-
-
- Beak (Raven or Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4+2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.
- Beak (Raven Form)|4|1
- Beak (Hybrid Form)|4|1d4+2
-
-
- Shortsword (Humanoid or Hybrid Form Only)
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Hand Crossbow (Humanoid or Hybrid Form Only)
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Hand Crossbow|4|1d6+2
-
-
-
-
-
- White Abishai
- M
- fiend (devil)
- lawful evil
- 15 (natural armor)
- 68 (8d8+32)
- 30 ft., fly 40 ft.
- 161118111213
- Str +6, Con +7
-
- bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- cold, fire, poison
- poisoned
- darkvision 120 ft.
- 11
- Draconic, Infernal, telepathy 120 ft.
- 6
-
- Source
- Mordenkainen's Tome of Foes, p. 163
-
-
- Devil's Sight
- Magical darkness doesn't impede the abishai's darkvision.
-
-
- Magic Resistance
- The abishai has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The abishai's weapon attacks are magical.
-
-
- Reckless
- At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
-
-
- Multiattack
- The abishai makes two attacks: one with its longsword and one with its claw.
-
-
- Longsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Longsword|6|1d8+3
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
- Claw|6|1d10+3
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
- Bite|6|1d4+3+1d6
-
-
- Vicious Reprisal
- In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
-
-
-
-
-
-
- White Guard Drake
- M
- dragon
- unaligned
- 14 (natural armor)
- 52 (7d8+21)
- 30 ft., burrow 20 ft., climb 30 ft.
- 1611164107
-
- Perception +2
- cold
-
-
-
- darkvision 60 ft.
- 12
- understands Draconic but can't speak it
- 2
-
- Source
- Volo's Guide to Monsters, p. 158
-
-
- Multiattack
- The drake attacks twice, once with its bite and once with its tail.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Tail
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
- Tail|5|1d6+3
-
-
-
- arctic, urban
-
-
- White Maw
- G
- ooze
- chaotic neutral
- 5
- 217 (14d20+70)
- 10 ft.
- 1812012103
-
-
- acid, cold, fire
-
- poison
- blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
- blindsight 60 ft. (blind beyond this radius)
- 10
- telepathy 50 ft.
- 10
-
- Source
- Tales from the Yawning Portal, p. 248
-
-
- Ooze Nature
- White Maw doesn't require sleep.
-
-
- Amorphous Form
- White Maw can occupy another creature's space and vice versa.
-
-
- Corrode Metal
- Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage.
- White Maw can eat through 2-inch-thick, nonmagical metal in 1 round.
-
-
- False Appearance
- While White Maw remains motionless, it is indistinguishable from white stone.
-
-
- Killer Response
- Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated.
-
-
- Pseudopod
- Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
- Pseudopod|8|4d8+4+2d8
-
-
-
-
-
- Wiggan Nettlebee
- S
- humanoid (halfling)
- neutral evil
- 11 (16 with barkskin)
- 36 (8d6+8)
- 30 ft.
- 81212141513
-
- Deception +3, Insight +4
-
-
-
-
-
- 12
- Common, Halfling
- 2
-
- Source
- Princes of the Apocalypse p. 211
-
-
- Brave Devotion
- Wiggan has advantage on saving throws against being charmed or frightened.
-
-
- Spellcasting
- Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
-
- • Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy
-
- • 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals
-
- • 2nd Level (3 slots): barkskin, spike growth, spiritual weapon
-
-
- Multiattack
- Wiggan makes two attacks with his wooden cane.
-
-
- Wooden Cane
- Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4 — 1) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh.
- Wooden Cane|0|1d4-1
- Shillelagh|4|1d8+2
-
- guidance, light, mending, shillelagh, thaumaturgy, animal friendship, cure wounds, healing word, inflict wounds, speak with animals, barkskin, spike growth, spiritual weapon
- 4, 3
-
-
- Windharrow
- M
- humanoid (half-elf)
- neutral evil
- 15 (studded leather)
- 55 (10d8+10)
- 30 ft.
- 101612141017
-
- Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5
-
-
-
-
- darkvision 60 ft.
- 10
- Auran, Common, Elvish
- 3
-
- Source
- Princes of the Apocalypse p. 192
-
-
- Fey Ancestry
- Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep.
-
-
- Spellcasting
- Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
-
- • Cantrips (at will): friends, prestidigitation, vicious mockery
-
- • 1st level (4 slots): disguise self, dissonant whispers, thunderwave
-
- • 2nd level (3 slots): invisibility, shatter, silence
-
- • 3rd level (3 slots): nondetection, sending, tongues
-
- • 4th level (2 slots): confusion, dimension door
-
-
- Multiattack
- Windharrow makes two melee attacks.
-
-
- Rapier
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage.
- Rapier|5|1d8+3
-
- friends, prestidigitation, vicious mockery, disguise self, dissonant whispers, thunderwave, invisibility, shatter, silence, nondetection, sending, tongues, confusion, dimension door
- 4, 3, 3, 2
-
-
- Winter Eladrin
- M
- fey (elf)
- chaotic neutral
- 19 (natural armor)
- 127 (17d8+51)
- 30 ft.
- 111016181713
-
-
- cold; bludgeoning, piercing, and slashing from nonmagical attacks
-
-
-
- darkvision 60 ft.
- 13
- Common, Elvish, Sylvan
- 10
-
- Source
- Mordenkainen's Tome of Foes, p. 197
-
-
- Fey Step (Recharge 4-6)
- As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
-
-
- Innate Spellcasting
- The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: fog cloud, gust of wind
-
- 1/day each: cone of cold, ice storm.
-
-
- Magic Resistance
- The eladrin has advantage on saving throws against spells and other magical effects.
-
-
- Sorrowful Presence
- Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.
- Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Longsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
- Longsword|4|1d8
-
-
- Longbow
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
- Longbow|4|1d8
-
-
- Frigid Rebuke
- When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
-
-
- fog cloud, gust of wind, cone of cold, ice storm
- 0
-
-
- Wood Woad
- M
- plant
- lawful neutral
- 18 (natural armor, shield)
- 75 (10d8+30)
- 30 ft., climb 30 ft.
- 18121610138
-
- Athletics +7, Perception +4, Stealth +4
- bludgeoning, piercing
- fire
-
- charmed, frightened
- darkvision 60 ft.
- 14
- Sylvan
- 5
-
- Source
- Volo's Guide to Monsters, p. 198
-
-
- Magic Club
- In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
-
-
- Plant Camouflage
- The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
-
-
- Regeneration
- The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
-
-
- Tree Stride
- Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
-
-
- Multiattack
- The wood woad makes two attacks with its club.
-
-
- Club
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
- Club|7|4d4+4
-
-
-
- forest
-
-
- Xandala
- M
- humanoid (half-elf)
- neutral evil
- 13 (natural armor)
- 71 (11d8+22)
- 30 ft.
- 101114181618
- Int +7, Wis +6
- Arcana +7, Deception +10, History +7, Insight +6, Survival +6
-
-
-
-
-
- 13
- Common, Draconic, Dwarvish, Elvish, Halfling
- 7
-
- Source
- Tomb of Annihilation, p. 236
-
-
- Spellcasting
- Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared:
-
- Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost
-
- 1st level (4 slots): chromatic orb, feather fall, shield
-
- 2nd level (4 slots): invisibility, misty step
-
- 3rd level (3 slots): fireball, fly
-
- 4th level (3 slots): ice storm, polymorph
-
- 5th level (1 slot): dominate person
-
-
- Quickened Spell (3/Day)
- When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting.
-
-
- Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands.
- Quarterstaff|3|1d6
-
- acid splash, fire bolt, light, mage hand, ray of frost, chromatic orb, feather fall, shield, invisibility, misty step, fireball, fly, ice storm, polymorph, dominate person
- 4,4,3,3,1
-
-
- Xvart
- S
- humanoid (xvart)
- chaotic evil
- 13 (leather armor)
- 7 (2d6)
- 30 ft.
- 81410877
-
- Stealth +4
-
-
-
-
- darkvision 30 ft.
- 8
- Abyssal
- 1/8
-
- Source
- Volo's Guide to Monsters, p. 200
-
-
- Low Cunning
- The xvart can take the Disengage action as a bonus action on each of its turns.
-
-
- Overbearing Pack
- The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
-
-
- Raxivort's Tongue
- The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
-
-
- Shortsword
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
- Shortsword|4|1d6+2
-
-
- Sling
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
- Sling|4|1d4+2
-
-
-
- hill, underdark
-
-
- Xvart Speaker
- S
- humanoid (xvart)
- chaotic evil
- 13 (leather armor)
- 7 (2d6)
- 30 ft.
- 814101177
-
- Stealth +4
-
-
-
-
- darkvision 30 ft.
- 8
- Abyssal plus one other language, usually Common or Goblin
- 1/8
-
- Source
- Volo's Guide to Monsters, p. 200
-
-
-
-
-
-
- Xvart Warlock of Raxivort
- S
- humanoid (xvart)
- chaotic evil
- 12 (15 with mage armor)
- 22 (5d6+5)
- 30 ft.
- 8141281112
-
- Stealth +3
-
-
-
-
- darkvision 30 ft.
- 10
- Abyssal
- 1
-
- Source
- Volo's Guide to Monsters, p. 200
-
-
- Innate Spellcasting
- The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:
-
- At will: detect magic, mage armor (self only)
-
-
- Spellcasting
- The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation
-
- 1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
-
-
- Low Cunning
- The xvart can take the Disengage action as a bonus action on each of its turns.
-
-
- Overbearing Pack
- The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
-
-
- Raxivort's Tongue
- The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
-
-
- Scimitar
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
- Scimitar|4|1d6+2
-
- detect magic, mage armor, burning hands, expeditious retreat, invisibility, scorching ray
- , 2
- hill, underdark
-
-
- Yagnoloth
- L
- fiend (yugoloth)
- neutral evil
- 17 (natural armor)
- 147 (14d10+70)
- 40 ft.
- 191421161518
- Dex +6, Int +7, Wis +6, Cha +8
- Deception +8, Insight +6, Perception +6, Persuasion +8
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
-
- acid, poison
- poisoned
- blindsight 60 ft., darkvision 60 ft.
- 16
- Abyssal, Infernal, telepathy 60 ft.
- 11
-
- Source
- Mordenkainen's Tome of Foes, p. 252
-
-
- Innate Spellcasting
- The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
-
- At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion
-
- 3/day each: lightning bolt
-
-
- Magic Resistance
- The yagnoloth has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapons
- The yagnoloth's weapon attacks are magical.
-
-
- Multiattack
- The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.
-
-
- Electrified Touch
- Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage.
- Electrified Touch|8|6d8
-
-
- Massive Arm
- Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn.
-
- Stunned:
- • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
- Massive Arm|8|3d12+4
-
-
- Life Leech
- The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
-
-
- Battlefield Cunning (Recharge 4-6)
- Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
-
-
- Teleport
- The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
-
- darkness, detect magic, dispel magic, invisibility, suggestion, lightning bolt
-
-
-
- Yakfolk Priest
- L
- monstrosity
- neutral evil
- 12 (hide armor)
- 52 (7d10+14)
- 30 ft.
- 161115141814
-
- Deception +4, Medicine +6, Survival +6
-
-
-
-
-
- 14
- Common, Yikaria
- 4
-
- Source
- Storm King's Thunder, p. 245
-
-
- Spellcaster
- The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared:
-
- Cantrips (at will): light, mending, sacred flame, thaumaturgy
-
- 1st level (4 slots): bane, command, cure wounds, sanctuary
-
- 2nd level (3 slots): augury, hold person, spiritual weapon
-
- 3rd level (3 slots): bestow curse, protection from energy, sending
-
- 4th level (1 slot): banishment
-
-
- Possession (Recharges after a Short or Long Rest)
- The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
- The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.
-
-
- Multiattack
- The yakfolk makes two melee attacks.
-
-
- Quarterstaff
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target: Hit: 10 (2d6+3) bludgeoning damage, or 12 (2d8+3) bludgeoning damage if used with two hands.
- One Handed|5|2d6+3
- Two Handed|5|2d8+3
-
-
- Summon Earth Elemental (1/Day)
- The yakfolk summons an earth elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
-
- flight, mending, sacred flame, thaumaturgy, bane, command, cure wounds, sanctuary, augury, hold person, spiritual weapon, bestow curse, protection from energy, sending, banishment
- 4, 3, 3, 1
-
-
- Yakfolk Warrior
- L
- monstrosity
- neutral evil
- 11 (leather armor)
- 60 (8d10+16)
- 30 ft.
- 181115141514
-
- Deception +4, Survival +4
-
-
-
-
-
- 12
- Common, Yikaria
- 3
-
- Source
- Storm King's Thunder, p. 244
-
-
- Possession (Recharges after a Short or Long Rest)
- The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.
- The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear.
-
-
- Multiattack
- The yakfolk makes two attacks, either with its greatsword or its longbow.
-
-
- Greatsword
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage.
- Greatsword|6|4d6+4
-
-
- Longbow
- Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.
- Longbow|2|2d8
-
-
-
-
-
- Yan-C-Bin
- H
- elemental
- neutral evil
- 22 (natural armor)
- 283 (21d12+147)
- 50 ft., fly 150 ft.
- 182424162123
- Dex +13, Wis +11, Cha +12
-
- cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
-
- lightning, poison, thunder
- charmed, frightened, paralyzed, petrified, poisoned, prone, restrained
- blindsight 120 ft.
- 15
- Auran
- 18
-
- Source
- Princes of the Apocalypse p. 220
-
-
- Air Form
- Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
-
-
- Empowered Attacks
- Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
-
-
- Innate Spellcasting
- Yan-C-Bin's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
- • At will: gust of wind, invisibility, lightning bolt
-
- • 2/day each: chain lightning, cloudkill, haste
-
-
- Legendary Resistance (3/Day)
- If Yan-C-Bin fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Yan-C-Bin has advantage on saving throws against spells and other magical effects.
-
-
- Multiattack
- Yan-C-Bin makes two slam attacks.
-
-
- Slam
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) force damage plus 10 (3d6) lightning damage.
- Slam|14|3d8+7+3d6
-
-
- Thundercrack (Recharges after a Short or Long Rest)
- Yan-C-Bin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin's next turn.
-
- Deafened:
- • A deafened creature can't hear and automatically fails any ability check that requires hearing.
- Thundercrack||9d6
-
-
- Change Shape
- Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
-
-
- Summon Elementals (1/Day)
- Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points.
-
-
- Legendary Actions (3/Turn)
- Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Yan-C-Bin regains spent legendary actions at the start of his turn.
-
-
- Peal of Thunder
- Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage.
- Peal of Thunder||1d10
-
-
- Teleport (Costs 2 Actions)
- Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him.
-
-
- Suffocate (Costs 3 Actions)
- Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn.
-
- gust of wind, invisibility, lightning bolt, chain lightning, cloudkill, haste
-
-
-
- Yeenoghu
- H
- fiend (demon)
- chaotic evil
- 22 (natural armor)
- 348 (24d12+192)
- 50 ft.
- 291623152415
- Dex +10, Con +15, Wis +14
- Intimidation +9, Perception +14
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 24
- all, telepathy 120 ft.
- 24
-
- Source
- Out of the Abyss p. 246
- Mordenkainen's Tome of Foes, p. 155
-
-
- Innate Spellcasting
- Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
-
- At will: detect magic, spiritual weapon (8th-level spell, 4d8+2 force damage on a hit, appears as a flail)
- 3/day each: dispel magic, fear, invisibility
- 1/day: teleport
-
-
- Legendary Resistance (3/Day)
- If Yeenoghu fails a saving throw, he can choose to succeed instead.
-
-
- Magic Resistance
- Yeenoghu has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapon
- Yeenoghu's weapon attacks are magical.
-
-
- Rampage
- When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.
-
-
- Multiattack
- Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multi attack):
- 1. The attack deals an extra 13 (2d12) bludgeoning damage.
- 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.
- 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Additional Damage||2d12
-
-
- Flail
- Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12+9) bludgeoning damage.
- Flail|16|4d10+9
-
-
- Bite
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (4d10+9) piercing damage.
- Bite|16|4d10+9
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
-
- • Yeenoghu causes an iron spike — 5 feet tall and 1 inch in diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.
-
- • Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.
-
- • Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Legendary Actions (3/Turn)
- Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn.
-
-
- Charge
- Yeenoghu moves up to his speed.
-
-
- Swat Away
- Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
- Flail|16|2d12+9
-
-
- Savage
- Yeenoghu makes a bite attack against each creature within 10 feet of him.
- Bite|16|4d10+9
-
- detect magic, spiritual weapon, dispel magic, fear, invisibility, teleport
-
-
-
- Yellow Musk Creeper
- M
- plant
- unaligned
- 6
- 60 (11d8+11)
- 5 ft., climb 5 ft.
- 123121103
-
-
-
-
-
- blinded, deafened, exhaustion, prone
- blindsight 30 ft.
- 10
-
- 2
-
- Source
- Tomb of Annihilation, p. 237
-
-
- False Appearance
- While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
-
-
- Regeneration
- The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate.
-
-
- Touch
- Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
- Touch|3|3d8
-
-
- Yellow Musk (3/Day)
- The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
-
-
-
- Yellow Musk Zombie
- M
- undead
- unaligned
- 9
- 33 (6d8+6)
- 20 ft.
- 13912163
-
-
-
-
-
- charmed, exhaustion
- blindsight 30 ft.
- 8
-
- 1/4
-
- Source
- Tomb of Annihilation, p. 237
-
-
- Undead Fortitude
- If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
-
-
- Slam
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
- Slam|3|1d8+1
-
-
-
-
-
- Yestabrod
- L
- monstrosity
- chaotic evil
- 15 (natural armor)
- 75 (10d10+20)
- 30 ft.
- 121014131510
-
-
-
-
- poison
- poisoned
- darkvision 120 ft.
- 12
- Abyssal, telepathy 60 ft.
- 4
-
- Source
- Out of the Abyss p. 233
-
-
- Legendary Resistance (1/Day)
- If Yestabrod fails a saving throw, it can choose to succeed instead.
-
-
- Slam
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage.
- Slam|3|3d4+1+3d4
-
-
- Caustic Spores (1/Day)
- Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.
- Caustic Spores||1d6
-
-
- Infestation Spores (1/Day)
- Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
-
-
- Legendary Actions (2/Turn)
- Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.
-
-
- Corpse Burst
- Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.
- Corpse Burst||2d6
-
-
- Foul Absorption
- Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8+2 hit points
- Foul Absorption||1d8+2
-
-
-
-
-
- Yeth Hound
- L
- fey
- neutral evil
- 14 (natural armor)
- 51 (6d10+18)
- 40 ft., fly 40 ft. (hover)
- 1817165127
-
-
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
-
-
- charmed, exhaustion, frightened
- darkvision 60 ft.
- 11
- understands Common, Elvish, and Sylvan but can't speak
- 4
-
- Source
- Volo's Guide to Monsters, p. 201
-
-
- Keen Hearing and Smell
- The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
-
-
- Sunlight Banishment
- If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
-
-
- Telepathic Bond
- While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
- Bite|6|2d6+4
- Frightened Target|6|2d6+4+4d6
-
-
- Baleful Baying
- The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
-
- forest, grassland, hill
-
-
- Young Kruthik
- S
- monstrosity
- unaligned
- 16 (natural armor)
- 9 (2d6+2)
- 30 ft., burrow 10 ft., climb 30 ft.
- 1316134106
-
-
-
-
-
-
- darkvision 30 ft., tremorsense 60 ft.
- 10
- Kruthik
- 1/8
-
- Source
- Mordenkainen's Tome of Foes, p. 211
-
-
- Stab
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Stab|5|1d4+3
-
-
-
-
-
- Yuan-ti Anathema
- H
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 16 (natural armor)
- 189 (18d12+72)
- 40 ft., climb 30 ft., swim 30 ft.
- 231319191720
-
- Perception +7, Stealth +5
- acid, fire, lightning
-
- poison
- poisoned
- darkvision 60 ft.
- 17
- Abyssal, Common, Draconic
- 12
-
- Source
- Volo's Guide to Monsters, p. 202
-
-
- Innate Spellcasting (Anathema Form Only)
- The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only)
-
- 3/day each: darkness, entangle, fear, haste, suggestion, polymorph
-
- 1/day: divine word
-
-
- Magic Resistance
- The anathema has advantage on saving throws against spells and other magical effects.
-
-
- Ophidiophobia Aura
- Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Shapechanger
- The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
-
-
- Six Heads
- The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.
-
-
- Variant: Acid Slime
- As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Anathema Form Only)
- The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
-
-
- Claw (Anathema Form Only)
- Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage.
- Claw|10|2d6+6
-
-
- Constrict
- Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|10|3d6+6+2d6
-
-
- Flurry of Bites
- Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage.
- Flurry of Bites|10|6d6+6+4d6
-
- animal friendship, darkness, entangle, fear, haste, suggestion, polymorph, divine word
-
- desert, forest, underdark
-
-
- Yuan-ti Broodguard
- M
- humanoid (yuan-ti)
- neutral evil
- 14 (natural armor)
- 45 (7d8+14)
- 30 ft.
- 1514146114
- Str +4, Dex +4, Wis +2
- Perception +2
-
-
- poison
- poisoned
- darkvision 60 ft.
- 12
- Abyssal, Common, Draconic
- 2
-
- Source
- Volo's Guide to Monsters, p. 203
-
-
- Mental Resistance
- The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it.
-
-
- Reckless
- At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack
- The broodguard makes three attacks: one with its bite and two with its claws.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Bite|4|1d8+2
-
-
- Claws
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
- Claws|4|1d6+2
-
-
-
- desert, forest, underdark
-
-
- Yuan-ti Malison Type 4
- M
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 12
- 66 (12d8+12)
- 30 ft.
- 161413141216
-
- Deception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 60 ft.
- 11
- Abyssal, Common, Draconic
- 3
-
- Source
- Volo's Guide to Monsters, p. 96
-
-
- Shapechanger
- The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
-
-
- Innate Spellcasting (Yuan-ti Form Only)
- The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only)
- 3/day: suggestion
-
-
- Magic Resistance
- The yuan-ti has advantage on saving throws against spells and other magical effects.
-
-
- Malison Type
- The yuan-ti has a human form with one or more serpentine tails.
-
-
- Variant: Acid Slime
- As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Yuan-ti Form Only)
- The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
-
-
- Bite (Snake Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
- |5|1d4+3+2d6
-
-
- Scimitar (Yuan-ti Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- |5|1d6+3
-
-
- Longbow (Yuan-ti Form Only)
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.
- |4|1d8+2
-
-
- Variant: Polymorph into Snake (Recharge 6)
- The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.
-
-
- Variant: Snake Antipathy (Recharge 6)
- The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.
-
-
- Variant: Sticks to Snakes (Recharge 6)
- The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.
-
- animal friendship, suggestion
-
-
-
-
- Yuan-ti Malison Type 5
- M
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 12
- 66 (12d8+12)
- 30 ft.
- 161413141216
-
- Deception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 60 ft.
- 11
- Abyssal, Common, Draconic
- 3
-
- Source
- Volo's Guide to Monsters., p. 96
-
-
- Shapechanger
- The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
-
-
- Innate Spellcasting (Yuan-ti Form Only)
- The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only)
- 3/day: suggestion
-
-
- Magic Resistance
- The yuan-ti has advantage on saving throws against spells and other magical effects.
-
-
- Malison Type
- The yuan-ti has a human form covered in scales.
-
-
- Variant: Acid Slime
- As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Yuan-ti Form Only)
- The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
-
-
- Bite (Snake Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
- |5|1d4+3+2d6
-
-
- Scimitar (Yuan-ti Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- |5|1d6+3
-
-
- Longbow (Yuan-ti Form Only)
- Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.
- |4|1d8+2
-
-
- Variant: Polymorph into Snake (Recharge 6)
- The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.
-
-
- Variant: Snake Antipathy (Recharge 6)
- The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.
-
-
- Variant: Sticks to Snakes (Recharge 6)
- The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.
-
- animal friendship, suggestion
-
-
-
-
- Yuan-ti Mind Whisperer
- M
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 14 (natural armor)
- 71 (13d8+13)
- 30 ft.
- 161413141416
- Wis +4, Cha +5
- Deception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 120 ft. (penetrates magical darkness)
- 12
- Abyssal, Common, Draconic
- 4
-
- Source
- Volo's Guide to Monsters, p. 204
-
-
- Shapechanger
- The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
-
-
- Innate Spellcasting (Yuan-ti Form Only)
- The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only)
-
- 3/day: suggestion
-
-
- Magic Resistance
- The yuan-ti has advantage on saving throws against spells and other magical effects.
-
-
- Mind Fangs (2/Day)
- The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.
- Mind Fangs| |3d10
-
-
- Spellcasting (Yuan-ti Form Only)
- The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation
-
- 1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
-
-
- Sseth’s Blessing
- When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Yuan-ti Form Only)
- The yuan-ti makes one bite attack and one scimitar attack.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
- Bite|5|1d4+3+2d6
-
-
- Scimitar (Yuan-ti Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Scimitar|5|1d6+3
-
- animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
- , , 2
- desert, forest, underdark
-
-
- Yuan-ti Nightmare Speaker
- M
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 14 (natural armor)
- 71 (13d8+13)
- 30 ft.
- 161413141216
- Wis +3, Cha +5
- Deception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 120 ft. (penetrates magical darkness)
- 11
- Abyssal, Common, Draconic
- 4
-
- Source
- Volo's Guide to Monsters, p. 205
-
-
- Shapechanger
- The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
-
-
- Death Fangs (2/Day)
- The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.
- Death Fangs| |3d10
-
-
- Innate Spellcasting (Yuan-ti Form Only)
- The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only) 3/day: suggestion
-
-
- Magic Resistance
- The yuan-ti has advantage on saving throws against spells and other magical effects.
-
-
- Spellcasting (Yuan-ti Form Only)
- The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
-
- 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Yuan-ti Form Only)
- The yuan-ti makes one constrict attack and one scimitar attack.
-
-
- Constrict
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|5|2d6+3
-
-
- Scimitar (Yuan-ti Form Only)
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Scimitar|5|1d6+3
-
-
- Invoke Nightmare (Recharges after a Short or Long Rest)
- The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
- Nightmare| |2d10
-
- animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt
- , , 2
- desert, forest, underdark
-
-
- Yuan-ti Pit Master
- M
- monstrosity (shapechanger, yuan-ti)
- neutral evil
- 14 (natural armor)
- 88 (16d8+16)
- 30 ft.
- 161413141216
- Wis +3, Cha +5
- Deception +5, Stealth +4
-
-
- poison
- poisoned
- darkvision 120 ft. (penetrates magical darkness)
- 11
- Abyssal, Common, Draconic
- 5
-
- Source
- Volo's Guide to Monsters, p. 206
-
-
- Shapechanger
- The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies.
-
-
- Innate Spellcasting (Yuan-ti Form Only)
- The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
-
- At will: animal friendship (snakes only) 3/day: suggestion
-
-
- Magic Resistance
- The yuan-ti has advantage on saving throws against spells and other magical effects.
-
-
- Poison’s Disciple (2/Day)
- The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.
- Poison's Disciple| |3d10
-
-
- Spellcasting (Yuan-ti Farm Only)
- The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
-
- Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray
-
- 1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch
-
-
- Variant: Chameleon Skin
- The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
-
-
- Variant: Shed Skin (1/Day)
- The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
-
-
- Multiattack (Yuan-ti Form Only)
- The yuan-ti makes two bite attacks using its snake arms.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
- Bite|5|1d4+3+2d6
-
-
- Merrshaulk's Slumber (1/Day)
- The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
-
- Unconscious:
- • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
-
- • The creature drops whatever it's holding and falls prone.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch
- , , 2
- desert, forest, underdark
-
-
- Yusdrayl
- S
- humanoid (kobold)
- lawful evil
- 12 (15 with mage armor)
- 16 (3d6+6)
- 30 ft.
- 81514101016
-
- Arcana +2, Insight +2, Stealth +4
-
-
-
-
- darkvision 60 ft.
- 10
- Common, Draconic
- 1
-
- Source
- Tales from the Yawning Portal, p. 248
-
-
- Spellcasting
- Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells:
-
- Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
-
- 1st level (4 slots): burning hands, chromatic orb, mage armor
-
-
- Sunlight Sensitivity
- While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
-
- Pack Tactics
- Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated.
-
-
- Dagger
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
- Dagger|4|1d4+2
-
- mage hand, prestidigitation, ray of frost, shocking grasp, burning hands, chromatic orb, mage armor
- 4
-
-
- Zaratan
- G
- elemental
- neutral
- 21 (natural armor)
- 307 (15d20+150)
- 40 ft., swim 40 ft.
- 30103022118
- Wis +12, Cha +11
-
- cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- thunder
- poison
- exhaustion, paralyzed, petrified, poisoned, stunned
- darkvision 60 ft., tremorsense 60 ft.
- 15
-
- 22
-
- Source
- Mordenkainen's Tome of Foes, p. 201
-
-
- Earth-Shaking Movement
- As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken.
- The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
- Legendary Resistance (3/Day)
- If the zaratan fails a saving throw, it can choose to succeed instead.
-
-
- Magic Weapons
- The zaratan's weapon attacks are magical.
-
-
- Siege Monster
- The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
-
-
- Multiattack
- The zaratan makes two attacks: one with its bite and one with its stomp.
-
-
- Bite
- Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
- Bite|17|4d8+10
-
-
- Stomp
- Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d1[0-100]+[0-100]0) bludgeoning damage.
- Stomp|17|3d10+10
-
-
- Spit Rock
- Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.
- Spit Rock|17|6d8+10
-
-
- Spew Debris (Recharge 5-6)
- The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Legendary Actions (3/Turn)
- The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
-
-
- Stomp
- The zaratan makes one stomp attack.
-
-
- Move
- The zaratan moves up to its speed.
-
-
- Spit (Costs 2 Actions)
- The zaratan uses Spit Rock.
-
-
- Retract (Costs 2 Actions)
- The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
-
-
- Revitalize (Costs 2 Actions)
- The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
-
-
- Emerge (Costs 2 Actions)
- The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
-
-
-
-
-
- Zariel
- L
- fiend (devil)
- lawful evil
- 21 (natural armor)
- 580 (40d10+360)
- 50 ft., fly 150 ft.
- 272428262730
- Int +16, Wis +16, Cha +18
- Intimidation +18, Perception +16
- cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
-
- necrotic, poison
- charmed, exhaustion, frightened, poisoned
- darkvision 120 ft.
- 26
- all, telepathy 120 ft.
- 26
-
- Source
- Mordenkainen's Tome of Foes, p. 180
-
-
- Devil's Sight
- Magical darkness doesn't impede Zariel's darkvision.
-
-
- Fiery Weapons
- Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
-
-
- Innate Spellcasting
- Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
-
- At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
-
- 3/day each: blade barrier, dispel evil and good, finger of death.
-
-
- Legendary Resistance (3/Day)
- If Zariel fails a saving throw, she can choose to succeed instead.
-
-
- Magic Resistance
- Zariel has advantage on saving throws against spells and other magical effects.
-
-
- Regeneration
- Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.
-
-
- Multiattack
- Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.
-
-
- Longsword
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage.
- Longsword|16|2d8+8
-
-
- Javelin
- Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.
- Javelin|16|2d6+8+8d8
-
-
- Horrid Touch
- Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Deafened:
- • A deafened creature can't hear and automatically fails any ability check that requires hearing.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Horrid Touch|16|8d10
-
-
- Teleport
- Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
-
- • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- • Zariel casts her innate fireball spell.
-
- Frightened:
- • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
- • The creature can't willingly move closer to the source of its fear.
-
-
- Legendary Actions (3/Turn)
- Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of her turn.
-
-
- Immolating Gaze (Costs 2 Actions)
- Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
-
-
- Teleport
- Zariel uses her Teleport action.
-
- alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death
-
-
-
- Zi Liang
- M
- humanoid (Shou human)
- chaotic good
- 16
- 22 (5d8)
- 40 ft.
- 121511141611
-
- Acrobatics +4, Athletics +3, Perception +5, Stealth +4
-
-
-
-
-
- 15
- Common, Elvish, Goblin
-
-
- Source
- Storm King's Thunder, p. 251
-
-
- Unarmored Defense
- While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier.
-
-
- Roleplaying Information
- Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.
-
- Ideal: "If we faithfully tend to our gardens and our fields, Chauntea will smile upon us."
-
- Bond: "Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it."
-
- Flaw: "I don't trust authority. I do what my heart says is right."
-
-
- Multiattack
- Zi makes two melee attacks.
-
-
- Quarterstaff
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
- One Handed|3|1d6+1
- Two Handed|3|1d8+1
-
-
- Sling
- Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Zi carries twenty sling stones.
- Sling|4|1d4+2
-
-
-
-
-
- Zindar
- M
- humanoid (half-dragon)
- lawful good
- 13 (natural armor)
- 110 (17d8+34)
- 30 ft.
- 141014161518
- Con +5, Wis +5
- Arcana +6, History +9, Insight +5, Investigation +9
- fire
-
-
-
- blindsight 10 ft.
- 12
- Common, Draconic, Dwarvish, Primordial
- 8
-
- Source
- Tomb of Annihilation, p. 239
-
-
- Spellcasting
- Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells:
-
- Cantrips (at will): fire bolt, friends, light, mage hand, mending, message
-
- 1st level (6 slots): magic missile, shield, sleep
-
- 2nd level (4 slots): detect thoughts, knock
-
- 3rd level (3 slots): clairvoyance, tongues
-
- 4th level (3 slots): dominate beast, stoneskin
-
- 5th level (3 slots): hold monster, telekinesis
-
- 6th level (1 slot): true seeing
-
- 7th level (1 slot): fire storm
-
-
- Dragon Wings
- As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action.
-
-
- Quarterstaff
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, or 6 (1d8+2) bludgeoning damage when used with two hands.
- Quarterstaff|5|1d6+2
-
-
- Breath Weapon (Recharge 5-6)
- Zindar uses one of the following options:
- Fire Breath: Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
-
- Weakening Breath: Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
- fire bolt, friends, light, mage hand, mending, message, magic missile, shield, sleep, detect thoughts, knock, clairvoyance, tongues, dominate beast, stoneskin, hold monster, telekinesis, true seeing, fire storm
- 6,4,3,3,3,1,1
-
-
- Zorbo
- S
- monstrosity
- unaligned
- 10 (see Natural Armor feature)
- 27 (6d6+6)
- 30 ft., climb 30 ft.
- 1311133127
-
- Athletics +3
-
-
-
-
-
- 11
-
- 1/2
-
- Source
- Tomb of Annihilation, p. 241
-
-
- Magic Resistance
- The zorbo has advantage on saving throws against spells and other magical effects.
-
-
- Natural Armor
- The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10.
-
-
- Destructive Claws
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative _1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
- Destructive Claws|3|2d6+1
-
-
-
-
-
- Zuggtmoy
- L
- fiend (demon)
- chaotic evil
- 18 (natural armor)
- 304 (32d10+128)
- 30 ft.
- 221518201924
- Dex +9, Con +11, Wis +11
- Perception +11
- cold, fire, lightning
-
- poison; bludgeoning, piercing, and slashing that is nonmagical
- charmed, exhaustion, frightened, poisoned
- truesight 120 ft.
- 21
- all, telepathy 120 ft.
- 23
-
- Source
- Out of the Abyss p. 248
- Mordenkainen's Tome of Foes, p. 157
-
-
- Innate Spellcasting
- Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
-
- At will: detect magic, locate animals or plants, ray of sickness
- 3/day each: dispel magic, ensnaring strike, entangle, plant growth
- 1/day: etherealness, teleport
-
-
- Legendary Resistance (3/Day)
- If Zuggtmoy fails a saving throw, she can choose to succeed instead.
-
-
- Magic Resistance
- Zuggtmoy has advantage on saving throws against spells and other magical effects.
-
-
- Magic Weapon
- Zuggtmoy's weapon attacks are magical.
-
-
- Multiattack
- Zuggtmoy makes four pseudopod attacks.
-
-
- Pseudopod
- Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 9 (2d8) poison damage.
- Pseudopod|16|2d8+6+2d8
-
-
- Infestation Spores (3/Day)
- Zuggtmoy releases spores that burst out in cloud fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).
-
-
- Mind Control Spores (Recharge 5-6)
- Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected, the creature is charmed by her and can't be reinfected by these spores.
-
- Charmed:
- • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
- • The charmer has advantage on any ability check to interact socially with the creature.
-
-
- Lair Actions
- On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
-
- • Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
-
- • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.
-
- • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.
-
-
- Legendary Actions (3/Turn)
- Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of her turn.
-
-
- Attack
- Zuggtmoy makes one pseudopod attack.
- Pseudopod|16|2d8+6+2d8
-
-
- Exert Will
- One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.
-
- detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport
-
-
-
- Mechanical Servant: Allosaurus
- L
- construct
- unaligned
- 15 (natural armor)
- 60 (6d10+18)
- 60 ft.
- 1913172125
-
- Perception +5
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 15
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 79
-
-
- Pounce
- If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
- Bite|6|2d10+4
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
- Claw|6|1d8+4
-
-
-
-
-
- Mechanical Servant: Aurochs
- L
- construct
- unaligned
- 11 (natural armor)
- 38 (4d10+16)
- 50 ft.
- 2010192125
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Volo's Guide to Monsters, p. 207
-
-
- Charge
- If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d8
-
-
- Gore
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
- Gore|7|2d8+5
-
-
-
-
-
- Mechanical Servant: Axe Beak
- L
- construct
- unaligned
- 11
- 19 (3d10+3)
- 50 ft.
- 1412122105
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 317
-
-
- Beak
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
- Beak|4|1d8+2
-
-
-
-
-
- Mechanical Servant: Brown Bear
- L
- construct
- unaligned
- 11 (natural armor)
- 34 (4d10+12)
- 40 ft., climb 30 ft.
- 1910162137
-
- Perception +3
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 319
-
-
- Keen Smell
- The bear has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Multiattack
- The bear makes two attacks: one with its bite and one with its claws.
-
-
- Bite
- Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
- Bite|5|1d8+4
-
-
- Claws
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
- Claws|5|2d6+4
-
-
-
-
-
- Mechanical Servant: Camel
- L
- construct
- unaligned
- 9
- 15 (2d10+4)
- 50 ft.
- 16814285
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 9
- understands the languages spoken by its artificer when created but can't speak
- 1/8
-
- Source
- Monster Manual, p. 320
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
- Bite|5|1d4
-
-
-
-
-
- Mechanical Servant: Cave Bear
- L
- construct
- unaligned
- 12 (natural armor)
- 42 (5d10+15)
- 40 ft., swim 30 ft.
- 2010162137
-
- Perception +3
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 334
-
-
- Keen Smell
- The bear has advantage on Wisdom (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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Bite|7|1d8+5
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
- Claws|7|2d6+5
-
-
-
-
-
- Mechanical Servant: Constrictor Snake
- L
- construct
- unaligned
- 12
- 13 (2d10+2)
- 30 ft., swim 30 ft.
- 1514121103
-
-
-
-
- poison
- charmed, poisoned
- blindsight 10 ft., darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 320
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
- Bite|4|1d6+2
-
-
- Constrict
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Constrict|4|1d8+2
-
-
-
-
-
- Mechanical Servant: Cow
- L
- construct
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 207
-
-
- Charge
- If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
-
-
-
- Mechanical Servant: Crag Cat
- L
- construct
- unaligned
- 13
- 34 (4d10+12)
- 40 ft.
- 1617164148
-
- Perception +4, Stealth +7
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 14
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Storm King's Thunder, p. 240
-
-
- Nondetection
- The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors.
-
-
- Pounce
- If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
-
-
- Spell Turning
- The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Bite|5|1d10+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
- Claw|5|1d8+3
-
-
-
-
-
- Mechanical Servant: Crocodile
- L
- construct
- unaligned
- 12 (natural armor)
- 19 (3d10+3)
- 20 ft., swim 20 ft.
- 1510132105
-
- Stealth +2
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/2
-
- Source
- Monster Manual, p. 320
-
-
- Hold Breath
- The crocodile can hold its breath for 15 minutes.
-
-
-
-
-
- Mechanical Servant: Dire Wolf
- L
- construct
- unaligned
- 14 (natural armor)
- 37 (5d10+10)
- 50 ft.
- 1715153127
-
- Perception +3, Stealth +4
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 321
-
-
- 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 an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Bite|5|2d6+3
-
-
-
-
-
- Mechanical Servant: Draft Horse
- L
- construct
- unaligned
- 10
- 19 (3d10+3)
- 40 ft.
- 1810122117
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 321
-
-
- Hooves
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.
- Hooves|6|2d4+4
-
-
-
-
-
- Mechanical Servant: Elk
- L
- construct
- unaligned
- 10
- 13 (2d10+2)
- 50 ft.
- 1610122106
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 322
-
-
- Charge
- If the elk moves at least 20 ft. 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.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d6
-
-
- 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.
-
-
-
-
-
- Mechanical Servant: Giant Bat
- L
- construct
- unaligned
- 13
- 22 (4d10)
- 10 ft., fly 60 ft.
- 1516112126
-
-
-
-
- poison
- charmed, poisoned
- blindsight 60 ft., darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 323
-
-
- Echolocation
- The bat can't use its blindsight while deafened.
-
-
- Keen Hearing
- The bat has advantage on Wisdom (Perception) checks that rely on hearing.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
- Bite|4|1d6+2
-
-
-
-
-
- Mechanical Servant: Giant Boar
- L
- construct
- unaligned
- 12 (natural armor)
- 42 (5d10+5)
- 40 ft.
- 171016275
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 8
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 323
-
-
- Charge
- If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d6
-
-
- Relentless (Recharges after a Short or Long Rest)
- If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
-
-
- Tusk
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
- Tusk|5|2d6+3
-
-
-
-
-
- Mechanical Servant: Giant Eagle
- L
- construct
- neutral good
- 13
- 26 (4d10+4)
- 10 ft., fly 80 ft.
- 16171381410
-
- Perception +4
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 14
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 324
-
-
- Keen Sight
- The eagle has advantage on Wisdom (Perception) checks that rely on sight.
-
-
- Multiattack
- The eagle makes two attacks: one with its beak and one with its talons.
-
-
- Beak
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
- Beak|5|1d6+3
-
-
- Talons
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
- Talons|5|2d6+3
-
-
-
-
-
- Mechanical Servant: Giant Fly
- L
- construct
- unaligned
- 11
- 19 (3d10+3)
- 30 ft., fly 60 ft.
- 1413132103
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 0
-
- Source
- Dungeon Master's Guide, p. 169
-
-
-
-
-
- Mechanical Servant: Giant Goat
- L
- construct
- unaligned
- 11 (natural armor)
- 19 (3d10+3)
- 40 ft.
- 1711123126
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 1/2
-
- Source
- Monster Manual, p. 326
-
-
- Charge
- If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d4
-
-
- Sure-Footed
- The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
-
-
- Ram
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
- Ram|5|2d4+3
-
-
-
-
-
- Mechanical Servant: Giant Hyena
- L
- construct
- unaligned
- 12
- 45 (6d10+12)
- 50 ft.
- 1614142127
-
- Perception +3
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 326
-
-
- Rampage
- When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.
- Bite|5|1d6+3
-
-
-
-
-
- Mechanical Servant: Giant Lizard
- L
- construct
- unaligned
- 12 (natural armor)
- 19 (3d10+3)
- 30 ft., climb 30 ft.
- 1512132105
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 326
-
-
- Variant: Hold Breath
- The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
-
-
- Variant: Spider Climb
- The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
- Bite|4|1d8+2
-
-
-
-
-
- Mechanical Servant: Giant Octopus
- L
- construct
- unaligned
- 11
- 52 (8d10+8)
- 10 ft., swim 60 ft.
- 1713134104
-
- Perception +4, Stealth +5
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 14
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 326
-
-
- Hold Breath
- While out of water, the octopus can hold its breath for 1 hour.
-
-
- Underwater Camouflage
- The octopus has advantage on Dexterity (Stealth) checks made while underwater.
-
-
- Water Breathing
- The octopus can breathe only underwater.
-
-
- 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.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Tentacles|5|2d6+3
-
-
- Ink Cloud (Recharges after a Short or Long Rest)
- A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
-
-
-
-
-
- Mechanical Servant: Giant Owl
- L
- construct
- neutral
- 12
- 19 (3d10+3)
- 5 ft., fly 60 ft.
- 13151281310
-
- Perception +5, Stealth +4
-
-
- poison
- charmed, poisoned
- darkvision 120 ft.
- 15
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 327
-
-
- Flyby
- The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
-
-
- Keen Hearing and Sight
- The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
-
-
- Talons
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.
- Talons|3|2d6+1
-
-
-
-
-
- Mechanical Servant: Giant Sea Horse
- L
- construct
- unaligned
- 13 (natural armor)
- 16 (3d10)
- 0 ft., swim 40 ft.
- 1215112125
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 1/2
-
- Source
- Monster Manual, p. 328
-
-
- Charge
- If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
- Charge||2d6
-
-
- Water Breathing
- The sea horse can breathe only underwater.
-
-
- Ram
- Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
- |3|1d6+1
-
-
-
-
-
- Mechanical Servant: Giant Spider
- L
- construct
- unaligned
- 14 (natural armor)
- 26 (4d10+4)
- 30 ft., climb 30 ft.
- 1416122114
-
- Stealth +7
-
-
- poison
- charmed, poisoned
- blindsight 10 ft., darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 328
-
-
- 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.
-
- Paralyzed:
- • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
-
- • The creature automatically fails Strength and Dexterity saving throws.
-
- • Attack rolls against the creature have advantage.
-
- • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
- Bite|5|1d8+3
-
-
- 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).
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Web|5|0
-
-
-
-
-
- Mechanical Servant: Giant Toad
- L
- construct
- unaligned
- 11
- 39 (6d10+6)
- 20 ft., swim 40 ft.
- 1513132103
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 329
-
-
- Amphibious
- The toad can breathe air and water
-
-
- Standing Leap
- The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
-
-
- Bite
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
- Bite|4|1d10+2
-
-
- Swallow
- The toad makes one bite attack against a Medium 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
- If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
-
- Blinded:
- • A blinded creature can't see and automatically fails any ability check that requires sight.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
- Restrained:
- • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
- • The creature has disadvantage on Dexterity saving throws.
-
-
-
-
-
- Mechanical Servant: Giant Vulture
- L
- construct
- neutral evil
- 10
- 22 (3d10+6)
- 10 ft., fly 60 ft.
- 1510156127
-
- Perception +3
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 329
-
-
- 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 ft. 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) piercing damage.
- Beak|4|2d4+2
-
-
- Talons
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
- Talons|4|2d6+2
-
-
-
-
-
- Mechanical Servant: Hadrosaurus
- L
- construct
- unaligned
- 11 (natural armor)
- 19 (3d10+3)
- 40 ft.
- 1510132105
-
- Perception +2
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 12
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 140
-
-
- Tail
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
- Tail|4|1d10+2
-
-
-
-
-
- Mechanical Servant: Hunter Shark
- L
- construct
- unaligned
- 12 (natural armor)
- 45 (6d10+12)
- swim 40 ft.
- 1813151104
-
- Perception +2
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 12
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 330
-
-
- Blood Frenzy
- The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
-
-
- Water Breathing
- The shark can breathe only underwater.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
- Bite|6|2d8+4
-
-
-
-
-
- Mechanical Servant: Lion
- L
- construct
- unaligned
- 12
- 26 (4d10+4)
- 50 ft.
- 1715133128
-
- Perception +3, Stealth +6
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 331
-
-
- Keen Smell
- The lion has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pack Tactics
- The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
-
-
- Pounce
- If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Running Leap
- With a 10-foot running start, the lion can long jump up to 25 ft..
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
- Bite|5|1d8+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
- Claw|5|1d6+3
-
-
-
-
-
- Mechanical Servant: Ox
- L
- construct
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Beast of Burden
- The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
-
-
- Mechanical Servant: Plesiosaurus
- L
- construct
- unaligned
- 13 (natural armor)
- 68 (8d10+24)
- 20 ft., swim 40 ft.
- 1815162125
-
- Perception +3, Stealth +4
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 80
-
-
- Hold Breath
- The plesiosaurus can hold its breath for 1 hour.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.
- Bite|6|3d6+4
-
-
-
-
-
- Mechanical Servant: Polar Bear
- L
- construct
- unaligned
- 12 (natural armor)
- 42 (5d10+15)
- 40 ft., swim 30 ft.
- 2010162137
-
- Perception +3
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 334
-
-
- Keen Smell
- The bear has advantage on Wisdom (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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
- Bite|7|1d8+5
-
-
- Claws
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
- Claws|7|2d6+5
-
-
-
-
-
- Mechanical Servant: Rhinoceros
- L
- construct
- unaligned
- 11 (natural armor)
- 45 (6d10+12)
- 40 ft.
- 218152126
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 336
-
-
- Charge
- If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
-
-
- Gore
- Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
- Gore|7|2d8+5
-
-
-
-
-
- Mechanical Servant: Riding Horse
- L
- construct
- unaligned
- 10
- 13 (2d10+2)
- 60 ft.
- 1610122117
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Monster Manual, p. 336
-
-
- Hooves
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
- Hooves|5|2d4+3
-
-
-
-
-
- Mechanical Servant: Rothé
- L
- construct
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
-
-
- Mechanical Servant: Saber-Toothed Tiger
- L
- construct
- unaligned
- 12
- 52 (7d10+14)
- 40 ft.
- 1814153128
-
- Perception +3, Stealth +6
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 2
-
- Source
- Monster Manual, p. 336
-
-
- Keen Smell
- The tiger has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pounce
- If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw 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 tiger can make one bite attack against it as a bonus action.
-
-
- Bite
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.
- Bite|6|1d10+5
-
-
- Claw
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
- Claw|6|2d6+5
-
-
-
-
-
- Mechanical Servant: Steeder Female
- L
- construct
- unaligned
- 14 (natural armor)
- 30 (4d10+8)
- 30 ft., climb 30 ft.
- 1516142103
-
- Stealth +7
-
-
- poison
- charmed, poisoned
- darkvision 120 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Out of the Abyss, p. 231
-
-
- 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 its 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: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
- Bite|5|1d8+3
- Acid| |2d8
-
-
- 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 to the steeder's leg and grappled until it escapes (escape DC 12)
-
- Grappled:
- • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
- • The condition ends if the grappler is incapacitated.
-
- • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
- Sticky Leg|5|
-
-
-
-
-
- Mechanical Servant: Stench Kow
- L
- construct
- unaligned
- 10
- 15 (2d10+4)
- 30 ft.
- 1810142104
-
-
- cold, fire
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 10
- understands the languages spoken by its artificer when created but can't speak
- 1/4
-
- Source
- Volo's Guide to Monsters, p. 208
-
-
- Charge
- If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
- Charge||2d6
-
-
- Stench
- Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
-
- Poisoned:
- • A poisoned creature has disadvantage on attack rolls and ability checks.
-
-
- Gore
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
- Gore|6|1d6+4
-
-
-
-
-
- Mechanical Servant: Tiger
- L
- construct
- unaligned
- 12
- 37 (5d10+10)
- 40 ft.
- 1715143128
-
- Perception +3, Stealth +6
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 13
- understands the languages spoken by its artificer when created but can't speak
- 1
-
- Source
- Monster Manual, p. 339
-
-
- Keen Smell
- The tiger has advantage on Wisdom (Perception) checks that rely on smell.
-
-
- Pounce
- If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Bite
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
- Bite|5|1d10+3
-
-
- Claw
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
-
-
-
-
-
- Mechanical Servant: Warhorse
- L
- construct
- unaligned
- 11
- 19 (3d10+3)
- 60 ft.
- 1812132127
-
-
-
-
- poison
- charmed, poisoned
- darkvision 60 ft.
- 11
- understands the languages spoken by its artificer when created but can't speak
- 1/2
-
- Source
- Monster Manual, p. 340
-
-
- Trampling Charge
- If the horse moves at least 20 ft. 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.
-
- Prone:
- • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
- • The creature has disadvantage on attack rolls.
-
- • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
-
-
- Hooves
- Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
- |6|2d6+4
-
-
-
-
-
diff --git a/FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml b/FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml
new file mode 100644
index 0000000..ae31ba3
--- /dev/null
+++ b/FightClub5eXML/Sources/SwordCoastAdventurersGuide.xml
@@ -0,0 +1,2558 @@
+
+
+
+
+ Spiked Armor
+ MA
+ 45
+ Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
+
+ 75
+ Source: Sword Coast Adventurer's Guide, p. 121
+ 14
+
+ YES
+
+
+
+
+ Halfling, Ghostwise
+ S
+ 25
+ Dex 2, Wis 1
+
+
+
+ Lucky
+ When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
+
+ Source: Player's Handbook, p. 28
+
+
+ Brave
+ You have advantage on saving throws against being frightened.
+
+ Source: Player's Handbook, p. 28
+
+
+ Halfling Nimbleness
+ You can move through the space of any creature that is of a size larger than yours.
+
+ Source: Player's Handbook, p. 28
+
+
+ Languages
+ You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
+
+ Source: Player's Handbook, p. 28
+
+
+ Silent Speech
+ You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
+
+ Source: Sword Coast Adventurer's Guide, p. 110
+
+
+
+ Half-Elf, High Elf Ancestry
+ M
+ 30
+ Cha 2
+
+
+
+ Ability Score Increase
+ Two different ability scores of your choice increase by 1.
+
+ Source: Player's Handbook, p. 39
+
+
+ Darkvision
+ Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 39
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 39
+
+
+ Skill Versatility
+ You gain proficiency in two skills of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and one extra language of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Variant: Elf Weapon Training
+ You have proficiency with the longsword, shortsword, shortbow, and longbow.
+ A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+ Variant: Cantrip
+ You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
+ A half-elf of high elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+
+ Half-Elf, Wood Elf Ancestry
+ M
+ 30
+ Cha 2
+
+
+
+ Ability Score Increase
+ Two different ability scores of your choice increase by 1.
+
+ Source: Player's Handbook, p. 39
+
+
+ Darkvision
+ Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 39
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 39
+
+
+ Skill Versatility
+ You gain proficiency in two skills of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and one extra language of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Variant: Elf Weapon Training
+ You have proficiency with the longsword, shortsword, shortbow, and longbow.
+ A half-elf of high elf or wood elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+ Variant: Fleet of Foot
+ Your base walking speed increases to 35 feet.
+ A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+ Variant: Mask of the Wild
+ You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
+ A half-elf of wood elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+
+ Half-Elf, Dark Elf Ancestry
+ M
+ 30
+ Cha 2
+
+
+
+ Ability Score Increase
+ Two different ability scores of your choice increase by 1.
+
+ Source: Player's Handbook, p. 39
+
+
+ Darkvision
+ Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 39
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 39
+
+
+ Skill Versatility
+ You gain proficiency in two skills of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and one extra language of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Variant: Drow Magic
+ You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You must finish a long rest before casting these spells again using this trait. Charisma is your spellcasting ability for these spells.
+ A half-elf of dark elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+
+ Half-Elf, Aquatic Elf Ancestry
+ M
+ 30
+ Cha 2
+
+
+
+ Ability Score Increase
+ Two different ability scores of your choice increase by 1.
+
+ Source: Player's Handbook, p. 39
+
+
+ Darkvision
+ Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 39
+
+
+ Fey Ancestry
+ You have advantage on saving throws against being charmed, and magic can't put you to sleep.
+
+ Source: Player's Handbook, p. 39
+
+
+ Skill Versatility
+ You gain proficiency in two skills of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and one extra language of your choice.
+
+ Source: Player's Handbook, p. 39
+
+
+ Variant: Aquatic
+ You have a swimming speed of 30 feet.
+ A half-elf of aquatic elf ancestry can select this feature in place of Skill Versatility.
+
+ Source: Sword Coast Adventurer's Guide, p. 116
+
+
+
+ Tiefling (Variant)
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+ Variant: Appearance
+ Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Devil's Tongue
+ You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Hellfire
+ Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Winged
+ You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+
+ Tiefling, Feral
+ M
+ 30
+ Int 1, Dex 2
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+ Variant: Appearance
+ Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Devil's Tongue
+ You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Hellfire
+ Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Winged
+ You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+
+ Tiefling of Asmodeus
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Player's Handbook, p. 43
+
+
+ Hellish Resistance
+ You have resistance to fire damage.
+
+ Source: Player's Handbook, p. 43
+
+
+ Infernal Legacy
+ You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Player's Handbook, p. 43
+
+
+ Languages
+ You can speak, read, and write Common and Infernal.
+
+ Source: Player's Handbook, p. 43
+
+
+ Variant: Appearance
+ Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eye; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Devil's Tongue
+ You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Hellfire
+ Once you reach 3rd level, you can cast the burning hands spell once as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+ Variant: Winged
+ You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This replaces the Infernal Legacy trait.
+
+ Source: Sword Coast Adventurer's Guide, p. 118
+
+
+
+
+
+ Barbarian
+
+
+
+ Primal Path: Path of the Battlerager
+ Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Restriction: Dwarves Only (Path of the Battlerager)
+ Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
+ Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Battlerager Armor (Path of the Battlerager)
+ When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
+ When you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.
+ Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior)
+ Yours is a path that seeks attunement with the natural world, giving you a kinship with plants. At 3rd level when you adopt this path, you gain the ability to cast the speak with plants spell, but only as a ritual, as described in chapter 10.
+
+ Source: Sword Coast Adventurer's Guide p. 120
+
+
+
+
+
+ Totem Spirit: Elk
+ While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
+
+ Source: Sword Coast Adventurer's Guide, p. 141
+
+
+
+
+
+ Totem Spirit: Tiger
+ While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
+
+ Source: Sword Coast Adventurer's Guide, p. 122
+
+
+
+
+
+ Reckless Abandon (Path of the Battlerager)
+ Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left at the end of your rage.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Aspect of the Beast: Elk
+ Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.
+
+ Source: Sword Coast Adventurer's Guide, p. 122
+
+
+
+
+
+ Aspect of the Beast: Tiger
+ You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
+
+ Source: Sword Coast Adventurer's Guide, p. 122
+
+
+
+
+
+ Battlerager Charge (Path of the Battlerager)
+ Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+
+ Spiked Retribution (Path of the Battlerager)
+ Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Totemic Attunement: Elk
+ While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + you proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
+
+ Source: Sword Coast Adventurer's Guide, p. 122
+
+
+
+
+
+ Totemic Attunement: Tiger
+ While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
+
+ Source: Sword Coast Adventurer's Guide, p. 122
+
+
+
+
+ Cleric
+
+
+
+ Divine Domain: Arcana Domain
+ Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
+ The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
+
+ Arcana Domain Spells:
+ At each indicated cleric level, add the listed spells to your spells prepared
+
+ 1st — detect magic, magic missile
+ 3rd — magic weapon, Nystul’s magic aura
+ 5th — dispel magic, magic circle
+ 7th — arcane eye, Leomund’s secret chest
+ 9th — planar binding, teleportation circle
+
+ Source: Sword Coast Adventurer's Guide, p. 125
+
+
+
+
+ Arcane Initiate (Arcana Domain)
+ When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
+
+ Source: Sword Coast Adventurer's Guide, p. 125
+ Arcana
+
+
+
+
+ Channel Divinity: Arcane Abjuration (Arcana Domain)
+ Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
+ As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
+ After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold:
+
+ Cleric level — Banishes Creature of CR:
+ 5th — 1/2 or lower
+ 8th — 1 or lower
+ 11th — 2 or lower
+ 14th — 3 or lower
+ 17th — 4 or lower
+
+ Source: Sword Coast Adventurer's Guide, p. 125
+
+
+
+
+ Spell Breaker (Arcana Domain)
+ Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
+
+ Source: Sword Coast Adventurer's Guide, p. 126
+
+
+
+
+ Potent Spellcasting (Arcana Domain)
+ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
+
+ Source: Sword Coast Adventurer's Guide, p. 126
+
+
+
+
+ Arcane Mastery (Arcana Domain)
+ At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
+
+ Source: Sword Coast Adventurer's Guide, p. 126
+
+
+
+
+ Fighter
+
+
+
+ Martial Archetype: Purple Dragon Knight
+ Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.
+ A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
+ A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+
+
+
+
+ Restriction: Knighthood (Purple Dragon Knight)
+ Purple Dragon Knights are tied to a specific order of Cormyrean knighthood.
+ Banneret serves as the generic name for this archetype if you use it in other campaign settings or to model warlords other than the Purple Dragon Knights.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+
+
+
+
+ Rallying Cry (Purple Dragon Knight)
+ When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
+ When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+
+
+
+
+ Royal Envoy (Purple Dragon Knight)
+ A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.
+ At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
+ Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+ Persuasion
+ Persuasion+%0
+
+
+
+
+ Inspiring Surge (Purple Dragon Knight)
+ Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
+ Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+
+
+
+
+ Bulwark (Purple Dragon Knight)
+ Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
+
+ Source: Sword Coast Adventurer's Guide, p. 128
+
+
+
+
+ Monk
+
+
+
+ Monastic Tradition: Way of the Long Death
+ Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
+
+ Source: Sword Coast Adventurer's Guide, p. 130
+
+
+
+
+ Touch of Death (Way of the Long Death)
+ Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier+your monk level (minimum of 1 temporary hit point).
+
+ Source: Sword Coast Adventurer's Guide, p. 130
+
+
+
+
+ Hour of Reaping (Way of the Long Death)
+ At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Source: Sword Coast Adventurer's Guide, p. 130
+
+
+
+
+ Mastery of Death (Way of the Long Death)
+ Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.
+
+ Source: Sword Coast Adventurer's Guide, p. 131
+
+
+
+
+ Touch of the Long Death (Way of the Long Death)
+ Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.
+
+ Source: Sword Coast Adventurer's Guide, p. 131
+
+
+
+
+ Paladin
+
+
+
+ Sacred Oath: Oath of the Crown
+ The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or sovereign, and undergo their oath as part of their admission to the order’s ranks.
+
+ Tenets of the Crown:
+ The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
+
+ Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
+
+ Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
+
+ Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
+
+ Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
+
+ Oath Spells:
+ You gain oath spells at the paladin levels listed.
+
+ 3rd — command, compelled duel
+ 5th — warding bond, zone of truth
+ 9th — aura of vitality, spirit guardians
+ 13th — banishment, guardian of faith
+ 17th — circle of power, geas
+
+ Source: Sword Coast Adventurer's Guide, p. 132
+
+
+
+
+
+ Channel Divinity: Champion Challenge (Oath of the Crown)
+ As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
+
+ Source: Sword Coast Adventurer's Guide, p. 133
+
+
+
+
+
+ Channel Divinity: Turn the Tide (Oath of the Crown)
+ As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
+
+ Source: Sword Coast Adventurer's Guide, p. 133
+
+
+
+
+
+ Divine Allegiance (Oath of the Crown)
+ Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
+
+ Source: Sword Coast Adventurer's Guide, p. 133
+
+
+
+
+
+ Unyielding Spirit (Oath of the Crown)
+ Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.
+
+ Source: Sword Coast Adventurer's Guide, p. 133
+
+
+
+
+
+ Exalted Champion (Oath of the Crown)
+ At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
+
+ • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
+
+ • Your allies have advantage on death saving throws while within 30 feet of you.
+
+ • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
+
+ This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
+
+ Source: Sword Coast Adventurer's Guide, p. 133
+
+
+
+
+ Warlock
+
+
+
+ Otherworldly Patron: The Undying
+ Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
+ In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.
+
+ Expanded Spell List:
+ The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
+
+ 1st — false life, ray of sickness
+ 2nd — blindness/deafness, silence
+ 3rd — feign death, speak with dead
+ 4th — aura of life, death ward
+ 5th — contagion, legend lore
+
+ Source: Sword Coast Adventurer's Guide, p. 139
+
+
+
+
+
+ Among the Dead (The Undying)
+ Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
+ Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
+
+ Source: Sword Coast Adventurer's Guide, p. 139
+
+
+
+
+
+ Defy Death (The Undying)
+ Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.
+ Once you use this feature, you can’t use it again until you finish a long rest.
+
+ Source: Sword Coast Adventurer's Guide, p. 140
+
+
+
+
+
+ Undying Nature (The Undying)
+ Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
+ In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
+
+ Source: Sword Coast Adventurer's Guide, p. 140
+
+
+
+
+
+ Indestructible Life (The Undying)
+ When you reach 14th level, you partake some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
+ Once you use this feature, you can’t use it again until you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide, p. 140
+
+
+
+
+ Wizard
+
+
+
+ Arcane Tradition: Bladesinging
+ Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.
+
+ Source: Sword Coast Adventurer's Guide, p. 141
+
+
+
+
+
+ Restriction: Elves Only (Bladesinging)
+ Only elves and half-elves can choose the bladesinger arcane tradition. In the world of Faerûn, elves closely guard the secrets of bladesinging.
+ Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of bladesingers in the Forgotten Realms, but it might not apply to your DM’s setting or your DM’s version of the Realms.
+
+ Source: Sword Coast Adventurer's Guide, p. 121
+
+
+
+
+
+ Training in War and Song (Bladesinging)
+ When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
+ You also gain proficiency in the Performance skill if you don’t already have it.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+ Performance
+
+
+
+
+
+ Bladesong (Bladesinging)
+ Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
+ You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).
+ While your bladesong is active, you gain the following benefits:
+
+ • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
+ • Your walking speed increases by 10 feet.
+ • You have advantage on Dexterity (Acrobatics) checks.
+ • You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
+
+ You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+
+
+
+
+
+ Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy)
+ Starting at 2nd level, you can use your Channel Arcana to abjure otherworldly creatures.
+ As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
+ A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
+ After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold:
+
+ Wizard level — Banishes Creature of CR:
+ 5th — 1/2 or lower
+ 8th — 1 or lower
+ 11th — 2 or lower
+ 14th — 3 or lower
+ 17th — 4 or lower
+
+ Source: Sword Coast Adventurer's Guide, p. 125
+
+
+
+
+
+ Extra Attack (Bladesinging)
+ Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+
+
+
+
+
+ Arcane Initiate (Arcana Domain) (Theurgy)
+ You gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list.
+
+ Source: Sword Coast Adventurer's Guide, p. 125
+ Arcana
+
+
+
+
+
+ Song of Defense (Bladesinging)
+ Beginning at 10th level, you can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell’s slot level.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+
+
+
+
+
+ Spell Breaker (Arcana Domain) (Theurgy)
+ When you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
+
+ Source: Sword Coast Adventurer's Guide, p. 126
+
+
+
+
+
+ Song of Victory (Bladesinging)
+ Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+
+
+
+
+
+ Arcane Mastery (Arcana Domain) (Theurgy)
+ Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. These spells are always prepared.
+
+ Source: Sword Coast Adventurer's Guide, p. 126
+
+
+
+
+
+
+ City Watch
+ Athletics, Insight
+
+ Description
+ You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.
+ You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding Spellguard.
+ Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skilled Hands.
+ Even if you're not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
+
+
+ Suggested Characteristics
+ Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
+
+ Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Insight
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Watcher's Eye
+ Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
+
+ Source: Sword Coast Adventurer's Guide, p. 145
+
+
+ Equipment
+ A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I'm always polite and respectful.
+
+ 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
+
+ 3. I've lost too many friends, and I'm slow to make new ones.
+
+ 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
+
+ 5. I can stare down a hell hound without flinching.
+
+ 6. I enjoy being strong and like breaking things.
+
+ 7. I have a crude sense of humor.
+
+ 8. I face problems head-on. A simple, direct solution is the best path to success.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
+
+ 2. Responsibility: I do what I must and obey just authority. (Lawful).
+
+ 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
+
+ 4. Might: In life as in war, the stronger force wins. (Evil).
+
+ 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
+
+ 6. Nation: My city, nation, or people are all that matter. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I would still lay down my life for the people I served with.
+
+ 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
+
+ 3. My honor is my life.
+
+ 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
+
+ 5. Those who fight beside me are those worth dying for.
+
+ 6. I fight for those who cannot fight for themselves.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
+
+ 2. I have little respect for anyone who is not a proven warrior.
+
+ 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
+
+ 4. My hatred of my enemies is blind and unreasoning.
+
+ 5. I obey the law, even if the law causes misery.
+
+ 6. I'd rather eat my armor than admit when I'm wrong.
+
+
+
+ Clan Crafter
+ History, Insight
+
+ Description
+ The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
+ You are most likely a dwarf, but not necessarily — particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for nondwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation
+
+
+ Suggested Characteristics
+ Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.)
+
+ Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: History, Insight
+
+ Languages: Dwarvish or one of your choice if you already speak Dwarvish
+
+ Tools: one type of artisan's tools
+
+
+ Respect of the Stout Folk
+ As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance.
+
+ Source: Sword Coast Adventurer's Guide, p. 145
+
+
+ Equipment
+ A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist.
+
+ 2. I'm a snob who looks down on those who can't appreciate fine art.
+
+ 3. I always want to know how things work and what makes people tick.
+
+ 4. I'm full of witty aphorisms and have a proverb for every occasion.
+
+ 5. I'm rude to people who lack my commitment to hard work and fair play.
+
+ 6. I like to talk at length about my profession.
+
+ 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible.
+
+ 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful).
+
+ 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good).
+
+ 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic).
+
+ 4. Greed: I'm only in it for the money. (Evil).
+
+ 5. People: I'm committed to the people I care about, not to ideals. (Neutral).
+
+ 6. Aspiration: I work hard to be the best there is at my craft.
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The workshop where I learned my trade is the most important place in the world to me.
+
+ 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
+
+ 3. I owe my guild a great debt for forging me into the person I am today.
+
+ 4. I pursue wealth to secure someone's love.
+
+ 5. One day I will return to my guild and prove that I am the greatest artisan of them all.
+
+ 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I'll do anything to get my hands on something rare or priceless.
+
+ 2. I'm quick to assume that someone is trying to cheat me.
+
+ 3. No one must ever learn that I once stole money from guild coffers.
+
+ 4. I'm never satisfied with what I have- I always want more.
+
+ 5. I would kill to acquire a noble title.
+
+ 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
+
+
+
+ Cloistered Scholar
+ History
+
+ Description
+ As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home — not to abandon it, but to quest for new lore to add to its storehouse of knowledge.
+ The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.
+
+
+ Suggested Characteristics
+ Use the tables for the sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.
+
+ Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth — perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: History, plus your choice of one from among Arcana, Nature, and Religion
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Library Access
+ Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library,, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
+ You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
+ Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.
+
+ Source: Sword Coast Adventurer's Guide, p. 146
+
+
+ Equipment
+ The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I use polysyllabic words that convey the impression of great erudition.
+
+ 2. I've read every book in the world's greatest libraries-or I like to boast that I have.
+
+ 3. I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
+
+ 4. There's nothing I like more than a good mystery.
+
+ 5. I'm willing to listen to every side of an argument before I make my own judgment.
+
+ 6. I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me.
+
+ 7. I am horribly, horribly awkward in social situations.
+
+ 8. I'm convinced that people are always trying to steal my secrets.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Knowledge: The path to power and self-improvement is through knowledge. (Neutral).
+
+ 2. Beauty: What is beautiful points us beyond itself toward what is true. (Good).
+
+ 3. Logic: Emotions must not cloud our logical thinking. (Lawful).
+
+ 4. No Limits: Nothing should fetter the infinite possibility inherent in all existence. (Chaotic).
+
+ 5. Power: Knowledge is the path to power and domination. (Evil).
+
+ 6. Self-Improvement: The goal of a life of study is the betterment of oneself. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. It is my duty to protect my students.
+
+ 2. I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
+
+ 3. I work to preserve a library, university, scriptorium, or monastery.
+
+ 4. My life's work is a series of tomes related to a specific field of lore.
+
+ 5. I've been searching my whole life for the answer to a certain question.
+
+ 6. I sold my soul for knowledge. I hope to do great deeds and win it back.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I am easily distracted by the promise of information.
+
+ 2. Most people scream and run when they see a demon. I stop and take notes on its anatomy.
+
+ 3. Unlocking an ancient mystery is worth the price of a civilization.
+
+ 4. I overlook obvious solutions in favor of complicated ones.
+
+ 5. I speak without really thinking through my words, invariably insulting others.
+
+ 6. I can't keep a secret to save my life, or anyone else's.
+
+
+
+ Courtier
+ Insight, Persuasion
+
+ Description
+ In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
+
+
+ Suggested Characteristics
+ Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a courtier.
+
+ The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organization.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Persuasion
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Court Functionary
+ Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
+
+ Source: Sword Coast Adventurer's Guide, p. 146
+
+
+ Equipment
+ A set of fine clothes and a pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I believe that anything worth doing is worth doing right. I can't help it- I'm a perfectionist.
+
+ 2. I'm a snob who looks down on those who can't appreciate fine art.
+
+ 3. I always want to know how things work and what makes people tick.
+
+ 4. I'm full of witty aphorisms and have a proverb for every occasion.
+
+ 5. I'm rude to people who lack my commitment to hard work and fair play.
+
+ 6. I like to talk at length about my profession.
+
+ 7. I don't part with my money easily and will haggle tirelessly to get the best deal possible.
+
+ 8. I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Community: It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful).
+
+ 2. Generosity: My talents were given to me so that I could use them to benefit the world. (Good).
+
+ 3. Freedom: Everyone should be free to pursue his or her own livelihood. (Chaotic).
+
+ 4. Greed: I'm only in it for the money. (Evil).
+
+ 5. People: I'm committed to the people I care about, not to ideals. (Neutral).
+
+ 6. Aspiration: I work hard to be the best there is at my craft.
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. The workshop where I learned my trade is the most important place in the world to me.
+
+ 2. I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
+
+ 3. I owe my guild a great debt for forging me into the person I am today.
+
+ 4. I pursue wealth to secure someone's love.
+
+ 5. One day I will return to my guild and prove that I am the greatest artisan of them all.
+
+ 6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I'll do anything to get my hands on something rare or priceless.
+
+ 2. I'm quick to assume that someone is trying to cheat me.
+
+ 3. No one must ever learn that I once stole money from guild coffers.
+
+ 4. I'm never satisfied with what I have- I always want more.
+
+ 5. I would kill to acquire a noble title.
+
+ 6. I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
+
+
+
+ Faction Agent
+ Insight
+
+ Description
+ Many organizations active in the North and across the face of Faerûn aren't bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction's operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don't merely fulfill a small function for that organization, but who serve as its hands, head, and heart.
+ As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction
+
+
+ Factions of the Sword Coast
+ The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
+
+ The Harpers: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harpers' ideals.
+
+ The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order's ideals, and the clergy of the order's patron gods.
+
+ The Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of nature.
+
+ The Lords' Alliance: On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals.
+
+ The Zhentarim: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren't necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
+
+
+ Suggested Characteristics
+ Use the tables for the acolyte background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words "faith" and "faction" to be interchangeable.)
+
+ Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal in nature.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Safe Haven
+ As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
+
+ Source: Sword Coast Adventurer's Guide, p. 147
+
+
+ Equipment
+ Badge or emblem of your faction, a copy of a seminal faction text (or code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I idolize a particular hero of my faith and constantly refer to that person's deeds and example.
+
+ 2. I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
+
+ 3. I see omens in every event and act around me. The gods try to speak to us, we just need to listen.
+
+ 4. Nothing can shake my optimistic attitude
+
+ 5. I quote (or misquote) sacred texts and proverbs in almost every situation.
+
+ 6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
+
+ 7. I enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me.
+
+ 8. I've spent so long in the temple that I have little practical experience dealing with people in the outside world.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Tradition: The ancient tradition of worship and sacrifice must be preserved and upheld. (Lawful)
+
+ 2. Charity: I always try to help those in need, no matter what the personal cost. (Good)
+
+ 3. Change: We must help bring about the changes the gods are consistently working in the world. (Chaotic)
+
+ 4. Power: I hope on day to rise to the top of my faith's religious hierarchy (Lawful)
+
+ 5. Faith: I trust my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
+
+ 6. Aspiration: I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I would die to recover an ancient relic of my faith that was lost long ago.
+
+ 2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
+
+ 3. I owe my life to the priest who took me in when my parents died.
+
+ 4. Everything I do is for the common people.
+
+ 5. I will do anything to protect the temple where I served.
+
+ 6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I judge others harshly, and myself even more severely.
+
+ 2. I put too much trust in those who wield power within my temple's hierarchy.
+
+ 3. My piety sometimes leads me to blindly trust those that profess faith to my god.
+
+ 4. I am inflexible in my thinking.
+
+ 5. I am suspicious of anyone not of part of my own temple and adventuring party and expect the worst of them.
+
+ 6. Once I choose a goal, I become obsessed with it to the detriment of everything else in my life.
+
+
+
+ Far Traveler
+ Insight, Perception
+
+ Description
+ Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
+ You aren't one of those folk.
+ You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
+ Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
+
+
+ Why Are You Here?
+ A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll 1d6 or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
+
+ 1. Emissary
+ 2. Exile
+ 3. Fugitive
+ 4. Pilgrim
+ 5. Sightseer
+ 6. Wanderer
+
+
+ Where Are You From?
+ The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
+
+ Evermeet: The fabled elven is lands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
+
+ Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or society.
+
+ Halruaa: Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
+
+ Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa's many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
+
+ Kara-Tur: The continent of Kara-Tur, far to the east of Faen1n, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn't your true ethnicity, because that's the blanket term they use for everyone who shares your origin.
+
+ The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission was over.
+
+ Mulhorand: From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is a lien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
+
+ Those who leave behind Mulhorand's sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of your home.
+
+ Sossal: Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.
+
+ Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important.
+
+ Zakhara: As the saying goes among those in Faerûn who know of the place, "To get to Zakhara, go south. Then go south some more." Of course, you followed an equally long route when you came north from your place of birth. Though it isn't unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.
+
+ You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
+
+ The Underdark: Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place but you might also have grown up there after being captured and brought below when you were a child.
+
+ If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren't a native, your reason for leaving "home" probably has something to do with getting away from a bad situation.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Perception
+
+ Languages: any one of your choice
+
+ Tools: any one musical instrument or gaming set of your choice, likely something native to your homeland
+
+
+ All Eyes on You
+ Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
+ You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
+
+ Source: Sword Coast Adventurer's Guide, p. 148
+
+
+ Equipment
+ One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship, and a pouch containing 5 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own.
+
+ 2. I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
+
+ 3. I have a strong code of honor or sense of propriety that others don't comprehend.
+
+ 4. I express affection or contempt in ways that are unfamiliar to others.
+
+ 5. I honor my deities through practices that are foreign to this land .
+
+ 6. I begin or end my day with small traditional rituals that are unfamiliar to those around me.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Open: I have much to learn from the kindly folk I meet along my way. (Good)
+
+ 2. Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
+
+ 3. Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic)
+
+ 4. Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
+
+ 5. Inquisitive: Everything is new, but I have a thirst to learn. (Neutral)
+
+ 6. Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any)
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. So long as I have this token from my homeland, I can face any adversity in this strange land.
+
+ 2. The gods of my people are a comfort to me so far from home.
+
+ 3. I hold no greater cause than my service to my people.
+
+ 4. My freedom is my most precious possession. I'll never let anyone take it from me again.
+
+ 5. I'm fascinated by the beauty and wonder of this new land.
+
+ 6. Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
+
+ 2. I pretend not to understand the local language in order to avoid interactions I would rather not have.
+
+ 3. I have a weakness for the new intoxicants and other pleasures of this land.
+
+ 4. I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
+
+ 5. I consider the adherents of other gods to be deluded innocents at best, or ignorant foo ls at worst.
+
+ 6. I have a weakness for the exotic beauty of the people of these lands.
+
+
+
+ Inheritor
+ Survival
+
+ Description
+ You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.
+
+
+ Inheritance
+ Choose or randomly determine your inheritance from the possibilities below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
+
+ The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
+
+ When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
+
+ 1 - A document such as a map, a letter, or a journal
+
+ 2-3 - a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
+
+ 4 - an article of clothing
+
+ 5 - a piece of jewelry
+
+ 6 - an arcane book or formulary
+
+ 7 - a written story, song, poem, or secret
+
+ 8 - a tattoo or other body marking
+
+
+ Suggested Characteristics
+ Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.
+
+ Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Survival, plus one from among Arcana, History, and Religion
+
+ Languages: any one of your choice
+
+ Tools: your choice of a gaming set or a musical instrument
+
+
+ Inheritance
+ Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
+ The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
+ When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
+
+ d8 — Object or item:
+ 1 — A document such as a map, a letter, or a journal
+ 2-3 — a trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
+ 4 — an article of clothing
+ 5 — a piece of jewelry
+ 6 — an arcane book or formulary
+ 7 — a written story, song, poem, or secret
+ 8 — a tattoo or other body marking
+
+ Source: Sword Coast Adventurer's Guide, p. 150
+
+
+ Equipment
+ Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency, and a pouch containing 15 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I judge people by their actions, not their words.
+
+ 2. If someone is in trouble, I'm always ready to lend help.
+
+ 3. When I set my mind to something, I follow through no matter what gets in my way.
+
+ 4. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
+
+ 5. I'm confident in my own abilities and do what I can to instil confidence in others.
+
+ 6. Thinking is for other people. I prefer action.
+
+ 7. I misuse long words in an attempt to sound smarter.
+
+ 8. I get bored easily. When am I going to get on with my destiny?
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Respect: People deserve to be treated with dignity and respect. (Good).
+
+ 2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful).
+
+ 3. Freedom: Tyrants must not be allowed to oppress the people. (Chaotic).
+
+ 4. Might: If I become strong, I can take what I want — what I deserve. (Evil).
+
+ 5. Sincerity: There's no good in pretending to be something I'm not. (Neutral).
+
+ 6. Destiny: Nothing and no one can steer me away from my higher calling. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I have a family, but I have no idea where they are. One day, I hope to see them again.
+
+ 2. I worked the land, I love the land, and I will protect the land.
+
+ 3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
+
+ 4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
+
+ 5. I protect those who cannot protect themselves.
+
+ 6. I wish my childhood sweetheart had come with me to pursue my destiny.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. The tyrant who rules my land will stop at nothing to see me killed.
+
+ 2. I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
+
+ 3. The people who knew me when I was young know my shameful secret, so I can never go home again.
+
+ 4. I have a weakness for the vices of the city, especially hard drink.
+
+ 5. Secretly, I believe that things would be better if I were a tyrant lording over the land.
+
+ 6. I have trouble trusting in my allies.
+
+
+
+ Investigator
+ Insight, Investigation
+
+ Description
+ Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals.
+
+
+ Suggested Characteristics
+ Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch.
+
+ Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Insight, Investigation
+
+ Languages: any two of your choice
+
+ Tools: none
+
+
+ Watcher's Eye
+ Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
+
+ Source: Sword Coast Adventurer's Guide, p. 145
+
+
+ Equipment
+ A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I'm always polite and respectful.
+
+ 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
+
+ 3. I've lost too many friends, and I'm slow to make new ones.
+
+ 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
+
+ 5. I can stare down a hell hound without flinching.
+
+ 6. I enjoy being strong and like breaking things.
+
+ 7. I have a crude sense of humor.
+
+ 8. I face problems head-on. A simple, direct solution is the best path to success.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
+
+ 2. Responsibility: I do what I must and obey just authority. (Lawful).
+
+ 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
+
+ 4. Might: In life as in war, the stronger force wins. (Evil).
+
+ 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
+
+ 6. Nation: My city, nation, or people are all that matter. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I would still lay down my life for the people I served with.
+
+ 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
+
+ 3. My honor is my life.
+
+ 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
+
+ 5. Those who fight beside me are those worth dying for.
+
+ 6. I fight for those who cannot fight for themselves.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
+
+ 2. I have little respect for anyone who is not a proven warrior.
+
+ 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
+
+ 4. My hatred of my enemies is blind and unreasoning.
+
+ 5. I obey the law, even if the law causes misery.
+
+ 6. I'd rather eat my armor than admit when I'm wrong.
+
+
+
+ Knight of the Order
+ Persuasion
+
+ Description
+ You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don't restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.
+
+
+ Knightly Orders of Faerûn
+ Many who rightfully call themselves "knight" earn that title as part of an order in service to a deity, such as Kelemvor's Eternal Order or Mystra's Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word "knight" think of a mounted warrior in armor beholden to a code. Below are a few knightly organizations.
+
+ Knights of the Unicorn: The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriarch families in Baldur's Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue's tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their weaknesses.
+
+ Knights of Myth Drannor: Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falcon hand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they've begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
+
+ Knights of the Silver Chalice: The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe's ethos is the nobility's right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.
+
+
+ Suggested Characteristics
+ Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order.
+
+ Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
+
+ Languages: any one of your choice
+
+ Tools: your choice of a gaming set or a musical instrument
+
+
+ Knightly Regard
+ Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community — whether a lone settlement or a great nation — that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.
+ This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
+
+ Source: Sword Coast Adventurer's Guide, p. 151
+
+
+ Equipment
+ One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I'm always polite and respectful.
+
+ 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
+
+ 3. I've lost too many friends, and I'm slow to make new ones.
+
+ 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
+
+ 5. I can stare down a hell hound without flinching.
+
+ 6. I enjoy being strong and like breaking things.
+
+ 7. I have a crude sense of humor.
+
+ 8. I face problems head-on. A simple, direct solution is the best path to success.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
+
+ 2. Responsibility: I do what I must and obey just authority. (Lawful).
+
+ 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
+
+ 4. Might: In life as in war, the stronger force wins. (Evil).
+
+ 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
+
+ 6. Nation: My city, nation, or people are all that matter. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I would still lay down my life for the people I served with.
+
+ 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
+
+ 3. My honor is my life.
+
+ 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
+
+ 5. Those who fight beside me are those worth dying for.
+
+ 6. I fight for those who cannot fight for themselves.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
+
+ 2. I have little respect for anyone who is not a proven warrior.
+
+ 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
+
+ 4. My hatred of my enemies is blind and unreasoning.
+
+ 5. I obey the law, even if the law causes misery.
+
+ 6. I'd rather eat my armor than admit when I'm wrong.
+
+
+
+ Mercenary Veteran
+ Athletics, Persuasion
+
+ Description
+ As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one.
+ Now you're looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.
+
+
+ Mercenaries of the North
+ Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are smallscale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
+
+ The Chill: The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few citystates in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civilization.
+
+ Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested.
+
+ The Bloodaxes: Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold Bloodaxes.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Persuasion
+
+ Languages: none
+
+ Tools: one type of gaming set, land vehicles
+
+
+ Mercenary Life
+ You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
+
+ Source: Sword Coast Adventurer's Guide, p. 152
+
+
+ Equipment
+ A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp).
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I'm always polite and respectful.
+
+ 2. I'm haunted by memories of war. I can't get the images of violence out of my mind.
+
+ 3. I've lost too many friends, and I'm slow to make new ones.
+
+ 4. I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
+
+ 5. I can stare down a hell hound without flinching.
+
+ 6. I enjoy being strong and like breaking things.
+
+ 7. I have a crude sense of humor.
+
+ 8. I face problems head-on. A simple, direct solution is the best path to success.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Greater Good: Our lot is to lay down our lives in defense of others. (Good).
+
+ 2. Responsibility: I do what I must and obey just authority. (Lawful).
+
+ 3. Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic).
+
+ 4. Might: In life as in war, the stronger force wins. (Evil).
+
+ 5. Live and Let Live: Ideals aren't worth killing over or going to war for. (Neutral).
+
+ 6. Nation: My city, nation, or people are all that matter. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I would still lay down my life for the people I served with.
+
+ 2. Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
+
+ 3. My honor is my life.
+
+ 4. I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
+
+ 5. Those who fight beside me are those worth dying for.
+
+ 6. I fight for those who cannot fight for themselves.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. The monstrous enemy we faced in battle still leaves me quivering with fear.
+
+ 2. I have little respect for anyone who is not a proven warrior.
+
+ 3. I made a terrible mistake in battle cost many lives-and I would do anything to keep that mistake secret.
+
+ 4. My hatred of my enemies is blind and unreasoning.
+
+ 5. I obey the law, even if the law causes misery.
+
+ 6. I'd rather eat my armor than admit when I'm wrong.
+
+
+
+ Urban Bounty Hunter
+
+
+ Description
+ Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.
+ You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar — any place that's large enough to have a steady supply of potential quarries.
+ As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives — but on the other hand, you can take down much more formidable targets with the help of your companions.
+
+
+ Suggested Characteristics
+ Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.
+
+ For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Choose two from among Deception, Insight, Persuasion, and Stealth
+
+ Languages: none
+
+ Tools: Choose two from among one type of gaming set, one musical instrument, and thieves’ tools
+
+
+ Ear to the Ground
+ You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
+
+ Source: Sword Coast Adventurer's Guide, p. 153
+
+
+ Equipment
+ A set of clothes appropriate to your duties and a pouch containing 20 gp
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I always have a plan for what to do when things go wrong.
+
+ 2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
+
+ 3. The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden.
+
+ 4. I would rather make a new friend than a new enemy.
+
+ 5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
+
+ 6. I don't pay attention to the risks in a situation. Never tell me the odds.
+
+ 7. The best way to get me to do something is to tell me I can't do it.
+
+ 8. I blow up at the slightest insult.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Honor: I don't steal from others in the trade. (Lawful).
+
+ 2. Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic).
+
+ 3. Charity: I steal from the wealthy so that I can help people in need. (Good).
+
+ 4. Greed: I will do whatever it takes to become wealthy. (Evil).
+
+ 5. People: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral).
+
+ 6. Redemption; There's a spark of good in everyone. (Good).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I'm trying to pay off an old debt I owe to a generous benefactor.
+
+ 2. My ill - gotten gains go to support my family.
+
+ 3. Something important was taken from me, and I aim to steal it back.
+
+ 4. I will become the greatest thief that ever lived.
+
+ 5. I'm guilty of a terrible crime. I hope I can redeem myself for it.
+
+ 6. Someone I loved died because of a mistake I made. That will never happen again.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. When I see something valuable, I can't think about anything but how to steal it.
+
+ 2. When faced with a choice between money and my friends, I usually choose the money.
+
+ 3. If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
+
+ 4. I have a "tell" that reveals when I'm lying.
+
+ 5. I turn tail and run when things look bad.
+
+ 6. An innocent person is in prison for a crime that I committed. I'm okay with that.
+
+
+
+ Uthgardt Tribe Member
+ Athletics, Survival
+
+ Description
+ Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.
+ Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.
+ You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.
+
+
+ Suggested Characteristics
+ Use the tables for the outlander background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
+
+ Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds — great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred- are sacred to you.
+
+ Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn't contradict or compromise what being an Uthgardt stands for.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: Athletics, Survival
+
+ Languages: any one of your choice
+
+ Tools: one type of musical instrument or artisan's tools
+
+
+ Uthgardt Heritage
+ You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.
+ Additionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.
+
+ Source: Sword Coast Adventurer's Guide, p. 153
+
+
+ Equipment
+ A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. I'm driven by a wanderlust that led me away from home.
+
+ 2. I watch over my friends as if they were a litter of newborn pups.
+
+ 3. I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to.
+
+ 4. I have a lesson for every situation, drawn from observing nature.
+
+ 5. I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
+
+ 6. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
+
+ 7. I feel far more comfortable around animals than people.
+
+ 8. I was, in fact, raised by wolves.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic).
+
+ 2. Greater Good: It is each person's responsibility to make the most happiness for the whole tribe. (Good).
+
+ 3. Honor: If I dishonor myself, I dishonor my whole clan. (Lawful).
+
+ 4. Might: The strongest are meant to rule. (Evil).
+
+ 5. Nature: The natural world is more important than all the constructs of civilization. (Neutral).
+
+ 6. Glory: I must earn glory in battle, for myself and my clan. (Any).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. My family, clan, or tribe is the most important thing in my life, even when they are far from me.
+
+ 2. An injury to the unspoiled wilderness of my home is an injury to me.
+
+ 3. I will bring terrible wrath down on the evildoers who destroyed my homeland.
+
+ 4. I am the last of my tribe, and it is up to me to ensure their names enter legend.
+
+ 5. I suffer awful visions of a coming disaster and will do anything to prevent it.
+
+ 6. It is my duty to provide children to sustain my tribe.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I am too enamored of ale, wine, and other intoxicants.
+
+ 2. There's no room for caution in a life lived to the fullest.
+
+ 3. I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
+
+ 4. I am slow to trust members of other races, tribes, and societies.
+
+ 5. Violence is my answer to almost any challenge.
+
+ 6. Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.
+
+
+
+ Waterdhavian Noble
+ History, Persuasion
+
+ Description
+ You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
+ Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy?
+ Work with your DM to come up with the family you are part of — there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.
+
+
+ Suggested Characteristics
+ Use the tables for the noble background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.
+
+ Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family a lone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
+
+
+ Starting Proficiencies
+ Your background grants you the following proficiencies.
+
+ Skills: History, Persuasion
+
+ Languages: any one of your choice
+
+ Tools: one type of gaming set or one musical instrument
+
+
+ Kept in Style
+ While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
+ This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income — the benefit is a line of credit, not an actual monetary reward.
+
+ Source: Sword Coast Adventurer's Guide, p. 154
+
+
+ Equipment
+ A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp.
+
+
+ Personality Trait
+ Choose or randomly determine
+
+
+ 1. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
+
+ 2. The common folk love me for my kindness and generosity.
+
+ 3. No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
+
+ 4. I take great pains to always look my best and follow the latest fashions.
+
+ 5. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
+
+ 6. Despite my noble birth, I do not place myself above other folk. We all have the same blood.
+
+ 7. My favor, once lost, is lost forever.
+
+ 8. If you do me an injury, I will crush you, ruin your name, and salt your fields.
+
+
+ Ideal
+ Choose or randomly determine
+
+
+ 1. Respect: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good).
+
+ 2. Responsibility: It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful).
+
+ 3. Independence: I must prove that I can handle myself without the coddling of my family. (Chaotic).
+
+ 4. Power: If I can attain more power, no one will tell me what to do. (Evil).
+
+ 5. Family: Blood runs thicker than water. (Any).
+
+ 6. Noble Obligation: It is my duty to protect and care for the people beneath me. (Good).
+
+
+ Bond
+ Choose or randomly determine
+
+
+ 1. I will face any challenge to win the approval of my family.
+
+ 2. My house's alliance with another noble family must be sustained at all costs.
+
+ 3. Nothing is more important than the other members of my family.
+
+ 4. I am in love with the heir of a family that my family despises.
+
+ 5. My loyalty to my sovereign is unwavering.
+
+ 6. The common folk must see me as a hero of the people.
+
+
+ Flaw
+ Choose or randomly determine
+
+
+ 1. I secretly believe that everyone is beneath me.
+
+ 2. I hide a truly scandalous secret that could ruin my family forever.
+
+ 3. I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
+
+ 4. I have an insatiable desire for carnal pleasures.
+
+ 5. In fact, the world does revolve around me.
+
+ 6. By my words and actions, I often bring shame to my family.
+
+
+
+
+
+ Booming Blade
+ 0
+ EV
+ NO
+
+ 5 feet
+ V, M (a weapon)
+ 1 round
+ Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
+ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
+ This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
+
+ Source: Sword Coast Adventurer's Guide, p. 142
+ 1d8
+
+
+ Greenflame Blade
+ 0
+ EV
+ NO
+
+ 5 feet
+ V, M (a weapon)
+ Instantaneous
+ Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
+ As part of casting this spell, you must make a melee attack with a weapon against one creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
+ This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the secondary creature increases to 1d8+your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
+
+ Source: Sword Coast Adventurer's Guide, p. 143
+ SPELL
+
+
+ Lightning Lure
+ 0
+ EV
+ NO
+
+ 15 feet
+ V
+ Instantaneous
+ Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
+ You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
+ This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
+
+ Source: Sword Coast Adventurer's Guide, p. 143
+ 1d8
+
+
+ Sword Burst
+ 0
+ C
+ NO
+
+ 5 feet
+ V
+ Instantaneous
+ Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
+ You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
+ This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
+ Source: Sword Coast Adventurer's Guide, p. 143
+ 1d6
+
+
diff --git a/FightClub5eXML/Sources/TheTortlePackage.xml b/FightClub5eXML/Sources/TheTortlePackage.xml
new file mode 100644
index 0000000..72c83b1
--- /dev/null
+++ b/FightClub5eXML/Sources/TheTortlePackage.xml
@@ -0,0 +1,248 @@
+
+
+
+
+ Tortle
+ M
+ 30
+ Str 2, Wis 1
+
+ Survival
+
+ Claws
+ Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
+
+ Source: The Tortle Package, p. 4
+
+
+ Hold Breath
+ You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.
+
+ Source: The Tortle Package, p. 4
+
+
+ Natural Armor
+ Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.
+
+ Source: The Tortle Package, p. 4
+
+
+ Shell Defense
+ You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
+
+ Source: The Tortle Package, p. 4
+
+
+ Survival Instinct
+ You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
+
+ Source: The Tortle Package, p. 4
+
+
+ Languages
+ You can speak, read, and write Aquan and Common.
+
+ Source: The Tortle Package, p. 4
+
+
+
+
+
+ Decapus
+ L
+ monstrosity
+ unaligned
+ 14 (natural armor)
+ 75 (10d10+20)
+ 15 ft., climb 30 ft.
+ 1514144107
+
+ Athletics +4, Perception +2, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 4
+
+ Source
+ The Tortle Package, p. 21
+
+
+ Multiattack
+ The decapus makes two attacks: one with its bite and one with its tentacles.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.
+ Bite|4|2d4+2
+
+
+ Tentacles
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacles|4|9d4+2
+
+
+
+
+
+ Geonid
+ S
+ elemental
+ neutral
+ 17 (natural)
+ 26 (4d6+12)
+ 30 ft.
+ 12101691411
+
+ Perception +4, Stealth +2
+
+
+
+
+ darkvision 60 ft., tremorsense 30 ft.
+ 14
+ Terran
+ 1/4
+
+ Source
+ The Tortle Package, p. 22
+
+
+ Boulder Guise
+ While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder.
+
+
+ Multiattack
+ The decapus makes two attacks: one with its bite and one with its tentacles.
+
+
+ Club
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
+ Club|3|1d4+1
+
+
+ Stone Tell
+ The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities
+
+
+
+
+
+ Marine Decapus
+ L
+ monstrosity
+ unaligned
+ 14 (natural armor)
+ 75 (10d10+20)
+ 15 ft., climb 30 ft., swim 30 ft.
+ 1514144107
+
+ Athletics +4, Perception +2, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 4
+
+ Source
+ The Tortle Package, p. 21
+
+
+ Water Breathing
+ The decapus can breathe only underwater.
+
+
+ Multiattack
+ The decapus makes two attacks: one with its bite and one with its tentacles.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature grappled by the decapus. Hit: 7 (2d4 + 2) piercing damage.
+ Bite|4|2d4+2
+
+
+ Tentacles
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 24 (9d4 + 2) bludgeoning damage, or 14 (5d4 + 2) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also grappled (escape DC 14) unless the decapus is already grappling a creature. Until this grapple ends, the target is restrained.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacles|4|9d4+2
+
+
+
+
+
+ Topi
+ S
+ undead
+ chaotic evil
+ 13 (natural)
+ 13 (3d6+3)
+ 30 ft.
+ 715126105
+
+
+ bludgeoning
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages it knew in life but can't speak
+ 1/2
+
+ Source
+ The Tortle Package, p. 22
+
+
+ Turn Resistance
+ The topi has advantage on saving throws against any effect that turns undead.
+
+
+ Undead Fortitude
+ If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead.
+
+
+ Venomous Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) poison damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned until the end of the target's next turn.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Venomous Claws|4|1d4+2+1d4
+
+
+
+
+
+
diff --git a/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml
index df20bd8..e5fff32 100644
--- a/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml
+++ b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml
@@ -2629,7 +2629,7 @@
Clockwork Beetle SwarmL
- Large swarm of Tiny constructs,tome of Beasts
+ swarm of Tiny constructs,tome of Beastsneutral14 (natural armor)52 (8d10+8)
diff --git a/FightClub5eXML/Sources/UnearthedArcana/2017-01-09_Artificer.xml b/FightClub5eXML/Sources/UnearthedArcana/2017-01-09_Artificer.xml
new file mode 100644
index 0000000..a7c5128
--- /dev/null
+++ b/FightClub5eXML/Sources/UnearthedArcana/2017-01-09_Artificer.xml
@@ -0,0 +1,1723 @@
+
+
+
+ Mechanical Servant: Allosaurus
+ L
+ construct
+ unaligned
+ 15 (natural armor)
+ 60 (6d10+18)
+ 60 ft.
+ 1913172125
+
+ Perception +5
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 15
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 79
+
+
+ Pounce
+ If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.
+ Bite|6|2d10+4
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
+ Claw|6|1d8+4
+
+
+
+
+
+ Mechanical Servant: Aurochs
+ L
+ construct
+ unaligned
+ 11 (natural armor)
+ 38 (4d10+16)
+ 50 ft.
+ 2010192125
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 207
+
+
+ Charge
+ If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d8
+
+
+ Gore
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
+ Gore|7|2d8+5
+
+
+
+
+
+ Mechanical Servant: Axe Beak
+ L
+ construct
+ unaligned
+ 11
+ 19 (3d10+3)
+ 50 ft.
+ 1412122105
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 317
+
+
+ Beak
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
+ Beak|4|1d8+2
+
+
+
+
+
+ Mechanical Servant: Brown Bear
+ L
+ construct
+ unaligned
+ 11 (natural armor)
+ 34 (4d10+12)
+ 40 ft., climb 30 ft.
+ 1910162137
+
+ Perception +3
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 319
+
+
+ Keen Smell
+ The bear has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Multiattack
+ The bear makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Bite|5|1d8+4
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
+ Claws|5|2d6+4
+
+
+
+
+
+ Mechanical Servant: Camel
+ L
+ construct
+ unaligned
+ 9
+ 15 (2d10+4)
+ 50 ft.
+ 16814285
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 9
+ understands the languages spoken by its artificer when created but can't speak
+ 1/8
+
+ Source
+ Monster Manual, p. 320
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
+ Bite|5|1d4
+
+
+
+
+
+ Mechanical Servant: Cave Bear
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 42 (5d10+15)
+ 40 ft., swim 30 ft.
+ 2010162137
+
+ Perception +3
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 334
+
+
+ Keen Smell
+ The bear has advantage on Wisdom (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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
+ Bite|7|1d8+5
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
+ Claws|7|2d6+5
+
+
+
+
+
+ Mechanical Servant: Constrictor Snake
+ L
+ construct
+ unaligned
+ 12
+ 13 (2d10+2)
+ 30 ft., swim 30 ft.
+ 1514121103
+
+
+
+
+ poison
+ charmed, poisoned
+ blindsight 10 ft., darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 320
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+ Constrict
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|4|1d8+2
+
+
+
+
+
+ Mechanical Servant: Cow
+ L
+ construct
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 207
+
+
+ Charge
+ If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+
+
+
+ Mechanical Servant: Crag Cat
+ L
+ construct
+ unaligned
+ 13
+ 34 (4d10+12)
+ 40 ft.
+ 1617164148
+
+ Perception +4, Stealth +7
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 14
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Storm King's Thunder, p. 240
+
+
+ Nondetection
+ The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors.
+
+
+ Pounce
+ If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action.
+
+
+ Spell Turning
+ The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+ Claw|5|1d8+3
+
+
+
+
+
+ Mechanical Servant: Crocodile
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 19 (3d10+3)
+ 20 ft., swim 20 ft.
+ 1510132105
+
+ Stealth +2
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/2
+
+ Source
+ Monster Manual, p. 320
+
+
+ Hold Breath
+ The crocodile can hold its breath for 15 minutes.
+
+
+
+
+
+ Mechanical Servant: Dire Wolf
+ L
+ construct
+ unaligned
+ 14 (natural armor)
+ 37 (5d10+10)
+ 50 ft.
+ 1715153127
+
+ Perception +3, Stealth +4
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 321
+
+
+ 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 an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Bite|5|2d6+3
+
+
+
+
+
+ Mechanical Servant: Draft Horse
+ L
+ construct
+ unaligned
+ 10
+ 19 (3d10+3)
+ 40 ft.
+ 1810122117
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 321
+
+
+ Hooves
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.
+ Hooves|6|2d4+4
+
+
+
+
+
+ Mechanical Servant: Elk
+ L
+ construct
+ unaligned
+ 10
+ 13 (2d10+2)
+ 50 ft.
+ 1610122106
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 322
+
+
+ Charge
+ If the elk moves at least 20 ft. 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.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d6
+
+
+ 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.
+
+
+
+
+
+ Mechanical Servant: Giant Bat
+ L
+ construct
+ unaligned
+ 13
+ 22 (4d10)
+ 10 ft., fly 60 ft.
+ 1516112126
+
+
+
+
+ poison
+ charmed, poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 323
+
+
+ Echolocation
+ The bat can't use its blindsight while deafened.
+
+
+ Keen Hearing
+ The bat has advantage on Wisdom (Perception) checks that rely on hearing.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+
+
+
+ Mechanical Servant: Giant Boar
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 42 (5d10+5)
+ 40 ft.
+ 171016275
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 8
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 323
+
+
+ Charge
+ If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d6
+
+
+ Relentless (Recharges after a Short or Long Rest)
+ If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
+
+
+ Tusk
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
+ Tusk|5|2d6+3
+
+
+
+
+
+ Mechanical Servant: Giant Eagle
+ L
+ construct
+ neutral good
+ 13
+ 26 (4d10+4)
+ 10 ft., fly 80 ft.
+ 16171381410
+
+ Perception +4
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 14
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 324
+
+
+ Keen Sight
+ The eagle has advantage on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The eagle makes two attacks: one with its beak and one with its talons.
+
+
+ Beak
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Beak|5|1d6+3
+
+
+ Talons
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.
+ Talons|5|2d6+3
+
+
+
+
+
+ Mechanical Servant: Giant Fly
+ L
+ construct
+ unaligned
+ 11
+ 19 (3d10+3)
+ 30 ft., fly 60 ft.
+ 1413132103
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 0
+
+ Source
+ Dungeon Master's Guide, p. 169
+
+
+
+
+
+ Mechanical Servant: Giant Goat
+ L
+ construct
+ unaligned
+ 11 (natural armor)
+ 19 (3d10+3)
+ 40 ft.
+ 1711123126
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 1/2
+
+ Source
+ Monster Manual, p. 326
+
+
+ Charge
+ If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d4
+
+
+ Sure-Footed
+ The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
+
+
+ Ram
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
+ Ram|5|2d4+3
+
+
+
+
+
+ Mechanical Servant: Giant Hyena
+ L
+ construct
+ unaligned
+ 12
+ 45 (6d10+12)
+ 50 ft.
+ 1614142127
+
+ Perception +3
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 326
+
+
+ Rampage
+ When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.
+ Bite|5|1d6+3
+
+
+
+
+
+ Mechanical Servant: Giant Lizard
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 19 (3d10+3)
+ 30 ft., climb 30 ft.
+ 1512132105
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 326
+
+
+ Variant: Hold Breath
+ The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
+
+
+ Variant: Spider Climb
+ The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Bite|4|1d8+2
+
+
+
+
+
+ Mechanical Servant: Giant Octopus
+ L
+ construct
+ unaligned
+ 11
+ 52 (8d10+8)
+ 10 ft., swim 60 ft.
+ 1713134104
+
+ Perception +4, Stealth +5
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 14
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 326
+
+
+ Hold Breath
+ While out of water, the octopus can hold its breath for 1 hour.
+
+
+ Underwater Camouflage
+ The octopus has advantage on Dexterity (Stealth) checks made while underwater.
+
+
+ Water Breathing
+ The octopus can breathe only underwater.
+
+
+ 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.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacles|5|2d6+3
+
+
+ Ink Cloud (Recharges after a Short or Long Rest)
+ A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
+
+
+
+
+
+ Mechanical Servant: Giant Owl
+ L
+ construct
+ neutral
+ 12
+ 19 (3d10+3)
+ 5 ft., fly 60 ft.
+ 13151281310
+
+ Perception +5, Stealth +4
+
+
+ poison
+ charmed, poisoned
+ darkvision 120 ft.
+ 15
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 327
+
+
+ Flyby
+ The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
+
+
+ Keen Hearing and Sight
+ The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
+
+
+ Talons
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage.
+ Talons|3|2d6+1
+
+
+
+
+
+ Mechanical Servant: Giant Sea Horse
+ L
+ construct
+ unaligned
+ 13 (natural armor)
+ 16 (3d10)
+ 0 ft., swim 40 ft.
+ 1215112125
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 1/2
+
+ Source
+ Monster Manual, p. 328
+
+
+ Charge
+ If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d6
+
+
+ Water Breathing
+ The sea horse can breathe only underwater.
+
+
+ Ram
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
+ |3|1d6+1
+
+
+
+
+
+ Mechanical Servant: Giant Spider
+ L
+ construct
+ unaligned
+ 14 (natural armor)
+ 26 (4d10+4)
+ 30 ft., climb 30 ft.
+ 1416122114
+
+ Stealth +7
+
+
+ poison
+ charmed, poisoned
+ blindsight 10 ft., darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 328
+
+
+ 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.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|5|1d8+3
+
+
+ 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).
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Web|5|0
+
+
+
+
+
+ Mechanical Servant: Giant Toad
+ L
+ construct
+ unaligned
+ 11
+ 39 (6d10+6)
+ 20 ft., swim 40 ft.
+ 1513132103
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 329
+
+
+ Amphibious
+ The toad can breathe air and water
+
+
+ Standing Leap
+ The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|4|1d10+2
+
+
+ Swallow
+ The toad makes one bite attack against a Medium 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 toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
+ If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+
+
+
+ Mechanical Servant: Giant Vulture
+ L
+ construct
+ neutral evil
+ 10
+ 22 (3d10+6)
+ 10 ft., fly 60 ft.
+ 1510156127
+
+ Perception +3
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 329
+
+
+ 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 ft. 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) piercing damage.
+ Beak|4|2d4+2
+
+
+ Talons
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.
+ Talons|4|2d6+2
+
+
+
+
+
+ Mechanical Servant: Hadrosaurus
+ L
+ construct
+ unaligned
+ 11 (natural armor)
+ 19 (3d10+3)
+ 40 ft.
+ 1510132105
+
+ Perception +2
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 12
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 140
+
+
+ Tail
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
+ Tail|4|1d10+2
+
+
+
+
+
+ Mechanical Servant: Hunter Shark
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 45 (6d10+12)
+ swim 40 ft.
+ 1813151104
+
+ Perception +2
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 12
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 330
+
+
+ Blood Frenzy
+ The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
+
+
+ Water Breathing
+ The shark can breathe only underwater.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
+ Bite|6|2d8+4
+
+
+
+
+
+ Mechanical Servant: Lion
+ L
+ construct
+ unaligned
+ 12
+ 26 (4d10+4)
+ 50 ft.
+ 1715133128
+
+ Perception +3, Stealth +6
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 331
+
+
+ Keen Smell
+ The lion has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pack Tactics
+ The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
+
+
+ Pounce
+ If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Running Leap
+ With a 10-foot running start, the lion can long jump up to 25 ft..
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Claw|5|1d6+3
+
+
+
+
+
+ Mechanical Servant: Ox
+ L
+ construct
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Beast of Burden
+ The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+
+
+ Mechanical Servant: Plesiosaurus
+ L
+ construct
+ unaligned
+ 13 (natural armor)
+ 68 (8d10+24)
+ 20 ft., swim 40 ft.
+ 1815162125
+
+ Perception +3, Stealth +4
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 80
+
+
+ Hold Breath
+ The plesiosaurus can hold its breath for 1 hour.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage.
+ Bite|6|3d6+4
+
+
+
+
+
+ Mechanical Servant: Polar Bear
+ L
+ construct
+ unaligned
+ 12 (natural armor)
+ 42 (5d10+15)
+ 40 ft., swim 30 ft.
+ 2010162137
+
+ Perception +3
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 334
+
+
+ Keen Smell
+ The bear has advantage on Wisdom (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: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.
+ Bite|7|1d8+5
+
+
+ Claws
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
+ Claws|7|2d6+5
+
+
+
+
+
+ Mechanical Servant: Rhinoceros
+ L
+ construct
+ unaligned
+ 11 (natural armor)
+ 45 (6d10+12)
+ 40 ft.
+ 218152126
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 336
+
+
+ Charge
+ If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
+
+
+ Gore
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.
+ Gore|7|2d8+5
+
+
+
+
+
+ Mechanical Servant: Riding Horse
+ L
+ construct
+ unaligned
+ 10
+ 13 (2d10+2)
+ 60 ft.
+ 1610122117
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Monster Manual, p. 336
+
+
+ Hooves
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.
+ Hooves|5|2d4+3
+
+
+
+
+
+ Mechanical Servant: Rothé
+ L
+ construct
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+
+
+ Mechanical Servant: Saber-Toothed Tiger
+ L
+ construct
+ unaligned
+ 12
+ 52 (7d10+14)
+ 40 ft.
+ 1814153128
+
+ Perception +3, Stealth +6
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 2
+
+ Source
+ Monster Manual, p. 336
+
+
+ Keen Smell
+ The tiger has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pounce
+ If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw 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 tiger can make one bite attack against it as a bonus action.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.
+ Bite|6|1d10+5
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
+ Claw|6|2d6+5
+
+
+
+
+
+ Mechanical Servant: Steeder Female
+ L
+ construct
+ unaligned
+ 14 (natural armor)
+ 30 (4d10+8)
+ 30 ft., climb 30 ft.
+ 1516142103
+
+ Stealth +7
+
+
+ poison
+ charmed, poisoned
+ darkvision 120 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Out of the Abyss, p. 231
+
+
+ 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 its 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: 7 (1d8+3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.
+ Bite|5|1d8+3
+ Acid| |2d8
+
+
+ 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 to the steeder's leg and grappled until it escapes (escape DC 12)
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Sticky Leg|5|
+
+
+
+
+
+ Mechanical Servant: Stench Kow
+ L
+ construct
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+ cold, fire
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 10
+ understands the languages spoken by its artificer when created but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Stench
+ Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+
+
+ Mechanical Servant: Tiger
+ L
+ construct
+ unaligned
+ 12
+ 37 (5d10+10)
+ 40 ft.
+ 1715143128
+
+ Perception +3, Stealth +6
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 13
+ understands the languages spoken by its artificer when created but can't speak
+ 1
+
+ Source
+ Monster Manual, p. 339
+
+
+ Keen Smell
+ The tiger has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pounce
+ If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage.
+ Bite|5|1d10+3
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.
+
+
+
+
+
+ Mechanical Servant: Warhorse
+ L
+ construct
+ unaligned
+ 11
+ 19 (3d10+3)
+ 60 ft.
+ 1812132127
+
+
+
+
+ poison
+ charmed, poisoned
+ darkvision 60 ft.
+ 11
+ understands the languages spoken by its artificer when created but can't speak
+ 1/2
+
+ Source
+ Monster Manual, p. 340
+
+
+ Trampling Charge
+ If the horse moves at least 20 ft. 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.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Hooves
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
+ |6|2d6+4
+
+
+
+
+
+
diff --git a/FightClub5eXML/Sources/VolosGuideToMonsters.xml b/FightClub5eXML/Sources/VolosGuideToMonsters.xml
new file mode 100644
index 0000000..59d9321
--- /dev/null
+++ b/FightClub5eXML/Sources/VolosGuideToMonsters.xml
@@ -0,0 +1,9335 @@
+
+
+
+
+ Mind Carapace Chain Mail
+ HA
+ 1
+ uncommon (requires attunement by a specific individual)
+ 55
+ Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
+
+ Source: Volo's Guide to Monsters, p. 81
+ 17
+ 13
+ 1
+
+
+ Mind Carapace Plate Armor
+ HA
+ 1
+ uncommon (requires attunement by a specific individual)
+ 65
+ Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
+
+ Source: Volo's Guide to Monsters, p. 81
+ 19
+ 15
+ 1
+
+
+ Mind Carapace Ring Mail
+ HA
+ 1
+ uncommon (requires attunement by a specific individual)
+ 40
+ Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
+
+ Source: Volo's Guide to Monsters, p. 81
+ 15
+
+ 1
+
+
+ Mind Carapace Splint Armor
+ HA
+ 1
+ uncommon (requires attunement by a specific individual)
+ 60
+ Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
+
+ Source: Volo's Guide to Monsters, p. 81
+ 18
+ 15
+ 1
+
+
+ Mind Blade Greatsword
+ M
+ 1
+ rare (requires attunement by a specific individual)
+ 6
+ Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
+
+ Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
+
+ Two-Handed: This weapon requires two hands when you attack with it.
+
+ Proficiency: martial, greatsword
+ Source: Volo's Guide to Monsters, p. 81
+ 2d6
+
+ S
+ M,H,2H
+
+ 2d6
+
+
+ Mind Blade Longsword
+ M
+ 1
+ rare (requires attunement by a specific individual)
+ 3
+ Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
+
+ Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
+
+ Proficiency: martial, longsword
+ Source: Volo's Guide to Monsters, p. 81
+ 1d8
+ 1d10
+ S
+ M,V
+
+ 2d6
+
+
+ Mind Blade Rapier
+ M
+ 1
+ rare (requires attunement by a specific individual)
+ 2
+ Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Proficiency: martial, rapier
+ Source: Volo's Guide to Monsters, p. 81
+ 1d8
+
+ P
+ M,F
+
+ 2d6
+
+
+ Mind Blade Scimitar
+ M
+ 1
+ rare (requires attunement by a specific individual)
+ 3
+ Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Proficiency: martial, scimitar
+ Source: Volo's Guide to Monsters, p. 81
+ 1d6
+
+ S
+ M,F,L
+
+ 2d6
+
+
+ Mind Blade Shortsword
+ M
+ 1
+ rare (requires attunement by a specific individual)
+ 2
+ Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+
+ Proficiency: martial, shortsword
+ Source: Volo's Guide to Monsters, p. 81
+ 1d6
+
+ P
+ M,F,L
+
+ 2d6
+
+
+ Mind Lash
+ M
+ 1
+ rare (requires attunement by a mind flayer)
+ 3
+ In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
+
+ Reach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
+
+ Proficiency: martial, whip
+ Source: Volo's Guide to Monsters, p. 81
+ 1d4
+
+ S
+ M,F,R
+
+ 2d4
+
+
+ Shield of Far Sight
+ S
+ 1
+ rare
+ 6
+ A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.
+ If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
+
+ Source: Volo's Guide to Monsters, p. 81
+ 2
+
+
+
+
+
+
+ Aasimar, Fallen
+ M
+ 30
+ Cha 2, Str 1
+ Charisma
+
+
+ Darkvision
+ Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Celestial Resistance
+ You have resistance to necrotic damage and radiant damage.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Healing Hands
+ As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Light Bearer
+ You know the light cantrip. Charisma is your spellcasting ability for it.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Languages
+ You can speak, read, and write Common and Celestial.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Necrotic Shroud
+ Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
+ Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
+ Once you use this trait, you can't use it again until you finish a long rest.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+
+ Aasimar, Protector
+ M
+ 30
+ Cha 2, Wis 1
+ Charisma
+
+
+ Darkvision
+ Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Celestial Resistance
+ You have resistance to necrotic damage and radiant damage.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Healing Hands
+ As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Light Bearer
+ You know the light cantrip. Charisma is your spellcasting ability for it.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Languages
+ You can speak, read, and write Common and Celestial.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Radiant Soul
+ Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.
+ Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
+ Once you use this trait, you can't use it again until you finish a long rest.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+
+ Aasimar, Scourge
+ M
+ 30
+ Cha 2, Con 1
+ Charisma
+
+
+ Darkvision
+ Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Celestial Resistance
+ You have resistance to necrotic damage and radiant damage.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Healing Hands
+ As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Light Bearer
+ You know the light cantrip. Charisma is your spellcasting ability for it.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Languages
+ You can speak, read, and write Common and Celestial.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+ Radiant Consumption
+ Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
+ Your transformation lasts for 1 minute or until you end it as a bonus action.. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
+ Once you use this trait, you can't use it again until you finish a long rest.
+
+ Source: Volo's Guide to Monsters, p. 105
+
+
+
+ Bugbear
+ M
+ 30
+ Str 2, Dex 1
+
+ Stealth
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Long-Limbed
+ When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Powerful Build
+ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
+
+ Source: Volo's Guide to Monsters, p. 119
+ powerful build
+
+
+ Sneaky
+ You are proficient in the Stealth skill.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Surprise Attack
+ If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Languages
+ You can speak, read, and write Common and Goblin.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+
+ Firbolg
+ M
+ 30
+ Wis 2, Str 1
+
+
+
+ Firbolg Magic
+ You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
+
+ Source: Volo's Guide to Monsters, p. 107
+
+
+ Hidden Step
+ As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 107
+
+
+ Powerful Build
+ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
+
+ Source: Volo's Guide to Monsters, p. 107
+ powerful build
+
+
+ Speech of Beast and Leaf
+ You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
+
+ Source: Volo's Guide to Monsters, p. 107
+
+
+ Languages
+ You can speak, read, and write Common, Elvish, and Giant.
+
+ Source: Volo's Guide to Monsters, p. 107
+
+
+
+ Goblin
+ S
+ 30
+ Dex 2, Con 1
+
+
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Fury of the Small
+ When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Nimble Escape
+ You can take the Disengage or Hide action as a bonus action on each of your turns.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Languages
+ You can speak, read, and write Common and Goblin.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+
+ Goliath
+ M
+ 30
+ Str 2, Con 1
+
+ Athletics
+
+ Natural Athlete
+ You have proficiency in the Athletics skill.
+
+ Source: Volo's Guide to Monsters, p. 109
+ Elemental Evil Player's Companion, p. 11
+
+
+ Stone's Endurance
+ You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 109
+ Elemental Evil Player's Companion, p. 11
+
+
+ Powerful Build
+ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
+
+ Source: Volo's Guide to Monsters, p. 109
+ Elemental Evil Player's Companion, p. 11
+ powerful build
+
+
+ Mountain Born
+ You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.
+
+ Source: Volo's Guide to Monsters, p. 109
+ Elemental Evil Player's Companion, p. 11
+
+
+ Languages
+ You can speak, read, and write Common and Giant.
+
+ Source: Volo's Guide to Monsters, p. 109
+ Elemental Evil Player's Companion, p. 11
+
+
+
+ Hobgoblin
+ M
+ 30
+ Con 2, Int 1
+
+
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Martial Training
+ You are proficient with two martial weapons of your choice and with light armor.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Saving Face
+ Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Languages
+ You can speak, read, and write Common and Goblin.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+
+ Kenku
+ M
+ 30
+ Dex 2, Wis 1
+
+
+
+ Expert Forgery
+ You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
+
+ Source: Volo's Guide to Monsters, p. 111
+
+
+ Kenku Training
+ You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
+
+ Source: Volo's Guide to Monsters, p. 111
+
+
+ Mimicry
+ You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
+
+ Source: Volo's Guide to Monsters, p. 111
+
+
+ Languages
+ You can read and write Common and Auran, but you can speak only using your Mimicry trait
+
+ Source: Volo's Guide to Monsters, p. 111
+
+
+
+ Kobold
+ S
+ 30
+ Dex 2, Str -2
+
+
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Grovel, Cower, and Beg
+ As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you uses this trait, you can’t use it again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Pack Tactics
+ You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Sunlight Sensitivity
+ You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+ Languages
+ You can speak, read, and write Common and Draconic.
+
+ Source: Volo's Guide to Monsters, p. 119
+
+
+
+ Lizardfolk
+ M
+ 30
+ Con 2, Wis 1
+
+
+
+ Swim Speed
+ You have a swimming speed of 30 feet.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Bite
+ Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Cunning Artisan
+ As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Hold Breath
+ You can hold your breath for up to 15 minutes at a time.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Hunter's Lore
+ You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Natural Armor
+ You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Hungry Jaws
+ In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+ Languages
+ You can speak, read, and write Common and Draconic.
+
+ Source: Volo's Guide to Monsters, p. 113
+
+
+
+ Orc
+ M
+ 30
+ Str 2, Con 1, Int -2
+
+ Intimidation
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Aggressive
+ As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Menacing
+ You are trained in the Intimidation skill.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Powerful Build
+ You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
+
+ Source: Volo's Guide to Monsters, p. 120
+ powerful build
+
+
+ Languages
+ You can speak, read, and write Common and Orc.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+
+ Tabaxi
+ M
+ 30
+ Dex 2, Cha 1
+
+ Perception, Stealth
+
+ Darkvision
+ You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 115
+
+
+ Feline Agility
+ Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
+
+ Source: Volo's Guide to Monsters, p. 115
+
+
+ Cat's Claws
+ Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
+
+ Source: Volo's Guide to Monsters, p. 115
+
+
+ Cat's Talents
+ You have proficiency in the Perception and Stealth skills.
+
+ Source: Volo's Guide to Monsters, p. 115
+
+
+ Languages
+ You can speak, read, and write Common and one other language of your choice.
+
+ Source: Volo's Guide to Monsters, p. 115
+
+
+
+ Triton
+ M
+ 30
+ Str 1, Cha 1, Con 1
+
+
+
+ Swim Speed
+ You have a swimming speed of 30 feet.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+ Amphibious
+ You can breathe air and water.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+ Control Air and Water
+ A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+ Emissary of the Sea
+ Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+ Guardians of the Depths
+ Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+ Languages
+ You can speak, read, and write Common and Primordial.
+
+ Source: Volo's Guide to Monsters, p. 118
+
+
+
+ Yuan-ti Pureblood
+ M
+ 30
+ Cha 2, Int 1
+ Charisma
+
+
+ Darkvision
+ You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Innate Spellcasting
+ You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Magic Resistance
+ You have advantage on saving throws against spells and other magical effects.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Poison Immunity
+ You are immune to poison damage and the poisoned condition.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+ Languages
+ You can speak, read, and write Common, Abyssal, and Draconic.
+
+ Source: Volo's Guide to Monsters, p. 120
+
+
+
+
+
+ Abjurer
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 84 (13d8+26)
+ 30 ft.
+ 91414181211
+ Int +8, Wis +5
+ Arcana +8, History +8
+
+
+
+
+
+ 11
+ any four languages
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 209
+
+
+ Spellcasting
+ The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:
+
+ Cantrips (at will): blade ward. dancing lights, mending, message, ray of frost
+
+ 1st level {4 slots): alarm*, mage armor, magic missile, shield*
+
+ 2nd level (3 slots): arcane lock*, invisibility
+
+ 3rd level (3 slots): counterspell*, dispel magic*, fireball
+
+ 4th level (3 slots): banishment*, stoneskin*
+
+ 5th level (2 slots): cone of cold, wall of force
+
+ 6th level (1 slot): flesh to stone, globe of invulnerability*
+
+ 7th level (1 slot): symbol* teleport
+
+ *Abjuration spell of 1st level or higher
+
+
+ Arcane Ward
+ The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an . abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|3|1d6-1
+ Two Handed|3|1d8-1
+
+ blade ward. dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol teleport
+ 4, 3, 3, 3, 2, 1, 1
+ urban
+
+
+ Alhoon
+ M
+ undead
+ any evil alignment
+ 15 (natural armor)
+ 120 (16d8+48)
+ 30 ft.
+ 111216191717
+ Con +7, Int +8, Wis +7, Cha +7
+ Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
+ cold, lightning, necrotic
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ truesight 120 ft.
+ 17
+ Deep Speech, Undercommon, telepathy 120 ft.
+ 10
+
+ Source
+ Volo's Guide to Monsters, p. 172
+
+
+ Magic Resistance
+ The alhoon has advantage on saving throws against spells and other magical effects.
+
+
+ Innate Spellcasting (Psionics)
+ The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
+
+ At will: detect thoughts, levitate
+
+ 1/day each: dominate monster, plane shift (self only)
+
+
+ Spellcasting
+ The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:
+
+ Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
+
+ 1st level (4 slots): detect magic, disguise self, magic missile, shield
+
+ 2nd level (3 slots): invisibility, mirror image, scorching ray
+
+ 3rd level (3 slots): counterspell, fly, lightning bolt
+
+ 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer
+
+ 5th level (2 slots): modify memory, wall of force
+
+ 6th level (1 slot): disintegrate, globe of invulnerability
+
+
+ Turn Resistance
+ The alhoon has advantage on saving throws against any effect that turns undead.
+
+
+ Chilling Grasp
+ Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
+ Chilling Grasp|8|3d6
+
+
+ Mind Blast (Recharge 5-6)
+ The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Mind Blast| |4d8+4
+
+ detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard’s black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability
+ 4, 3, 3, 3, 2, 1
+ underdark
+
+
+ Annis Hag
+ L
+ fey
+ chaotic evil
+ 17 (natural armor)
+ 75 (10d10+20)
+ 40 ft.
+ 211214131415
+ Con +5
+ Deception +5, Perception +5
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 60 ft.
+ 15
+ Common, Giant, Sylvan
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 159
+
+
+ Innate Spellcasting
+ The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
+
+ 3/day each: disguise self (including the form of a Medium humanoid), fog cloud
+
+
+ Hag Coven
+ When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
+ A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
+
+
+ Shared Spellcasting (Coven Only)
+ While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
+
+ • 1st level (4 slots): identify, ray of sickness
+
+ • 2nd level (3 slots): hold person, locate object
+
+ • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
+
+ • 4th level (3 slots): phantasmal killer, polymorph
+
+ • 5th level (2 slots): contact other plane, scrying
+
+ • 6th level (1 slot): eyebite
+
+ For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
+
+
+ Hag Eye (Coven Only)
+ A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
+ A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
+
+
+ Variant: Death Coven
+ For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): false life, inflict wounds
+
+ 2nd level (3 slots): gentle repose, ray of enfeeblement
+
+ 3rd level (3 slots): animate dead, revivify, speak with dead
+
+ 4th level (3 slots): blight, death ward
+
+ 5th level (2 slots): contagion, raise dead
+
+ 6th level (1 slot): circle of death
+
+
+ Variant: Nature Coven
+ For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): entangle, speak with animals
+
+ 2nd level (3 slots): flaming sphere, moonbeam, spike growth
+
+ 3rd level (3 slots): call lightning, plant growth
+
+ 4th level (3 slots): dominate beast, grasping vine
+
+ 5th level (2 slots): insect plague, tree stride
+
+ 6th level (1 slot): wall of thorns
+
+
+ Variant: Prophecy Coven
+ For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): bane, bless
+
+ 2nd level (3 slots): augury, detect thoughts
+
+ 3rd level (3 slots): clairvoyance, dispel magic, nondetection
+
+ 4th level (3 slots): arcane eye, locate creature
+
+ 5th level (2 slots): geas, legend lore
+
+ 6th level (1 slot): true seeing
+
+
+ Multiattack
+ The annis makes three attacks: one with her bite and two with her claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.
+ Bite|8|3d6+5
+
+
+ Claw
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
+ Claw|8|3d6+5
+
+
+ Crushing Hug
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Crushing Hug|8|9d6+5
+ Per Turn| |9d6+5
+
+ disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite
+
+ hill, mountain
+
+
+ Apprentice Wizard
+ M
+ humanoid (any race)
+ any alignment
+ 10
+ 9 (2d8)
+ 30 ft.
+ 101010141011
+
+ Arcana +4, History +4
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 209
+
+
+ Spellcasting
+ The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will): fire bolt, mending, prestidigitation
+
+ 1st level (2 slots): burning hands, disguise self, shield
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 2 (1d4) piercing damage.
+ Dagger|2|1d4
+
+ fire bolt, mending, prestidigitation, burning hands, disguise self, shield
+ 2
+ urban
+
+
+ Archdruid
+ M
+ humanoid (any race)
+ any alignment
+ 16 (hide armor, shield)
+ 132 (24d8+24)
+ 30 ft.
+ 101412122011
+ Int +5, Wis +9
+ Medicine +9, Nature +5, Perception +9
+
+
+
+
+
+ 19
+ Druidic plus any two languages
+ 12
+
+ Source
+ Volo's Guide to Monsters, p. 210
+
+
+ Spellcasting
+ The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:
+
+ Cantrips (at will): druidcraft, mending, poison spray, produce flame
+
+ 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
+
+ 2nd level (3 slots): animal messenger, beast sense, hold person
+
+ 3rd level (3 slots): conjure animals, meld into stone, water breathing
+
+ 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire
+
+ 5th level (3 slots): commune with nature, mass cure wounds, tree stride
+
+ 6th level (1 slot): heal, heroes’ feast, sunbeam
+
+ 7th level (1 slot): fire storm
+
+ 8th level (1 slot): animal shapes
+
+ 9th level (1 slot): foresight
+
+
+ Scimitar
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
+ Scimitar|6|1d6+2
+
+
+ Change Shape (2/Day)
+ The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
+ While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
+ The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
+
+ druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight
+ 4, 3, 3, 3, 3, 1, 1, 1, 1
+ forest, mountain, swamp, underwater
+
+
+ Archer
+ M
+ humanoid (any race)
+ any alignment
+ 16 (studded leather armor)
+ 75 (10d8+30)
+ 30 ft.
+ 111816111310
+
+ Acrobatics +6, Perception +5
+
+
+
+
+
+ 15
+ any one language (usually Common)
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 210
+
+
+ Archer's Eye
+ As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.
+
+
+ Multiattack
+ The archer makes two attacks with its longbow.
+
+
+ Shortsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 7 (1d6+4) piercing damage.
+ Shortsword|6|1d6+4
+
+
+ Longbow
+ Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
+ Longbow|6|1d8+4
+
+
+
+ forest, urban
+
+
+ Aurochs
+ L
+ beast
+ unaligned
+ 11 (natural armor)
+ 38 (4d10+16)
+ 50 ft.
+ 2010192125
+
+
+
+
+
+
+
+ 11
+
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 207
+
+
+ Charge
+ If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Charge||2d8
+
+
+ Gore
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
+ Gore|7|2d8+5
+
+
+
+ grassland, hill, mountain
+
+
+ Babau
+ M
+ fiend (demon)
+ chaotic evil
+ 16 (natural armor)
+ 82 (11d8+33)
+ 40 ft.
+ 191616111213
+
+ Perception +5, Stealth +5
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 15
+ Abyssal
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 136
+
+
+ Innate Spellcasting
+ The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:
+
+ At will: darkness, dispel magic, fear, heat metal, levitate
+
+
+ Multiattack
+ The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) slashing damage.
+ Claw|6|1d8+4
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage when used with two hands to make a melee attack.
+ One Handed|6|1d6+4
+ Two Handed|6|1d8+4
+
+
+ Weakening Gaze
+ The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ darkness, dispel magic, fear, heat metal, levitate
+
+ underdark, urban
+
+
+ Bael
+ L
+ fiend (devil)
+ lawful evil
+ 18 (plate)
+ 189 (18d10+90)
+ 30 ft.
+ 241720212424
+ Dex +9, Con +11, Int +11, Cha +13
+ Intimidation +13, Perception +13, Persuasion +13
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
+
+ fire, poison
+ charmed, exhaustion, frightened, poisoned
+ truesight 120 ft.
+ 23
+ all, telepathy 120 ft.
+ 19
+
+ Source
+ Mordenkainen's Tome of Foes, p.170
+
+
+ Dreadful
+ Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Innate Spellcasting
+ Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
+
+ At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image
+
+ 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire
+
+ 1/day each: dominate monster, symbol (stunning only).
+
+
+ Legendary Resistance (3/Day)
+ If Bael fails a saving throw, he can choose to succeed instead.
+
+
+ Magic Resistance
+ Bael has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ Bael's weapon attacks are magical.
+
+
+ Regeneration
+ Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.
+
+
+ Multiattack
+ Bael makes two melee attacks.
+
+
+ Hellish Morningstar
+ Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.
+ Hellish Morningstar|13|2d8+7+3d8
+
+
+ Infernal Command
+ Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.
+
+
+ Teleport
+ Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
+
+
+ Legendary Actions (3/Turn)
+ Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of his turn.
+
+
+ Attack (Costs 2 Actions)
+ Bael attacks once with his hellish morningstar.
+
+
+ Awaken Greed
+ Bael casts charm person or major image.
+
+
+ Infernal Command
+ Bael uses his Infernal Command action.
+
+
+ Teleport
+ Bael uses his Teleport action.
+
+ alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol
+
+
+
+ Balhannoth
+ L
+ aberration
+ chaotic evil
+ 17 (natural armor)
+ 114 (12d10+48)
+ 25 ft., climb 25 ft.
+ 178186158
+ Con +8
+ Perception +6
+
+
+
+ blinded
+ blindsight 500 ft. (blind beyond this radius)
+ 16
+ understands Deep Speech, telepathy 1 mile
+ 11
+
+ Source
+ Mordenkainen's Tome of Foes, p.118
+
+
+ Legendary Resistance (2/Day)
+ If the balhannoth fails a saving throw, it can choose to succeed instead.
+
+
+ Multiattack
+ The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.
+ Bite|7|4d10+3
+
+
+ Tentacle
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacle|7|2d6+3
+
+
+ Lair Actions
+ When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:
+
+ • The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.
+
+ • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.
+
+ • The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Legendary Actions (3/Turn)
+ The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn.
+
+
+ Bite Attack
+ The balhannoth makes one bite attack against one creature it has grappled.
+
+
+ Teleport
+ The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
+
+
+ Vanish
+ The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
+
+
+
+
+
+ Banderhobb
+ L
+ monstrosity
+ neutral evil
+ 15 (natural armor)
+ 84 (8d10+40)
+ 30 ft.
+ 20122011148
+
+ Athletics +8, Stealth +7
+
+
+
+ charmed, frightened
+ darkvision 120 ft.
+ 12
+ understands Common and the languages of its creator, but can't speak
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 122
+
+
+ Resonant Connection
+ If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb.
+
+
+ Shadow Stealth
+ While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|8|5d6+5
+
+
+ Tongue
+ Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength savng throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.
+ Tongue|8|3d6
+
+
+ Swallow
+ The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.
+ The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Swallow||3d6
+
+
+ Shadow Step
+ The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
+
+
+
+ urban
+
+
+ Bard
+ M
+ humanoid (any race)
+ any alignment
+ 15 (chain shirt)
+ 44 (8d8+8)
+ 30 ft.
+ 111412101314
+ Dex +4, Wis +3
+ Acrobatics +4, Perception +5, Performance +6
+
+
+
+
+
+ 15
+ any two languages
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 211
+
+
+ Spellcasting
+ The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
+
+ Cantrips (at will): friends, mage hand, vicious mockery
+
+ 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
+
+ 2nd level (3 slots): invisibility, shatter
+
+
+ Song of Rest
+ The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
+
+
+ Taunt (2/day)
+ The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Shortbow
+ Ranged Weapon Attack: +4 to hit, range 80/320 ft., one: target. Hit: 5 (1d6+2) piercing damage.
+ Shortbow|4|1d6+2
+
+ friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter
+ 4, 3
+ urban
+
+
+ Barghest
+ L
+ fiend (shapechanger)
+ neutral evil
+ 17 (natural armor)
+ 90 (12d10+24)
+ 60 ft. (30 ft.in goblin form)
+ 191514131214
+
+ Deception +4, Intimidation +4, Perception +5, Stealth +4
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ acid, poison
+ poisoned
+ blindsight 60 ft., darkvision 60 ft.
+ 15
+ Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 123
+
+
+ Shapechanger
+ The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.
+
+
+ Fire Banishment
+ When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.
+
+
+ Keen Smell
+ The barghest has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Innate Spellcasting
+ The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components::
+
+ • At will: levitate, minor illusion, pass without trace
+
+ • 1/day each: charm person, dimension door, suggestion
+
+
+ Soul Feeding
+ A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
+ While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage.
+ Bite|6|2d8+4
+
+
+ Claws
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.
+ Claws|6|1d8+4
+
+ levitate, minor illusion, pass without trace, charm person, dimension door, suggestion
+
+ forest, grassland, hill, mountain, underdark
+
+
+ Bheur Hag
+ M
+ fey
+ chaotic evil
+ 17 (natural armor)
+ 91 (14d8+28)
+ 30 ft.
+ 131614121316
+ Wis +4
+ Nature +4, Perception +4, Stealth +6, Survival +4
+
+
+ cold
+
+ darkvision 60 ft.
+ 14
+ Auran, Common, Giant
+ 7
+
+ Source
+ Volo's Guide to Monsters, p. 160
+
+
+ Graystaff Magic
+ The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
+
+
+ Ice Walk
+ The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.
+
+
+ Innate Spellcasting
+ The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
+
+ At will: hold person,* ray of frost
+
+ 3/day each: cone of cold,* ice storm*, wall of ice*
+
+ 1/day each: control weather
+
+
+ Hag Coven
+ When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
+ A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
+
+
+ Shared Spellcasting (Coven Only)
+ While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
+
+ • 1st level (4 slots): identify, ray of sickness
+
+ • 2nd level (3 slots): hold person, locate object
+
+ • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
+
+ • 4th level (3 slots): phantasmal killer, polymorph
+
+ • 5th level (2 slots): contact other plane, scrying
+
+ • 6th level (1 slot): eyebite
+
+ For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
+
+
+ Hag Eye (Coven Only)
+ A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
+ A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
+
+
+ Variant: Death Coven
+ For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): false life, inflict wounds
+
+ 2nd level (3 slots): gentle repose, ray of enfeeblement
+
+ 3rd level (3 slots): animate dead, revivify, speak with dead
+
+ 4th level (3 slots): blight, death ward
+
+ 5th level (2 slots): contagion, raise dead
+
+ 6th level (1 slot): circle of death
+
+
+ Variant: Nature Coven
+ For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): entangle, speak with animals
+
+ 2nd level (3 slots): flaming sphere, moonbeam, spike growth
+
+ 3rd level (3 slots): call lightning, plant growth
+
+ 4th level (3 slots): dominate beast, grasping vine
+
+ 5th level (2 slots): insect plague, tree stride
+
+ 6th level (1 slot): wall of thorns
+
+
+ Variant: Prophecy Coven
+ For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:
+
+ 1st level (4 slots): bane, bless
+
+ 2nd level (3 slots): augury, detect thoughts
+
+ 3rd level (3 slots): clairvoyance, dispel magic, nondetection
+
+ 4th level (3 slots): arcane eye, locate creature
+
+ 5th level (2 slots): geas, legend lore
+
+ 6th level (1 slot): true seeing
+
+
+ Slam
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8+1) bludgeoning damage plus 3 (1d6) cold damage.
+ Slam|4|2d8+1+1d6
+
+
+ Maddening Feast
+ The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+ hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite
+
+ arctic
+
+
+ Black Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft., swim 30 ft.
+ 1611164107
+
+ Perception +2
+ acid
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Amphibious
+ The guard drake can breathe air and water.
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ swamp, urban
+
+
+ Blackguard
+ M
+ humanoid (any race)
+ any non-good alignment
+ 18 (plate)
+ 153 (18d8+72)
+ 30 ft.
+ 181118111415
+ Wis +5, Cha +5
+ Athletics +7, Deception +5, Intimidation +5
+
+
+
+
+
+ 12
+ any one language (usually Common)
+ 8
+
+ Source
+ Volo's Guide to Monsters, p. 211
+
+
+ Spellcasting
+ The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared:
+
+ 1st level (4 slots): command, protection from evil and good, thunderous smite
+
+ 2nd level (3 slots): branding smite, find steed
+
+ 3rd level (2 slots): blinding smite, dispel magic
+
+
+ Multiattack
+ The blackguard makes three attacks with its glaive or its shortbow.
+
+
+ Glaive
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.
+ Glaive|7|1d10+4
+
+
+ Shortbow
+ Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortbow|3|1d6+2
+
+
+ Dreadful Aspect (Recharges after a Short or Long Rest)
+ The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic
+ 4, 3, 2
+ underdark, urban
+
+
+ Blue Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft., burrow 20 ft.
+ 1611164107
+
+ Perception +2
+ lightning
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ desert, urban
+
+
+ Bodak
+ M
+ undead
+ chaotic evil
+ 15 (natural armor)
+ 58 (9d8+18)
+ 30 ft.
+ 15161571212
+
+ Perception +4, Stealth +6
+ cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning, poison
+ charmed, frightened, poisoned
+ darkvision 120 ft.
+ 14
+ Abyssal, the languages it knew in life
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 127
+
+
+ Aura of Annihilation
+ The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
+
+
+ Death Gaze
+ When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
+ Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so. it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.
+
+
+ Sunlight Hypersensitivity
+ The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
+
+
+ Fist
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage plus 9 (2d8) necrotic damage.
+ Fist|5|1d4+2+2d8
+
+
+ Withering Gaze
+ One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
+ Withering Gaze||4d10
+
+
+
+ swamp, underdark, urban
+
+
+ Boggle
+ S
+ fey
+ chaotic neutral
+ 14
+ 18 (4d6+4)
+ 30 ft., climb 30 ft.
+ 818136127
+
+ Perception +3, Sleight of Hand +6, Stealth +6
+ fire
+
+
+
+ darkvision 60 ft.
+ 13
+ Sylvan
+ 1/8
+
+ Source
+ Volo's Guide to Monsters, p. 128
+
+
+ Boggle Oil
+ The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.
+
+ Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
+
+ Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Dimensional Rift
+ As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.
+
+
+ Uncanny Smell
+ The boggle has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Pummel
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage.
+ Pummel|1|1d6-1
+
+
+ Oil Puddle
+ The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.
+ If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.
+ If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+
+ forest, hill, underdark, urban
+
+
+ Brontosaurus
+ G
+ beast
+ unaligned
+ 15 (natural armor)
+ 121 (9d20+27)
+ 30 ft.
+ 219172107
+ Con +6
+
+
+
+
+
+
+ 10
+
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 139
+
+
+ Stomp
+ Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Stomp|8|5d8+5
+
+
+ Tail
+ Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.
+ Tail|8|6d8+5
+
+
+
+ forest, grassland
+
+
+ Catoblepas
+ L
+ monstrosity
+ unaligned
+ 14 (natural armor)
+ 84 (8d10+40)
+ 30 ft.
+ 1912213148
+
+
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 129
+
+
+ Keen Smell
+ The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Stench
+ Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Tail
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tail|7|5d6+4
+
+
+ Death Ray (Recharge 5-6)
+ The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
+ Death Ray||8d8
+
+
+
+ swamp
+
+
+ Cave Fisher
+ M
+ monstrosity
+ unaligned
+ 16 (natural armor)
+ 58 (9d8+18)
+ 20 ft., climb 20 ft.
+ 1613143103
+
+ Perception +2, Stealth +5
+
+
+
+
+ blindsight 60 ft.
+ 12
+
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 130
+
+
+ Adhesive Filament
+ The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+
+ Flammable Blood
+ If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
+
+
+ Spider Climb
+ The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The cave fisher makes two attacks with its claws.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.
+ Claw|5|2d6+3
+
+
+ Filament
+ One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.
+
+
+
+ underdark
+
+
+ Champion
+ M
+ humanoid (any race)
+ any alignment
+ 18 (plate)
+ 143 (22d8+44)
+ 30 ft.
+ 201514101412
+ Str +9, Con +6
+ Athletics +9, Intimidation +5, Perception +6
+
+
+
+
+
+ 16
+ any one language (usually Common)
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 212
+
+
+ Indomitable (2/Day)
+ The champion rerolls a failed saving throw.
+
+
+ Second Wind (Recharges after a Short or Long Rest)
+ As a bonus action, the champion can regain 20 hit points.
+
+
+ Multiattack
+ The champion makes three attacks with its greatsword or its light crossbow.
+
+
+ Greatsword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
+ Greatsword|9|2d6+5
+
+
+ Shortbow
+ Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
+ Shortbow|6|1d6+2
+
+
+
+ desert, urban
+
+
+ Chitine
+ S
+ monstrosity
+ chaotic evil
+ 14 (hide armor)
+ 18 (4d6+4)
+ 30 ft., climb 30 ft.
+ 10141210107
+
+ Athletics +4, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Undercommon
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 131
+
+
+ Fey Ancestry
+ The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Web Sense
+ While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
+
+
+ Web Walker
+ The chitine ignores movement restrictions caused by webbing.
+
+
+ Multiattack
+ The chitine makes three attacks with its daggers.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+
+
+ underdark
+
+
+ Catoblepas
+ L
+ monstrosity
+ unaligned
+ 14 (natural armor)
+ 84 (8d10+40)
+ 30 ft.
+ 1912213148
+
+
+
+
+
+
+ darkvision 60 ft.
+ 12
+
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 129
+
+
+ Keen Smell
+ The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Stench
+ Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Tail
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tail|7|5d6+4
+
+
+ Death Ray (Recharge 5-6)
+ The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
+ Death Ray||8d8
+
+
+
+ swamp
+
+
+ Cave Fisher
+ M
+ monstrosity
+ unaligned
+ 16 (natural armor)
+ 58 (9d8+18)
+ 20 ft., climb 20 ft.
+ 1613143103
+
+ Perception +2, Stealth +5
+
+
+
+
+ blindsight 60 ft.
+ 12
+
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 130
+
+
+ Adhesive Filament
+ The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+
+ Flammable Blood
+ If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
+
+
+ Spider Climb
+ The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The cave fisher makes two attacks with its claws.
+
+
+ Claw
+ Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 10 (2d6+3) slashing damage.
+ Claw|5|2d6+3
+
+
+ Filament
+ One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.
+
+
+
+ underdark
+
+
+ Champion
+ M
+ humanoid (any race)
+ any alignment
+ 18 (plate)
+ 143 (22d8+44)
+ 30 ft.
+ 201514101412
+ Str +9, Con +6
+ Athletics +9, Intimidation +5, Perception +6
+
+
+
+
+
+ 16
+ any one language (usually Common)
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 212
+
+
+ Indomitable (2/Day)
+ The champion rerolls a failed saving throw.
+
+
+ Second Wind (Recharges after a Short or Long Rest)
+ As a bonus action, the champion can regain 20 hit points.
+
+
+ Multiattack
+ The champion makes three attacks with its greatsword or its light crossbow.
+
+
+ Greatsword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
+ Greatsword|9|2d6+5
+
+
+ Shortbow
+ Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
+ Shortbow|6|1d6+2
+
+
+
+ desert, urban
+
+
+ Chitine
+ S
+ monstrosity
+ chaotic evil
+ 14 (hide armor)
+ 18 (4d6+4)
+ 30 ft., climb 30 ft.
+ 10141210107
+
+ Athletics +4, Stealth +4
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Undercommon
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 131
+
+
+ Fey Ancestry
+ The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Web Sense
+ While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
+
+
+ Web Walker
+ The chitine ignores movement restrictions caused by webbing.
+
+
+ Multiattack
+ The chitine makes three attacks with its daggers.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+
+
+ underdark
+
+
+ Choldrith
+ M
+ monstrosity
+ chaotic evil
+ 15 (studded leather armor)
+ 15 (12d8+12)
+ 30 ft., climb 30 ft.
+ 121612111410
+
+ Athletics +5, Religion +2, Stealth +5
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Undercommon
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 132
+
+
+ Fey Ancestry
+ The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.
+
+
+ Spellcasting
+ The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:
+
+ • Cantrips (at will): guidance, mending, resistance, thaumaturgy
+
+ •1st level (4 slots): bane, healing word, sanctuary, shield of faith
+
+ •2nd level (3 slots): hold person, spiritual weapon (dagger)
+
+
+ Spider Climb
+ The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Web Sense
+ While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
+
+
+ Web Walker
+ The choldrith ignores movement restrictions caused by webbing.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 10 (3d6) poison damage.
+ Dagger|5|1d4+3+3d6
+
+
+ Web (Recharge 5-6)
+ Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Web|5|
+
+ guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon
+ 4, 3
+ underdark
+
+
+ Cloud Giant Smiling One
+ H
+ giant (cloud giant)
+ chaotic neutral
+ 15 (natural armor)
+ 262 (21d12+128)
+ 40 ft.
+ 261222151617
+ Con +10, Int +6, Wis +7
+ Deception +11, Insight +7, Perception +7, Sleight of Hand +9
+
+
+
+
+
+ 17
+ Common, Giant
+ 11
+
+ Source
+ Volo's Guide to Monsters, p. 146
+
+
+ Innate Spellcasting
+ The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, fog cloud, light
+
+ 3/day each: featherfall, fly, misty step, telekinesis
+
+ 1/day each: control weather, gaseous form
+
+
+ Spellcasting
+ The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:
+
+ Cantrips (at will): minor illusion, prestidigitation, vicious mockery
+
+ 1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter
+
+ 2nd level (3 slots): invisibility, suggestion
+
+ 3rd level (2 slots): major image, tongues
+
+
+ Keen Smell
+ The giant has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Multiattack
+ The giant makes two attacks with its morningstar.
+
+
+ Morningstar
+ Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
+ Morningstar|12|3d8+8
+ With Advantage|12|3d8+8+4d6
+
+
+ Rock
+ Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
+ Rock|12|4d10+8
+ With Advantage|12|4d10+8+4d6
+
+
+ Change Shape
+ The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
+
+ detect magic, fog cloud, light, featherfall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues
+ 4, 3, 2
+ mountain
+
+
+ Conjurer
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 40 (9d8)
+ 30 ft.
+ 91411171211
+ Int +6, Wis +4
+ Arcana +6, History +6
+
+
+
+
+
+ 11
+ any four languages
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 212
+
+
+ Spellcasting
+ The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:
+
+ Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation
+
+ 1st level (4 slots): mage armor, magic missile, unseen servant*
+
+ 2nd level (3 slots): cloud of daggers*, misty step*, web*
+
+ 3rd level (3 slots): fireball, stinking cloud*
+
+ 4th level (3 slots): Evard’s black tentacles*, stoneskin
+
+ 5th level (2 slots): cloudkill*, conjure elemental*
+
+ *Conjuration spell of 1st level or higher
+
+
+ Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)
+ As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|5|1d4+2
+
+ acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental
+ 4, 3, 3, 3, 2
+ urban
+
+
+ Cow
+ L
+ beast
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+
+
+
+ 10
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 207
+
+
+ Charge
+ If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+
+
+
+ Cranium Rat
+ T
+ beast
+ lawful evil
+ 12
+ 2 (1d4)
+ 30 ft.
+ 214104118
+
+
+
+
+
+
+ darkvision 30 ft.
+ 10
+ telepathy 30 ft.
+ 0
+
+ Source
+ Volo's Guide to Monsters, p. 133
+
+
+ Illumination
+ As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
+
+
+ Telepathic Shroud
+ The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as immune to all divination spells.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
+ Bite|4|1
+
+
+
+ underdark, urban
+
+
+ Darkling
+ S
+ fey
+ chaotic neutral
+ 14 (leather armor)
+ 13 (3d6+3)
+ 30 ft.
+ 916112101210
+
+ Acrobatics +5, Deception +2, Perception +5, Stealth +7
+
+
+
+
+ blindsight 30 ft., darkvision 120 ft.
+ 15
+ Elvish, Sylvan
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 134
+
+
+ Death Flash
+ When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+
+ Light Sensitivity
+ While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
+ Dagger|5|1d4+3
+ With Advantage|5|1d4+3+2d6
+
+
+
+ forest, swamp, underdark, urban
+
+
+ Darkling Elder
+ M
+ fey
+ chaotic neutral
+ 15 (studded leather armor)
+ 27 (5d8+5)
+ 30 ft.
+ 131712101413
+
+ Acrobatics +5, Deception +3, Perception +6, Stealth +7
+
+
+
+
+ blindsight 30 ft., darkvision 120 ft.
+ 16
+ Elvish, Sylvan
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 134
+
+
+ Death Burn
+ When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+ Death Burn||2d6
+
+
+ Multiattack
+ The darkling elder makes two melee attacks.
+
+
+ Shortsword
+ Melee Weapon Attack: +5 to hit, reach 5 fit, one target. Hit: 6 (1d6+3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.
+ Shortsword|5|1d6+3
+ With Advantage|5|1d6+3+3d6
+
+
+ Darkness (Recharges after a Short or Long Rest)
+ The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.
+
+ darkness
+
+ forest, swamp, underdark, urban
+
+
+ Death Kiss
+ L
+ aberration
+ neutral evil
+ 16 (natural armor)
+ 161 (17d10+68)
+ 0 ft., fly 30 ft. (hover)
+ 181418101210
+ Con +8, Wis +5
+ Perception +5
+
+
+ lightning
+ prone
+ darkvision 120 ft.
+ 15
+ Deep Speech, Undercommon
+ 10
+
+ Source
+ Volo's Guide to Monsters, p. 124
+
+
+ Lightning Blood
+ A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.
+
+
+ Multiattack
+ The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature
+
+
+ Tentacle
+ Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6+4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacle|6|1d8+4
+
+
+ Blood Drain
+ One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.
+ Blood Drain||4d10
+
+
+
+ underdark
+
+
+ Deep Rothé
+ M
+ beast
+ unaligned
+ 10
+ 13 (2d8+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+
+
+ darkvision 60 ft.
+ 10
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Innate Spellcasting
+ The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+ dancing lights
+
+ underdark
+
+
+ Deep Scion
+ M
+ humanoid (shapechanger)
+ neutral evil
+ 11
+ 67 (9d8+27)
+ 30 ft. (20 ft. and swim 40 ft. in hybrid form)
+ 181316101214
+ Wis +3, Cha +4
+ Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
+
+
+
+
+ darkvision 120 ft.
+ 11
+ Aquan, Common, thieves' cant
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 135
+
+
+ Shapechanger
+ The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
+
+
+ Amphibious (Hybrid Form Only)
+ The deep scion can breathe air and water.
+
+
+ Multiattack
+ In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.
+
+
+ Battleaxe (Humanoid Form Only)
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
+ One Handed|6|1d8+4
+ Two Handed|6|1d10+4
+
+
+ Bite (Hybrid Form Only)
+ Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 6 (1d4+4) piercing damage.
+ Bite|6|1d4+4
+
+
+ Claw (Hybrid Form Only)
+ Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6+4) slashing damage.
+ Claw|6|1d6+4
+
+
+ Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)
+ The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+ coastal, underwater
+
+
+ Deinonychus
+ M
+ beast
+ unaligned
+ 13 (natural armor)
+ 26 (4d8+8)
+ 40 ft.
+ 1515144126
+
+ Perception +3
+
+
+
+
+
+ 13
+
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 139
+
+
+ Pounce
+ If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+
+ Multiattack
+ The deinonychus makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Bite|4|1d8+2
+
+
+ Claw
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
+ Claw|4|1d8+2
+
+
+
+ forest, grassland, hill
+
+
+ Devourer
+ L
+ fiend
+ chaotic evil
+ 16 (natural armor)
+ 178 (17d10+85)
+ 30 ft.
+ 201220131016
+
+
+ cold, fire, lightning
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 10
+ Abyssal, telepathy 120 ft.
+ 13
+
+ Source
+ Volo's Guide to Monsters, p. 138
+
+
+ Multiattack
+ The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
+
+
+ Claw
+ Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 21 (6d6) necrotic damage.
+ Claw|10|2d6+5+6d6
+
+
+ Imprison Soul
+ The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
+
+
+ Soul Rend (Recharge 6)
+ The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.
+ Soul Rend||8d10
+
+
+
+ underdark
+
+
+ Dimetrodon
+ M
+ beast
+ unaligned
+ 12 (natural armor)
+ 19 (3d8+6)
+ 30 ft., swim 20 ft.
+ 1410152105
+
+ Perception +2
+
+
+
+
+
+ 12
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 139
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.
+ Bite|4|2d6+2
+
+
+
+ coastal, swamp
+
+
+ Diviner
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 67 (15d8)
+ 30 ft.
+ 91411181211
+ Int +7, Wis +4
+ Arcana +7, History +7
+
+
+
+
+
+ 11
+ any four languages
+ 8
+
+ Source
+ Volo's Guide to Monsters, p. 213
+
+
+ Spellcasting
+ The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:
+
+ Cantrips (at will): fire bolt, light, mage hand, message, true strike
+
+ 1st level (4 slots): detect magic*, feather fall, mage armor
+
+ 2nd level (3 slots): detect thoughts*, locate object*, scorching ray
+
+ 3rd level (3 slots): clairvoyance*, fly, fireball
+
+ 4th level (3 slots): arcane eye*, ice storm, stoneskin
+
+ 5th level (2 slots): Rary’s telepathic bond*, seeming*
+
+ 6th level (1 slot): mass suggestion, true seeing*
+
+ 7th level (1 slot): delayed blast fireball, teleport
+
+ 8th level (1 slot): maze
+
+ * Divination spell of 1st level or higher
+
+
+ Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)
+ When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|2|1d6-1
+ Two Handed|2|1d8-1
+
+ fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze
+ 4, 3, 3, 3, 2, 1, 1, 1
+ urban
+
+
+ Dolphin
+ M
+ beast
+ unaligned
+ 12 (natural armor)
+ 11 (2d8+2)
+ 0 ft., swim 60 ft.
+ 1413136127
+
+ Perception +3
+
+
+
+
+ blindsight 60 ft.
+ 13
+
+ 1/8
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
+ Charge||1d6
+
+
+ Hold Breath
+ The dolphin can hold its breath for 20 minutes.
+
+
+ Slam
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
+ Slam|4|1d6+2
+
+
+
+ coastal, underwater
+
+
+ Draegloth
+ L
+ fiend (demon)
+ chaotic evil
+ 15 (natural armor)
+ 123 (13d10+52)
+ 30 ft.
+ 201518131111
+
+ Perception +3, Stealth +5
+ cold, fire, lightning
+
+ poison
+ poisoned
+ darkvision 120 ft.
+ 13
+ Abyssal, Elvish, Undercommon
+ 7
+
+ Source
+ Volo's Guide to Monsters, p. 141
+
+
+ Fey Ancestry
+ The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.
+
+
+ Innate Spellcasting
+ The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:
+
+ At will: darkness
+
+ 1/day each: confusion, dancing lights, faerie fire
+
+
+ Multiattack
+ The draegloth makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10+5) piercing damage.
+ Bite|8|2d10+5
+
+
+ Claws
+ Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 16 (2d10+5) slashing damage.
+ Claws|8|2d10+5
+
+ darkness, confusion, dancing lights, faerie fire
+
+ underdark
+
+
+ Elder Brain
+ L
+ aberration
+ lawful evil
+ 10
+ 210 (20d10+100)
+ 5ft., swim 10 ft.
+ 151020211924
+ Int +10, Wis +9, Cha +12
+ Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
+
+
+
+
+ blindsight 120 ft.
+ 14
+ understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles
+ 14
+
+ Source
+ Volo's Guide to Monsters, p. 174
+
+
+ Creature Sense
+ The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner.
+
+
+ Innate Spellcasting (Psionics)
+ The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
+
+ At will: detect thoughts, levitate
+
+ 1/day each: dominate monster, plane shift (self only)
+
+
+ Legendary Resistance (3/Day)
+ If the elder brain fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ The elder brain has advantage on saving throws against spells and other magical effects.
+
+
+ Telepathic Hub
+ The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
+
+
+ Tentacle
+ Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Tentacle|7|4d8+2
+
+
+ Mind Blast (Recharge 5-6)
+ The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Mind Blast| |5d10+5
+
+
+ Psychic Link
+ The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
+
+
+ Sense Thoughts
+ The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
+
+
+ Legendary Actions (3/Turn)
+ The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
+
+
+ Tentacle
+ The elder brain makes a tentacle attack.
+
+
+ Break Concentration
+ The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
+
+
+ Psychic Pulse
+ The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
+
+
+ Sever Psychic Link
+ The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
+
+ detect thoughts, levitate, dominate monster, plane shift
+
+ underdark
+
+
+ Enchanter
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 40 (9d8)
+ 30 ft.
+ 91411171211
+ Int +6, Wis +4
+ Arcana +6, History +6
+
+
+
+
+
+ 11
+ any four languages
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 213
+
+
+ Spellcasting
+ The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:
+
+ Cantrips (at will): friends, mage hand, mending, message
+
+ 1st level (4 slots): charm person*, mage armor, magic missile
+
+ 2nd level (3 slots): hold person*, invisibility, suggestion*
+
+ 3rd level (3 slots): fireball, haste, tongues
+
+ 4th level (3 slots): dominate beast*, stoneskin
+
+ 5th level (2 slots): hold monster*
+
+ *Enchantment spell of 1st level or higher
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|2|1d6-1
+ Two Handed|2|1d8-1
+
+
+ Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)
+ The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
+ The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
+
+ friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster
+ 4, 3, 3, 3, 2
+ urban
+
+
+ Evoker
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 66 (12d8+12)
+ 30 ft.
+ 91412171211
+ Int +7, Wis +5
+ Arcana +7, History +7
+
+
+
+
+
+ 11
+ any four languages
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 214
+
+
+ Spellcasting
+ The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:
+
+ Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*
+
+ 1st level (4 slots): burning hands*, mage armor, magic missile*
+
+ 2nd level (3 slots): mirror image, misty step, shatter*
+
+ 3rd level (3 slots): counterspell, fireball*, lightning bolt*
+
+ 4th level (3 slots): ice storm*, stoneskin
+
+ 5th level (2 slots): Bigby’s hand*, cone of cold*
+
+ 6th level (1 slot): chain lightning*, wall of ice*
+
+ *Evocation spell
+
+
+ Sculpt Spells
+ When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1+the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|3|1d6-1
+ Two Handed|3|1d8-1
+
+ fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice
+ 4, 3, 3, 3, 2, 1
+ urban
+
+
+ Fire Giant Dreadnought
+ H
+ giant (fire giant)
+ lawful evil
+ 21 (plate, shields)
+ 187 (15d12+90)
+ 30 ft.
+ 2792381011
+ Dex +4, Con +11, Cha +5
+ Athletics +13, Perception +5
+
+
+ fire
+
+
+ 15
+ Giant
+ 14
+
+ Source
+ Volo's Guide to Monsters, p. 147
+
+
+ Dual Shields
+ The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.
+
+
+ Multiattack
+ The giant makes two fireshield attacks.
+
+
+ Fireshield
+ Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.
+ Fireshield|13|4d6+8+2d6+2d6
+
+
+ Rock
+ Ranged Weapon Attack: +13 to hit, range 60/240 ft, one target. Hit: 30 (4d10+8) bludgeoning damage.
+ Rock|13|4d10+8
+
+
+ Shield Charge
+ The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6+8) bludgeoning damage, or 29 (6d6+8) bludgeoning damage if it was already prone.
+ Failed Save| |3d6+8
+ Prone Failed Save| |6d6+8
+
+
+
+ mountain, underdark
+
+
+ Firenewt Warlock of Imix
+ M
+ humanoid (firenewt)
+ neutral evil
+ 10 (13 with mage armor)
+ 33 (6d8+6)
+ 30 ft.
+ 13111291114
+
+
+
+
+ fire
+
+ darkvision 120 ft. (penetrates magical darkness)
+ 10
+ Draconic, Ignan
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 143
+
+
+ Amphibious
+ The firenewt can breathe air and water.
+
+
+ Innate Spellcasting
+ The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
+
+
+ Spellcasting
+ The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
+
+ 1st-2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
+
+
+ Imix's Blessing
+ When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.
+
+
+ Morningstar
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.
+ Morningstar|3|1d8+1
+
+ mage armor, burning hands, flaming sphere, hellish rebuke, scorching ray, fire bolt, guidance, light, mage hand, prestidigitation
+ , 2
+ hill, mountain, underdark
+
+
+ Firenewt Warrior
+ M
+ humanoid (firenewt)
+ neutral evil
+ 16 (chain shirt, shield)
+ 22 (4d8+4)
+ 30 ft.
+ 1013127118
+
+
+
+
+ fire
+
+
+ 10
+ Draconic, Ignan
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 142
+
+
+ Amphibious
+ The firenewt can breathe air and water.
+
+
+ Multiattack
+ The firenewt makes two attacks with its scimitar.
+
+
+ Scimitar
+ Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6+1) slashing damage.
+ Scimitar|3|1d6+1
+
+
+ Spit Fire (Recharges after a Short or Long Rest)
+ The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one
+ Spit Fire||2d8
+
+
+
+ desert, hill, mountain, underdark
+
+
+ Flail Snail
+ L
+ elemental
+ unaligned
+ 16 (natural armor)
+ 52 (5d10+25)
+ 10 ft.
+ 175203105
+
+
+
+
+ fire, poison
+ poisoned
+ darkvision 60 ft., tremorsense 60 ft.
+ 10
+
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 144
+
+
+ Antimagic Shell
+ The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:
+
+ 1-2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
+
+ 3-4: No additional effect.
+
+ 5-6: The snail’s shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
+
+
+ Flail Tentacles
+ The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.
+
+
+ Multiattack
+ The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.
+
+
+ Flail Tentacle
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Flail Tentacle|5|1d6+3
+
+
+ Scintillating Shell (Recharges after a Short or Long Rest)
+ The snail's shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Shell Defense
+ The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
+
+
+
+ forest, swamp, underdark
+
+
+ Flind
+ M
+ humanoid (gnoll)
+ chaotic evil
+ 16 (chain mail)
+ 127 (15d8+60)
+ 30 ft.
+ 201019111312
+ Con +8, Wis +5
+ Intimidation +5, Perception +5
+
+
+
+
+ darkvision 60 ft.
+ 15
+ Abyssal, Gnoll
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 153
+
+
+ Aura of Blood Thirst
+ If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.
+
+
+ Multiattack
+ The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
+
+
+ Flail of Madness
+ Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
+ Flail of Madness|9|1d10+5
+
+
+ Flail of Pain
+ Melee Weapon Attack: +9 to hit, reach 5 it, one target. Hit: 10 (1d10+5) bludgeoning damage plus 22 (4d10) psychic damage.
+ Flail of Pain|9|1d10+5+4d10
+
+
+ Flail of Paralysis
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Flail of Paralysis|9|1d10+5
+
+
+ Longbow
+ Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
+ Longbow|4|1d8
+
+
+
+ arctic, forest, grassland, hill
+
+
+ Froghemoth
+ H
+ monstrosity
+ unaligned
+ 14 (natural armor)
+ 184 (16d12+80)
+ 50 ft., swim 30 ft.
+ 2313202125
+ Con +9, Wis +5
+ Perception +9, Stealth +5
+ fire, lightning
+
+
+
+ darkvision 60 ft.
+ 19
+
+ 10
+
+ Source
+ Volo's Guide to Monsters, p. 145
+
+
+ Amphibious
+ The froghemoth can breathe air and water.
+
+
+ Shock Susceptibility
+ If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.
+
+
+ Multiattack
+ The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
+
+
+ Tentacle
+ Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+ Tentacle|10|3d8+6
+
+
+ Bite
+ Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 22 (3d10+6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.
+ The froghemoth’s gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Bite|10|3d10+6
+ Acid| |3d6
+
+
+ Tongue
+ The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
+
+
+
+ swamp, underdark
+
+
+ Frost Giant Everlasting One
+ H
+ giant (frost giant)
+ chaotic evil
+ 15 (patchwork armor)
+ 189 (14d12+98)
+ 40 ft.
+ 2592491012
+ Str +11, Con +11, Wis +4
+ Athletics +11, Perception +4
+
+
+ cold
+
+ darkvision 60 ft.
+ 14
+ Giant
+ 12
+
+ Source
+ Volo's Guide to Monsters, p. 148
+
+
+ Extra Heads
+ The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
+
+
+ Regeneration
+ The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Vaprak's Rage (Recharges on a Short or Long Rest)
+ As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
+
+ - The giant has advantage on Strength checks and Strength saving throws
+
+ - When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
+
+ - The giant has resistance to bludgeoning, piercing, and slashing damage.
+
+
+ Multiattack
+ The giant makes two attacks with its greataxe.
+
+
+ Greataxe
+ Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage, or 30 (3d12+11) slashing damage while raging.
+ Greataxe|11|3d12+7
+ Raging|11|3d12+11
+
+
+ Rock
+ Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
+ Rock|11|4d10+7
+
+
+
+ arctic, coastal
+
+
+ Gauth
+ M
+ aberration
+ lawful evil
+ 15 (natural armor)
+ 67 (9d8+27)
+ 0 ft., fly 20 ft. (hover)
+ 101416151513
+ Int +5, Wis +5, Cha +4
+ Perception +5
+
+
+
+ prone
+ darkvision 120 ft.
+ 15
+ Deep Speech, Undercommon
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 125
+
+
+ Stunning Gaze
+ When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Death Throes
+ When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage.
+ Bite|6|2d8
+
+
+ Eye Rays
+ The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
+
+ 1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
+
+ 2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
+
+ 3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
+
+ 4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
+
+ 5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ 6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+
+
+ underdark
+
+
+ Gazer
+ T
+ aberration
+ neutral evil
+ 13
+ 13 (3d4+6)
+ 0 ft., fly 30 ft. (hover)
+ 317143107
+ Wis +2
+ Perception +4, Stealth +2
+
+
+
+ prone
+ darkvision 60 ft.
+ 14
+
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 126
+
+
+ Aggressive
+ As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
+
+
+ Mimicry
+ The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
+ Bite|5|1
+
+
+ Eye Rays
+ The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
+
+ 7. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
+
+ 2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
+
+ 3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
+
+ 4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.
+ If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+
+ underdark
+
+
+ Giant Strider
+ L
+ monstrosity
+ neutral evil
+ 14 (natural armor)
+ 22 (3d10+6)
+ 50 ft.
+ 1813144126
+
+
+
+
+ fire
+
+
+ 11
+
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 143
+
+
+ Fire Absorption
+ Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Bite|6|1d8+4
+
+
+ Fire Burst (Recharges 5-6)
+ The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.
+ Fire Burst||4d6
+
+
+
+ hill, mountain, underdark
+
+
+ Girallon
+ L
+ monstrosity
+ unaligned
+ 13
+ 59 (7d10+21)
+ 40 ft., climb 40 ft.
+ 1816165127
+
+ Perception +3, Stealth +5
+
+
+
+
+ darkvision 60 ft.
+ 13
+
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 152
+
+
+ Aggressive
+ As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
+
+
+ Multiattack
+ The girallon makes five attacks: one with its bite and four with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft, one creature. Hit: 7 (1d6+4) piercing damage.
+ Bite|6|1d6+4
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit. reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.
+ Claw|6|1d6+4
+
+
+
+ forest
+
+
+ Gnoll Flesh Gnawer
+ M
+ humanoid (gnoll)
+ chaotic evil
+ 14 (studded leather armor)
+ 22 (4d8+4)
+ 30 ft.
+ 1214128108
+ Dex +4
+
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Gnoll
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 154
+
+
+ Rampage
+ When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Multiattack
+ The gnoll makes three attacks: one with its bite and two with its shortsword.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Bite|4|1d4+2
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Sudden Rush
+ Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn’t provoke opportunity attacks.
+
+
+
+ arctic, forest, grassland, hill
+
+
+ Gnoll Hunter
+ M
+ humanoid (gnoll)
+ chaotic evil
+ 13 (leather armor)
+ 22 (4d8+4)
+ 30 ft.
+ 1414128128
+
+ Perception +3, Stealth +3
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Gnoll
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 154
+
+
+ Rampage
+ When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Multiattack
+ The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) piercing damage.
+ Bite|4|1d4+2
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands to make a melee attack.
+ Spear|4|1d6+2
+ Two Handed|4|1d8+2
+
+
+ Longbow
+ Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.
+ Longbow|4|1d8+2
+
+
+
+ arctic, forest, grassland, hill
+
+
+ Gnoll Witherling
+ M
+ undead
+ chaotic evil
+ 12 (natural armor)
+ 11 (2d8+2)
+ 30 ft.
+ 14812555
+
+
+
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 7
+ understands Gnoll but can't speak
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 155
+
+
+ Rampage
+ When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Multiattack
+ The witherling makes two attacks: one with its bite and one with its club, or two with its club.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Bite|4|1d4+2
+
+
+ Club
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
+ Club|4|1d4+2
+
+
+ Vengeful Strike
+ In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.
+
+
+
+ arctic, forest, grassland, hill
+
+
+ Green Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft., swim 30 ft.
+ 1611164107
+
+ Perception +2
+ poison
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Amphibious
+ The guard drake can breathe air and water.
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ forest, urban
+
+
+ Grung
+ S
+ humanoid (grung)
+ lawful evil
+ 12
+ 11 (2d6+4)
+ 25 ft., climb 25 ft.
+ 71415101110
+ Dex +4
+ Athletics +2, Perception +2, Stealth +4, Survival +2
+
+
+ poison
+ poisoned
+
+ 12
+ Grung
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 156
+
+
+ Amphibious
+ The grung can breathe air and water.
+
+
+ Poisonous Skin
+ Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Standing Leap
+ The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
+
+
+ Variant: Grung Poison
+ Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
+ A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
+
+ Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands.
+
+ Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
+
+ Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
+ Dagger|4|1d4+2
+ Poison||2d4
+
+
+
+ forest
+
+
+ Grung Elite Warrior
+ S
+ humanoid (grung)
+ lawful evil
+ 13
+ 49 (9d6+18)
+ 25 ft., climb 25 ft.
+ 71615101112
+ Dex +5
+ Athletics +2, Perception +2, Stealth +5, Survival +2
+
+
+ poison
+ poisoned
+
+ 12
+ Grung
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 157
+
+
+ Amphibious
+ The grung can breathe air and water.
+
+
+ Poisonous Skin
+ Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Standing Leap
+ The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
+
+
+ Variant: Grung Poison
+ Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
+ A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
+
+ Orange. The poisoned creature is frightened of its allies.
+
+ Gold. The poisoned creature is charmed and can speak Grung.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
+ Dagger|5|1d4+3
+ Poison||2d4
+
+
+ Shortbow
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
+ Shortbow|5|1d6+3
+ Poison||2d4
+
+
+ Mesmerizing Chirr (Recharge 6)
+ The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+ forest
+
+
+ Grung Wildling
+ S
+ humanoid (grung)
+ lawful evil
+ 13 (16 with barkskin)
+ 27 (5d6+10)
+ 25 ft., climb 25 ft.
+ 71615101511
+ Dex +5
+ Athletics +2, Perception +4, Stealth +5, Survival +4
+
+
+ poison
+ poisoned
+
+ 14
+ Grung
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 157
+
+
+ Amphibious
+ The grung can breathe air and water.
+
+
+ Poisonous Skin
+ Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Spellcasting
+ The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:
+
+ 1st level (4 slots): cure wounds, jump
+
+ 2nd level (3 slots): barkskin, spike growth
+
+ 3rd level (2 slots): plant growth
+
+
+ Standing Leap
+ The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
+
+
+ Variant: Grung Poison
+ Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
+ A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung.
+
+ Red. The poisoned creature must use its action to eat if food is within reach.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
+ Dagger|5|1d4+3
+ Poison||2d4
+
+
+ Shortbow
+ Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.
+ Shortbow|5|1d6+3
+ Poison||2d4
+
+
+
+ forest
+
+
+ Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft.
+ 1611164107
+
+ Perception +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ urban
+
+
+ Hadrosaurus
+ L
+ beast
+ unaligned
+ 11 (natural armor)
+ 19 (3d10+3)
+ 40 ft.
+ 1510132105
+
+ Perception +2
+
+
+
+
+
+ 12
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 140
+
+
+ Tail
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
+ Tail|4|1d10+2
+
+
+
+ grassland, swamp
+
+
+ Hobgoblin Devastator
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 13 (studded leather armor)
+ 45 (7d8+14)
+ 30 ft.
+ 131214161311
+
+ Arcana +5
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Common, Goblin
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 161
+
+
+ Arcane Advantage
+ Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
+
+
+ Army Arcane
+ When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
+
+
+ Spellcasting
+ The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
+
+ 1st level (4 slots): fog cloud, magic missile, thunderwave
+
+ 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
+
+ 3rd level (3 slots): fireball, fly, lightning bolt
+
+ 4th level (1 slot): ice storm
+
+
+ Quarterstaff
+ Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.
+ Quarterstaff|3|1d6+1
+ Two Handed|3|1d8+1
+
+ acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm
+ 4, 3, 3, 1
+ forest, grassland, hill
+
+
+ Hobgoblin Iron Shadow
+ M
+ humanoid (goblinoid)
+ lawful evil
+ 15
+ 32 (5d8+10)
+ 40 ft.
+ 141615141511
+
+ Acrobatics +5, Athletics +4, Stealth +5
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Goblin
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 162
+
+
+ Spellcasting
+ The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:
+
+ Cantrips (at will): minor illusion, prestidigitation, true strike
+
+ 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image
+
+
+ Unarmored Defense
+ While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Multiattack
+ The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 5 (1d4+3) bludgeoning damage.
+ Unarmed Strike|5|1d4+3
+
+
+ Dart
+ Ranged Weapon Attack: +5 to hit, range 20/60 it, one target. Hit: 5 (1d4+3) piercing damage.
+ Dart|5|1d4+3
+
+
+ Shadow Jaunt
+ The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
+
+ minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image
+ 3
+ forest, grassland, hill
+
+
+ Illithilich
+ M
+ undead
+ any evil alignment
+ 17 (natural armor)
+ 135 (18d8+54)
+ 30 ft.
+ 111616201416
+ Con +10, Int +12, Wis +9
+ Arcana +18, History +12, Insight +9, Perception +9
+ cold, lightning, necrotic
+
+ poison; bludgeoning, piercing, and slashing from nonmagical attacks
+ charmed, exhaustion, frightened, paralyzed, poisoned
+ truesight 120 ft.
+ 19
+ Deep Speech, Undercommon, telepathy 120 ft.
+ 22
+
+ Source
+ Volo's Guide to Monsters, p. 172
+
+
+ Legendary Resistance (3/Day)
+ If the illithilich fails a saving throw, it can choose to succeed instead.
+
+
+ Rejuvenation
+ If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
+
+
+ Spellcasting
+ The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
+
+ • Cantrips (at will): mage hand, prestidigitation, ray of frost
+
+ • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
+
+ • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
+
+ • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
+
+ • 4th level (3 slots): blight, dimension door
+
+ • 5th level (3 slots): cloudkill, scrying
+
+ • 6th level (1 slot): disintegrate, globe of invulnerability
+
+ • 7th level (1 slot): finger of death, plane shift
+
+ • 8th level (1 slot): dominate monster, power word stun
+
+ • 9th level (1 slot): power word kill
+
+
+ Turn Resistance
+ The illithilich has advantage on saving throws against any effect that turns undead.
+
+
+ Magic Resistance
+ The illithilich has advantage on saving throws against spells and other magical effects.
+
+
+ Innate Spellcasting (Psionics)
+ The illithilich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.
+
+ At will: detect thoughts, levitate
+
+ 1/day each: dominate monster, plane shift (self only)
+
+
+ Paralyzing Touch
+ Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Paralyzing Touch|12|3d6
+
+
+ Tentacles
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tentacles|12|3d10+5
+
+
+ Extract Brain
+ Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
+ Extract Brain|12|10d10
+
+
+ Mind Blast (Recharge 5-6)
+ The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Mind Blast| |5d8+5
+
+
+ Legendary Actions (3/Turn)
+ The illithilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The illithilich regains spent legendary actions at the start of its turn.
+
+
+ Tentacles
+ The illithilich makes one attack with its tentacles.
+
+
+ Extract Brain (Costs 2 Actions)
+ The illithilich uses Extract Brain.
+
+
+ Mind Blast (Costs 3 Actions)
+ The illithilich recharges its Mind Blast and uses it.
+
+
+ Cast Spell (Costs 1-3 Actions)
+ The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
+
+ mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, levitate, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill
+ 4, 3, 3, 3, 3, 1, 1, 1, 1
+ underdark
+
+
+ Illusionist
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 38 (7d8+7)
+ 30 ft.
+ 91413161112
+ Int +5, Wis +2
+ Arcana +5, History +5
+
+
+
+
+
+ 10
+ any four languages
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 214
+
+
+ Spellcasting
+ The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:
+
+ Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
+
+ 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile
+
+ 2nd level (3 slots): invisibility*, mirror image*, phantasmal force
+
+ 3rd level (3 slots): major image*, phantom steed*
+
+ 4th level (1 slot): phantasmal killer*
+
+ *Illusion spell of 1st level or higher
+
+
+ Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)
+ As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|1|1d6-1
+ Two Handed|1|1d8-1
+
+ dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer
+ 4, 3, 3, 1
+ urban
+
+
+ Ki-rin
+ H
+ celestial
+ lawful good
+ 20 (natural armor)
+ 152 (16d12+48)
+ 60 ft., fly 120 ft. (hover)
+ 211616192020
+
+ Insight +9, Perception +9, Religion +8
+
+
+ poison
+ poisoned
+ blindsight 30 ft., darkvision 120 ft.
+ 19
+ all, telepathy 120 ft.
+ 12
+
+ Source
+ Volo's Guide to Monsters, p. 163
+
+
+ Innate Spellcasting
+ The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:
+
+ At will: gaseous form, major image (6th-level version), wind walk
+
+ 1/day: create food and water
+
+
+ Legendary Resistance (3/Day)
+ If the ki-rin fails a saving throw, it can choose to succeed instead.
+
+
+ Magic Resistance
+ The ki-rin has advantage on saving throws against spells and other magical effects.
+
+
+ Magic Weapons
+ The ki-rin’s weapon attacks are magical.
+
+
+ Spellcasting
+ The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:
+
+ Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
+
+ 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
+
+ 2nd level (3 slots): calm emotions, lesser restoration, silence
+
+ 3rd level (3 slots): dispel magic, remove curse, sending
+
+ 4th level (3 slots): banishment, freedom of movement, guardian of faith
+
+ 5th level (3 slots): greater restoration, mass cure wounds, scrying
+
+ 6th level (1 slot): heroes’ feast, true seeing
+
+ 7th level (1 slot): etherealness, plane shift
+
+ 8th level (1 slot): control weather
+
+ 9th level (1 slot): true resurrection
+
+
+ Multiattack
+ The ki-rin makes three attacks: two with its hooves and one with its horn.
+
+
+ Hoof
+ Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 10 (2d4+5) bludgeoning damage.
+ Hoof|9|2d4+5
+
+
+ Horn
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage.
+ Horn|9|2d8+5
+
+
+ Legendary Actions (3/Turn)
+ The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ki-rin regains spent legendary actions at the start of its turn.
+
+
+ Detect
+ The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
+
+
+ Smite
+ The ki-rin makes a hoof attack or casts sacred flame.
+
+
+ Move
+ The ki-rin moves up to its half its speed without provoking opportunity attacks.
+
+ gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection
+ 4, 3, 3, 3, 3, 1, 1, 1, 1
+ coastal, desert, grassland, mountain
+
+
+ Kobold Dragonshield
+ S
+ humanoid (kobold)
+ lawful evil
+ 15 (leather armor, shield)
+ 44 (8d6+16)
+ 20 ft.
+ 1215148910
+
+ Perception +1
+
+
+
+
+ darkvision 60 ft.
+ 11
+ Common, Draconic
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 165
+
+
+ Dragon's Resistance
+ The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green).
+
+
+ Heart of the Dragon
+ If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
+
+
+ Pack Tactics
+ The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Multiattack
+ The kobold makes two melee attacks.
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
+ Spear|3|1d6+1
+ Two Handed|2|1d8+1
+
+
+
+ forest, hill, mountain, underdark
+
+
+ Kobold Inventor
+ S
+ humanoid (kobold)
+ lawful evil
+ 12
+ 13 (3d6+3)
+ 30 ft.
+ 71512878
+
+ Perception +0
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Common, Draconic
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 166
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+
+ Sling
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
+ Sling|4|1d4+2
+
+
+ Weapon Invention
+ The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:
+
+ 1. Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
+
+ 2. Alchemist’s fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
+
+ 3. Basket of Centipedes. The kobold throws a small basket into a S-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there's a 50 percent chance that the swarm disperses.
+
+ 4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined S-foot-square section of wall or floor within 5 feet of the target.
+
+ 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.
+
+ 6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
+
+ 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
+
+ 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there’s a 50 percent chance that the swarm disperses.
+ Acid|4|2d6
+ Alchemist's Fire|4|1d4
+ Green Slime Pot|4|
+ Scorpion on a Stick|4|1+1d8
+
+
+
+ forest, hill, mountain, underdark, urban
+
+
+ Kobold Scale Sorcerer
+ S
+ humanoid (kobold)
+ lawful evil
+ 15 (natural armor)
+ 27 (5d6+10)
+ 30 ft.
+ 7151410914
+
+ Arcana +2, Medicine +1
+
+
+
+
+ darkvision 60 ft.
+ 9
+ Common, Draconic
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 167
+
+
+ Spellcasting
+ The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:
+
+ Cantrips (at will): fire bolt, mage hand, mending, poison spray
+
+ 1st level (4 slots): charm person, chromatic orb, expeditious retreat
+
+ 2nd level (2 slots): scorching ray
+
+
+ Sorcery Points
+ The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:
+
+ Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
+
+ Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
+
+
+ Pack Tactics
+ The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn’t incapacitated.
+
+
+ Sunlight Sensitivity
+ While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 it, one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|4|1d4+2
+
+ fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray
+ 4, 2
+ forest, hill, mountain, underdark, urban
+
+
+ Korred
+ S
+ fey
+ chaotic neutral
+ 17 (natural armor)
+ 102 (12d6+60)
+ 30 ft., burrow 30 ft.
+ 23142010159
+
+ Athletics +9, Perception +5, Stealth +5
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ darkvision 120 ft., tremorsense 120 ft.
+ 15
+ Dwarvish, Gnomish, Sylvan, Terran, Undercommon
+ 7
+
+ Source
+ Volo's Guide to Monsters, p. 168
+
+
+ Command Hair
+ The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
+ A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
+
+
+ Innate Spellcasting
+ The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
+
+ At will: commune with nature, meld into stone, stone shape
+
+ 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
+
+
+ Stone Camouflage
+ The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
+
+
+ Stone's Strength
+ While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).
+
+
+ Multiattack
+ The korred makes two attacks with its greatclub or hurls two rocks.
+
+
+ Greatclub
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage, or 19 (3d8+6) bludgeoning damage if the korred is on the ground.
+ Greatclub|9|1d8+6
+ On Ground|9|3d8+6
+
+
+ Rock
+ Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8+6) bludgeoning damage, or 24 (4d8+6) bludgeoning damage if the korred is on the ground.
+ Rock|9|2d8+6
+ On Ground|9|4d8+6
+
+ commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance
+
+ forest
+
+
+ Kraken Priest
+ M
+ humanoid (any race)
+ any evil alignment
+ 10
+ 75 (10d8+30)
+ 30 ft., swim 30 ft.
+ 121016101514
+
+ Perception +5
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+
+ 15
+ any two languages
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 215
+
+
+ Amphibious
+ The priest can breathe air and water.
+
+
+ Innate Spellcasting
+ The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
+
+ At will: command, create or destroy water
+
+ 3/day each: control water, darkness, water breathing, water walk
+
+ 1/day each: call lightning, Evard’s black tentacles
+
+
+ Thunderous Touch
+ Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage.
+ Thunderous Touch|5|5d10
+
+
+ Voice of the Kraken (Recharges after a Short or Long Rest)
+ A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles
+
+ coastal, underwater
+
+
+ Leucrotta
+ L
+ monstrosity
+ chaotic evil
+ 14 (natural armor)
+ 67 (9d10+18)
+ 50 ft.
+ 1814159126
+
+ Deception +2, Perception +3
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Abyssal, Gnoll
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 169
+
+
+ Keen Smell
+ The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
+
+
+ Kicking Retreat
+ If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
+
+
+ Mimicry
+ The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
+
+
+ Rampage
+ When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.
+
+
+ Multiattack
+ The leucrotta makes two attacks: one with its bite and one with its hooves.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
+ Bite|6|1d8+4
+ Critical|6|3d8+4
+
+
+ Hooves
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
+ Hooves|6|2d6+4
+
+
+
+ desert, grassland
+
+
+ Martial Arts Adept
+ M
+ humanoid (any race)
+ any alignment
+ 16
+ 60 (11d8+11)
+ 40 ft.
+ 111713111610
+
+ Acrobatics +5, Insight +5, Stealth +5
+
+
+
+
+
+ 13
+ any one language (usually Common)
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 216
+
+
+ Unarmored Defense
+ While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
+
+
+ Multiattack
+ The adept makes three unarmed strikes or three dart attacks.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
+
+ • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
+
+ •The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
+
+ •The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
+ Unarmed Strike|5|1d8+3
+
+
+ Dart
+ Ranged Weapon Attack: +5 to hit, range 20/60 ft, one target. Hit: 5 (1d4+3) piercing damage.
+ Dart|5|1d4+3
+
+
+ Deflect Missile
+ In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
+
+
+
+ urban
+
+
+ Master Thief
+ M
+ humanoid (any race)
+ any alignment
+ 16 (studded leather armor)
+ 83 (13d8+26)
+ 30 ft.
+ 111814111112
+ Dex +7, Int +3
+ Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
+
+
+
+
+
+ 13
+ any one language (usually Common) plus thieves' cant
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 216
+
+
+ Cunning Action
+ On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
+
+
+ Evasion
+ If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
+
+
+ Sneak Attack (1/Turn)
+ The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.
+ Sneak Attack| |4d6
+
+
+ Multiattack
+ The thief makes three attacks with its shortsword.
+
+
+ Shortsword
+ Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Shortsword|7|1d6+4
+
+
+ Light Crossbow
+ Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Light Crossbow|7|1d8+4
+
+
+ Uncanny Dodge
+ The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
+
+
+
+ urban
+
+
+ Maw Demon
+ M
+ fiend (demon)
+ chaotic evil
+ 13 (natural armor)
+ 33 (6d8+6)
+ 30 ft.
+ 14813585
+
+
+ cold, fire, lightning
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 60 ft.
+ 9
+ understands Abyssal but can't speak
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 137
+
+
+ Rampage
+ When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.
+ Bite|4|2d8+2
+
+
+
+ underdark
+
+
+ Meenlock
+ S
+ fey
+ neutral evil
+ 15 (natural armor)
+ 31 (7d6+7)
+ 30 ft.
+ 7151211108
+
+ Perception +4, Stealth +6, Survival +2
+
+
+
+ frightened
+ darkvision 120 ft.
+ 14
+ telepathy 120 ft.
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 170
+
+
+ Fear Aura
+ Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Light Sensitivity
+ While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
+
+
+ Shadow Teleport (Recharge 5-6)
+ As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+ Claws|4|2d4+2
+
+
+
+ forest, swamp, urban
+
+
+ Mind Flayer Psion
+ M
+ aberration
+ lawful evil
+ 15 (breastplate)
+ 71 (13d8+13)
+ 30 ft.
+ 111212191717
+ Int +7, Wis +6, Cha +6
+ Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
+
+
+
+
+ darkvision 120 ft.
+ 16
+ Deep Speech, Undercommon, telepathy 120 ft.
+ 8
+
+ Source
+ Volo's Guide to Monsters p. 71
+
+
+ Magic Resistance
+ The mind flayer has advantage on saving throws against spells and other magical effects.
+
+
+ Innate Spellcasting (Psionics)
+ The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
+
+ At will: guidance, mage hand, vicious mockery, true strike
+
+ 1st-level (4 slots): charm person, command, comprehend languages, sanctuary
+
+ 2nd level (3 slots): crown of madness, phantasmal force, see invisibility
+
+ 3rd level (3 slots): clairvoyance, fear, meld into stone
+
+ 4th level (3 slots): confusion, stone shape
+
+ 5th level (2 slots): scrying, telekinesis
+
+
+ Tentacles
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tentacles|7|2d10+4
+
+
+ Extract Brain
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
+ Extract Brain|7|10d10
+
+
+ Mind Blast (Recharge 5-6)
+ The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Mind Blast||4d8+4
+
+ guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis
+
+
+
+
+ Mindwitness
+ L
+ aberration
+ lawful evil
+ 15 (natural armor)
+ 75 (10d10+20)
+ 0 ft., fly 20 ft. (hover)
+ 101414151510
+ Int +5, Wis +5
+ Perception +8
+
+
+
+ prone
+ darkvision 120 ft.
+ 18
+ Deep Speech, Undercommon, telepathy 600 ft.
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 176
+
+
+ Telepathic Hub
+ When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
+
+
+ Multiattack
+ The mindwitness makes two attacks: one with its tentacles and one with its bite.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage.
+ Bite|5|4d6+2
+
+
+ Tentacles
+ Melee Weapon Attack: +5 to hit, reach 5 it, one creature. Hit: 20 (4d8+2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tentacles|5|4d8+2
+
+
+ Eye Rays
+ Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
+
+ 1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ 2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ 3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
+
+ 4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ 5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
+
+ 6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.
+ If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Incapacitated:
+ • An incapacitated creature can't take actions or reactions.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Psychic Ray| |6d8
+
+
+
+ underdark
+
+
+ Morkoth
+ M
+ aberration
+ chaotic evil
+ 17 (natural armor)
+ 130 (20d8+40)
+ 25 ft., swim 50 ft.
+ 141414201513
+ Dex +6, Int +9, Wis +6
+ Arcana +9, History +9, Perception +10, Stealth +6
+ bludgeoning, piercing, and slashing from nonmagical attacks
+
+
+
+ blindsight 30 ft., darkvision 120 ft.
+ 20
+ telepathy 120 ft.
+ 11
+
+ Source
+ Volo's Guide to Monsters, p. 178
+
+
+ Amphibious
+ The morkoth can breathe air and water.
+
+
+ Spellcasting
+ The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:
+
+ Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
+
+ 1st level (4 slots): detect magic, identify, shield, witch bolt
+
+ 2nd level (3 slots): darkness, detect thoughts, shatter
+
+ 3rd level (3 slots): dispel magic, lightning bolt, sending
+
+ 4th level (3 slots): dimension door, Evard’s black tentacles
+
+ 5th level (3 slots): geas, scrying
+
+ 6th level (1 slot): chain lightning
+
+
+ Multiattack
+ The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft. one target. Hit: 9 (2d6+2) slashing damage.
+ Bite|6|2d6+2
+
+
+ Tentacles
+ Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8+2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8+2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacles|6|3d8+2
+
+
+ Hypnosis
+ The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Spell Reflection
+ If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
+
+
+
+ coastal, underwater
+
+
+ Mouth of Grolantor
+ H
+ giant (hill giant)
+ chaotic evil
+ 14 (natural armor)
+ 105 (10d12+40)
+ 50 ft.
+ 211018575
+
+ Perception +1
+
+
+
+ frightened
+
+ 11
+ Giant
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 149
+
+
+ Mouth of Madness
+ The giant is immune to confusion spells and similar magic.
+ On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn:
+
+ 1-3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
+
+ 4-5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
+
+ 6-7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
+
+ 8-10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+ Bite
+ Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6+5) piercing damage, and the giant magically regains hit points equal to the damage dealt.
+ Bite|8|3d6+5
+
+
+ Fist
+ Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 18 (3d8+5) bludgeoning damage.
+ Fist|8|3d8+5
+
+
+
+ grassland, hill
+
+
+ Necromancer
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 66 (12d8+12)
+ 30 ft.
+ 91412171211
+ Int +7, Wis +5
+ Arcana +7, History +7
+ necrotic
+
+
+
+
+ 11
+ any four languages
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 217
+
+
+ Spellcasting
+ The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:
+
+ Cantrips (at will): chill touch, dancing lights, mage hand, mending
+
+ 1st level (4 slots):false life*, mage armor, ray of sickness*
+
+ 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web
+
+ 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*
+
+ 4th level (3 slots): blight*, dimension door, stoneskin
+
+ 5th level (2 slots): Bigby’s hand, cloudkill
+
+ 6th level (1 slot): circle of death*
+
+ *Necromancy spell of 1st level or higher
+
+
+ Grim Harvest (1/Turn)
+ When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.
+
+
+ Withering Touch
+ Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage.
+ Withering Touch|7|2d4
+
+ chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death
+ 4, 3, 3, 3, 2, 1
+ desert, urban
+
+
+ Neogi
+ S
+ aberration
+ lawful evil
+ 15 (natural armor)
+ 33 (6d6+12)
+ 30 ft., climb 30 ft.
+ 61614131215
+
+ Intimidation +4, Perception +3
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Common, Deep Speech, Undercommon
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 180
+
+
+ Mental Fortitude
+ The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
+
+
+ Spider Climb
+ The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The neogi makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|5|1d6+3+5d6
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
+ Claws|5|2d4+3
+
+
+ Enslave (Recharges after a Short or Long Rest)
+ The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+
+ hill, underdark
+
+
+ Neogi Hatchling
+ T
+ aberration
+ lawful evil
+ 11
+ 7 (3d4)
+ 20 ft., climb 20 ft.
+ 313106109
+
+
+
+
+
+
+ darkvision 60 ft.
+ 10
+
+ 1/8
+
+ Source
+ Volo's Guide to Monsters, p. 179
+
+
+ Mental Fortitude
+ The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
+
+
+ Spider Climb
+ The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|3|1d4+1+2d6
+
+
+
+ hill, underdark
+
+
+ Neogi Master
+ M
+ aberration
+ lawful evil
+ 15 (natural armor)
+ 71 (11d8+22)
+ 30 ft., climb 30 ft.
+ 61614161218
+ Wis +3
+ Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
+
+
+
+
+ darkvision 120 ft. (penetrates magical darkness)
+ 13
+ Common, Deep Speech, Undercommon, telepathy 30 ft.
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 180
+
+
+ Mental Fortitude
+ The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
+
+
+ Spellcasting
+ The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery
+
+ 1st—4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
+
+
+ Spider Climb
+ The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Multiattack
+ The neogi makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|5|1d6+3+5d6
+
+
+ Claws
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.
+ Claws|5|2d4+3
+
+
+ Enslave (Recharges after a Short or Long Rest)
+ The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+ eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
+ , , , 2
+ hill, underdark
+
+
+ Neothelid
+ G
+ aberration
+ chaotic evil
+ 16 (natural armor)
+ 325 (21d20+105)
+ 30 ft.
+ 2772131612
+ Int +1, Wis +8, Cha +6
+
+
+
+
+
+ blindsight 120 ft.
+ 13
+
+ 13
+
+ Source
+ Volo's Guide to Monsters, p. 181
+
+
+ Creature Sense
+ The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
+
+
+ Innate Spellcasting (Psionics)
+ The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:
+
+ At will: levitate
+
+ 1/day each: confusion, feeblemind, telekinesis
+
+
+ Magic Resistance
+ The neothelid has advantage on saving throws against spells and other magical effects.
+
+
+ Tentacles
+ Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.
+ If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Tentacles|13|3d8+8+3d8
+ Acid Damage| |10d6
+
+
+ Acid Breath (Recharges 5-6)
+ The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
+ Acid Breath | |10d6
+
+ levitate, confusion, feeblemind, telekinesis
+
+ underdark
+
+
+ Nilbog
+ S
+ humanoid (goblinoid)
+ chaotic evil
+ 13 (leather armor)
+ 7 (2d6)
+ 30 ft.
+ 8141010815
+
+ Stealth +6
+
+
+
+
+ darkvision 60 ft.
+ 9
+ Common, Goblin
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 182
+
+
+ Innate Spellcasting
+ The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
+
+ At will: mage hand, Tasha’s hideous laughter, vicious mockery 1/day: confusion
+
+
+ Nilbogism
+ Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.
+
+
+ Nimble Escape
+ The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.
+
+
+ Fool's Scepter
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
+ Fool's Scepter|4|1d6+2
+
+
+ Shortbow
+ Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortbow|4|1d6+2
+
+
+ Reversal of Fortune
+ In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.
+ Reversal of Fortune| |1d6
+
+ mage hand, Tasha's hideous laughter, vicious mockery, confusion
+
+ forest, hill, underdark
+
+
+ Orc Blade of Ilneval
+ M
+ humanoid (orc)
+ chaotic evil
+ 18 (chain mail, shield)
+ 60 (8d8+24)
+ 30 ft.
+ 171117101214
+ Wis +3
+ Insight +3, Intimidation +4, Perception +3
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Common, Orc
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 183
+
+
+ Aggressive
+ As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
+
+
+ Foe Smiter of Ilneval
+ The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).
+
+
+ Multiattack
+ The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.
+
+
+ Longsword
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage when used with two hands.
+ Longsword|5|2d8+3
+ Two Handed|5|2d10+3
+
+
+ Javelin
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
+ Javelin|5|1d6+3
+
+
+ Ilneval's Command (Recharges 4-6)
+ Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.
+
+
+
+ forest, grassland, hill, mountain, underdark
+
+
+ Orc Claw of Luthic
+ M
+ humanoid (orc)
+ chaotic evil
+ 14 (hide armor)
+ 45 (6d8+18)
+ 30 ft.
+ 141516101511
+
+ Intimidation +2, Medicine +4, Survival +4
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Orc
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 183
+
+
+ Aggressive
+ As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
+
+
+ Spellcasting
+ The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:
+
+ Cantrips (at will): guidance, mending, resistance, thaumaturgy
+
+ 1st level (4 slots): bane, cure wounds, guiding bolt
+
+ 2nd level (3 slots): augury, warding bond
+
+ 3rd level (2 slots): bestow curse, create food and water
+
+
+ Multiattack
+ The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
+
+
+ Claw
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
+ Claw|4|1d8+2
+
+ guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water
+ 4, 3, 2
+ mountain, underdark
+
+
+ Orc Hand of Yurtrus
+ M
+ humanoid (orc)
+ chaotic evil
+ 12 (hide armor)
+ 30 (4d8+12)
+ 30 ft.
+ 12111611149
+
+ Arcana +2, Intimidation +1, Medicine +4, Religion +2
+
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Common and Orc but can't speak
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 184
+
+
+ Aggressive
+ As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
+
+
+ Spellcasting
+ The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:
+
+ Cantrips (at-will): guidance, mending, resistance, thaumaturgy
+
+ 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good
+
+ 2nd level (3 slots): blindness/deafness, silence
+
+
+ Touch of the White Hand
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.
+ Touch of the White Hand|3|2d8
+
+ guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence
+ 4, 3
+ forest, grassland, hill, mountain, underdark
+
+
+ Orc Nurtured One of Yurtrus
+ M
+ humanoid (orc)
+ chaotic evil
+ 9
+ 30 (4d8+12)
+ 30 ft.
+ 158167117
+
+
+
+
+
+
+ darkvision 60 ft.
+ 10
+ Common, Orc
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 184
+
+
+ Aggressive
+ As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
+
+
+ Corrupted Carrier
+ When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn‘t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Explosion| |4d6
+
+
+ Nurtured One of Yurtrus
+ The orc has advantage on saving throws against poison and disease.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage plus 2 (1d4) necrotic damage.
+ Claws|4|1d4+2+1d4
+
+
+ Corrupted Vengeance
+ The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.
+
+
+
+ forest, grassland, hill, mountain, underdark
+
+
+ Orc Red Fang of Shargaas
+ M
+ humanoid (orc)
+ chaotic evil
+ 15 (studded leather armor)
+ 52 (8d8+16)
+ 30 ft.
+ 1116159119
+
+ Intimidation +1, Perception +2, Stealth +5
+
+
+
+
+ darkvision 60 ft.
+ 12
+ Common, Orc
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 185
+
+
+ Cunning Action
+ On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
+
+
+ Hand of Shargaas
+ The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
+
+
+ Shargaas's Sight
+ Magical darkness doesn’t impede the orc’s darkvision.
+
+
+ Slayer
+ In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.
+
+
+ Multiattack
+ The orc makes two scimitar or dart attacks.
+
+
+ Scimitar
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) slashing damage.
+ Scimitar|5|3d6+3
+
+
+ Dart
+ Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4+3) piercing damage.
+ Dart|5|3d4+3
+
+
+ Veil of Shargaas (Recharges after a Short or Long Rest)
+ The orc casts darkness without any components. Wisdom is its spellcasting ability.
+
+ darkness
+
+ forest, hill, mountain, underdark, urban
+
+
+ Ox
+ L
+ beast
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+
+
+
+ 10
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Beast of Burden
+ The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+ urban
+
+
+ Quetzalcoatlus
+ H
+ beast
+ unaligned
+ 13 (natural armor)
+ 30 (4d12+4)
+ 10 ft., fly 80 ft.
+ 1513132105
+
+ Perception +2
+
+
+
+
+
+ 12
+
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 140
+
+
+ Dive Attack
+ If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
+ Dive Attack||3d6
+
+
+ Flyby
+ The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6+2) piercing damage.
+ Bite|4|3d6+2
+
+
+
+ coastal, hill, mountain
+
+
+ Quickling
+ T
+ fey
+ chaotic evil
+ 16
+ 10 (3d4+3)
+ 120 ft.
+ 4231310127
+
+ Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
+
+
+
+
+ darkvision 60 ft.
+ 15
+ Common, Sylvan
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 187
+
+
+ Blurred Movement
+ Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
+
+
+ Evasion
+ If the quickling is subjected to an effect that allows it to make a Dexterity 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.
+
+
+ Multiattack
+ The quickling makes three dagger attacks.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) piercing damage.
+ Dagger|8|1d4+6
+
+
+
+ forest
+
+
+ Red Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft., climb 30 ft.
+ 1611164107
+
+ Perception +2
+ fire
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ mountain, underdark, urban
+
+
+ Redcap
+ S
+ fey
+ chaotic evil
+ 13 (natural armor)
+ 45 (6d6+24)
+ 25 ft.
+ 18131810129
+
+ Athletics +6, Perception +3
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Common, Sylvan
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 188
+
+
+ Iron Boots
+ While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
+
+
+ Outsize Strength
+ While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.
+
+
+ Multiattack
+ The redcap makes three attacks with its wicked sickle.
+
+
+ Wicked Sickle
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.
+ Wicked Sickle|6|2d4+4
+
+
+ Ironbound Pursuit
+ The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10+4) bludgeoning damage and be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Kick| |3d10+4
+
+
+
+ forest, hill, swamp
+
+
+ Rothé
+ L
+ beast
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+
+
+
+
+ darkvision 30 ft.
+ 10
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+ grassland
+
+
+ Sea Spawn
+ M
+ humanoid
+ neutral evil
+ 11 (natural armor)
+ 32 (5d8+10)
+ 20 ft., swim 30 ft.
+ 158156108
+
+
+
+
+
+
+ darkvision 120 ft.
+ 10
+ understands Aquan and Common but can't speak
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 189
+
+
+ Limited Amphibiousness
+ The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.
+
+
+ Multiattack
+ The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
+
+
+ Unarmed Strike
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
+ Unarmed Strike|4|1d4+2
+
+
+ Piscine Anatomy
+ The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:
+
+ Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
+
+ Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Bite|5|1d4+2
+ Poison Quills|5|1d6
+ Tentacle|5|1d6+2
+
+
+
+ coastal, underwater
+
+
+ Shadow Mastiff
+ M
+ monstrosity
+ neutral evil
+ 12
+ 33 (6d8+6)
+ 40 ft.
+ 1614135125
+
+ Perception +3, Stealth +6
+ bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
+
+
+
+ darkvision 60 ft.
+ 13
+
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 190
+
+
+ Ethereal Awareness
+ The shadow mastiff can see ethereal creatures and objects.
+
+
+ Keen Hearing and Smell
+ The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
+
+
+ Shadow Blend
+ While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
+
+ Invisible:
+ • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
+
+ • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
+
+
+ Sunlight Weakness
+ While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Bite|5|2d6+3
+
+
+
+ forest, hill, swamp
+
+
+ Shoosuva
+ L
+ fiend (demon)
+ chaotic evil
+ 14 (natural armor)
+ 110 (13d10+39)
+ 40 ft.
+ 1813177149
+ Dex +4, Con +6, Wis +5
+
+ cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ poison
+ charmed, frightened, poisoned
+ darkvision 60 ft.
+ 12
+ Abyssal, Gnoll, telepathy 120 ft.
+ 8
+
+ Source
+ Volo's Guide to Monsters, p. 137
+
+
+ Rampage
+ When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.
+
+
+ Multiattack
+ The shoosuva makes two attacks: one with its bite and one with its tail stinger.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 26 (4d10+4) piercing damage.
+ Bite|7|4d10+4
+
+
+ Tail Stinger
+ Melee Weapon Attack: +7 to hit, reach 15 ft, one creature. Hit: 13 (2d8+4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Tail Stinger|7|2d8+4
+
+
+
+ arctic, forest, grassland, hill
+
+
+ Slithering Tracker
+ M
+ ooze
+ chaotic evil
+ 14
+ 32 (5d8+10)
+ 30 ft., climb 30 ft., swim 30 ft.
+ 161915101411
+
+ Stealth +8
+ bludgeoning, piercing, and slashing from nonmagical attacks
+ cold, fire
+
+ blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
+ blindsight 120 ft.
+ 12
+ understands languages it knew in its previous form but can't speak
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 191
+
+
+ Ambusher
+ In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
+
+
+ Damage Transfer
+ While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.
+
+
+ False Appearance
+ While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
+
+
+ Keen Tracker
+ The slithering tracker has advantage on Wisdom checks to track prey.
+
+
+ Liquid Form
+ The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
+
+
+ Spider Climb
+ The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Watery Stealth
+ While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.
+
+
+ Slam
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) bludgeoning damage.
+ Slam|5|1d10+3
+
+
+ Life Leech
+ One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+
+
+
+ underdark, urban
+
+
+ Spawn of Kyuss
+ M
+ undead
+ chaotic evil
+ 10
+ 76 (9d8+36)
+ 30 ft.
+ 161118573
+ Wis +1
+
+
+
+ poison
+ exhaustion, poisoned
+ darkvision 60 ft.
+ 8
+ understands the languages it knew in life but can't speak
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 192
+
+
+ Regeneration
+ The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Worms
+ If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.
+
+
+ Multiattack
+ The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.
+
+
+ Burrowing Worm
+ A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target's next turn, dealing l piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
+
+
+ Claw
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage plus 7 (2d6) necrotic damage.
+ Claw|6|1d6+3
+
+
+
+ desert, underdark
+
+
+ Stegosaurus
+ H
+ beast
+ unaligned
+ 13 (natural armor)
+ 76 (8d12+24)
+ 40 ft.
+ 209172115
+
+
+
+
+
+
+
+ 10
+
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 140
+
+
+ Tail
+ Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.
+ Tail|7|6d6+5
+
+
+
+ forest, grassland
+
+
+ Stench Kow
+ L
+ beast
+ unaligned
+ 10
+ 15 (2d10+4)
+ 30 ft.
+ 1810142104
+
+
+ cold, fire, poison
+
+
+
+ darkvision 60 ft.
+ 10
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Charge
+ If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
+ Charge||2d6
+
+
+ Stench
+ Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 26 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+
+
+ Gore
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
+ Gore|6|1d6+4
+
+
+
+
+
+
+ Stone Giant Dreamwalker
+ H
+ giant (stone giant)
+ chaotic neutral
+ 18 (natural armor)
+ 161 (14d12+70)
+ 40 ft.
+ 23142110812
+ Dex +6, Con +9, Wis +3
+ Athletics +14, Perception +3
+
+
+
+ charmed, frightened
+ darkvision 60 ft.
+ 13
+ Common, Giant
+ 10
+
+ Source
+ Volo's Guide to Monsters, p. 150
+
+
+ Dreamwalker's Charm
+ An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker's Charm for 24 hours.
+
+ Charmed:
+ • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
+
+ • The charmer has advantage on any ability check to interact socially with the creature.
+
+
+ Multiattack
+ The giant makes two attacks with its greatclub.
+
+
+ Greatclub
+ Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 19 (3d8+6) bludgeoning damage.
+ Greatclub|10|3d8+6
+
+
+ Petrifying Touch
+ The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.
+
+ Petrified:
+ • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
+
+ • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings.
+
+ • Attack rolls against the creature have advantage.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • The creature has resistance to all damage.
+
+ • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
+
+
+ Rock
+ Ranged Weapon Attack: +10 to hit, range 60/240 ft, one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
+
+ Prone:
+ • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
+
+ • The creature has disadvantage on attack rolls.
+
+ • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
+ Rock|10|4d10+6
+
+
+
+ coastal, hill, mountain
+
+
+ Storm Giant Quintessent
+ H
+ giant (storm giant)
+ chaotic good
+ 12
+ 230 (20d12+100)
+ 50 ft., fly 50 ft. (hover), swim 50 ft.
+ 291420173019
+ Str +14, Con +10, Wis +10, Cha +9
+ Arcana +8, History +8, Perception +10
+ cold; bludgeoning, piercing, and slashing from nonmagical attacks
+
+ lightning, thunder
+
+ truesight 60 ft.
+ 20
+ Common, Giant
+ 16
+
+ Source
+ Volo's Guide to Monsters, p. 151
+
+
+ Amphibious
+ The giant can breathe air and water.
+
+
+ Multiattack
+ The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
+
+
+ Lightning Sword
+ Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6+9) lightning damage.
+ Lightning Sword|14|9d6+9
+
+
+ Windjavelin
+ The giant coalesces wind into a javeIin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6+9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
+ Wind Javelin||3d6+9
+
+
+ Legendary Actions (3/Turn)
+ The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
+
+
+ Gust
+ The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
+
+
+ Thunderbolt (2 Actions)
+ The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
+ Thunderbolt||4d10
+
+
+ One with the Storm (3 Actions)
+ The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
+
+
+
+ arctic, coastal, desert, mountain, underwater
+
+
+ Swarm of Cranium Rats
+ M
+ swarm of Tiny beasts
+ lawful evil
+ 12
+ 36 (8d8)
+ 30 ft.
+ 91410151114
+
+
+ bludgeoning, piercing, slashing
+
+
+ charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
+ darkvision 30 ft.
+ 10
+ telepathy 30 ft.
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 133
+
+
+ Illumination
+ As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
+
+
+ Innate Spellcasting (Psionics)
+ The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components::
+
+ • At will: command, comprehend languages, detect thoughts
+
+ • 1/day each: confusion, dominate monster
+
+
+ Swarm
+ The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
+
+
+ Telepathic Shroud
+ The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.
+
+
+ Bites
+ Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
+ Bites|5|4d6
+ Half Hit Points|5|2d6
+
+ command, comprehend languages, detect thoughts, confusion, dominate monster
+
+ underdark, urban
+
+
+ Swarm of Rot Grubs
+ M
+ swarm of Tiny beasts
+ unaligned
+ 8
+ 22 (5d8)
+ 5 ft., climb 5 ft.
+ 2710121
+
+
+ piercing, slashing
+
+
+ charmed, frightened, grappled, paralyzed, petrified, prone, restrained
+ blindsight 10 ft.
+ 6
+
+ 1/2
+
+ Source
+ Volo's Guide to Monsters, p. 208
+
+
+ Swarm
+ The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.
+
+
+ Bites
+ Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.
+ Bites|0|1d4
+
+
+
+ swamp, underdark
+
+
+ Swashbuckler
+ M
+ humanoid (any race)
+ any non-lawful alignment
+ 17 (leather armor)
+ 66 (12d8+12)
+ 30 ft.
+ 121812141115
+
+ Acrobatics +8, Athletics +5, Persuasion +6
+
+
+
+
+
+ 10
+ any one language (usually Common)
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 217
+
+
+ Lightfooted
+ The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
+
+
+ Suave Defense
+ While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.
+
+
+ Multiattack
+ The swashbuckler makes three attacks: one with a dagger and two with its rapier.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage.
+ Dagger|6|1d4+4
+
+
+ Rapier
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Rapier|6|1d8+4
+
+
+
+ coastal, urban
+
+
+ Tanarukk
+ M
+ fiend (demon, orc)
+ chaotic evil
+ 14 (natural armor)
+ 95 (10d8+50)
+ 30 ft.
+ 181320999
+
+ Intimidation +2, Perception +2
+ fire, poison
+
+
+
+ darkvision 60 ft.
+ 12
+ Abyssal, Common, Orc
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 186
+
+
+ Aggressive
+ As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
+
+
+ Magic Resistance
+ The tanarukk has advantage on saving throws against spells and other magical effects.
+
+
+ Multiattack
+ The tanarukk makes two attacks: one with its bite and one with its greatsword.
+
+
+ Bite
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
+ Bite|7|1d8+4
+
+
+ Greatsword
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
+ Greatsword|7|2d6+4
+
+
+ Unbridled Fury
+ In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
+
+
+
+ hill, mountain, underdark
+
+
+ Thorny
+ M
+ plant
+ neutral
+ 14 (natural armor)
+ 27 (5d8+5)
+ 30 ft.
+ 1312132106
+
+ Perception +4, Stealth +3
+ lightning, piercing
+
+
+
+ darkvision 60 ft.
+ 14
+
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 197
+
+
+ Plant Camouflage
+ The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
+
+
+ Regeneration
+ The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Bite
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) piercing damage.
+ Bite|3|2d6+1
+
+
+
+ forest, swamp
+
+
+ Tlincalli
+ L
+ monstrosity
+ neutral evil
+ 15 (natural armor)
+ 85 (10d10+30)
+ 40 ft.
+ 1613168128
+
+ Perception +4, Stealth +4, Survival +4
+
+
+
+
+ darkvision 60 ft.
+ 13
+ Tlincalli
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 193
+
+
+ Multiattack
+ The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
+
+
+ Longsword
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
+ Longsword. |6|1d8+3
+
+
+ Spiked Chain
+ Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Spiked Chain|6|1d6+3
+
+
+ Sting
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Paralyzed:
+ • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Sting|6|1d6+3+4d6
+
+
+
+ desert
+
+
+ Transmuter
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 40 (9d8)
+ 30 ft.
+ 91411171211
+ Int +6, Wis +4
+ Arcana +6, History +6
+
+
+
+
+
+ 11
+ any four languages
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 218
+
+
+ Spellcasting
+ The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:
+
+ Cantrips (at will): light, mending, prestidigitation, ray of frost
+
+ 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor
+
+ 2nd level (3 slots): alter self*, hold person, knock*
+
+ 3rd level (3 slots): blink*, fireball, slow*
+
+ 4th level (3 slots): polymorph*, stoneskin
+
+ 5th level (1 slot): telekinesis*
+
+ *Transmutation spell of 1st level or higher
+
+
+ Transmuter's Stone
+ The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:
+
+ •Darkvision out to a range of 60 feet
+
+ •An extra 10 feet of speed while the bearer is unencumbered
+
+ •Proficiency with Constitution saving throws
+
+ •Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)
+
+ If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.
+
+
+ Quarterstaff
+ Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
+ Quarterstaff|2|1d6-1
+ Two Handed|2|1d8-1
+
+ light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock , blink, fireball, slow, polymorph, stoneskin, telekinesis
+ 4, 3, 3, 3, 1
+ urban
+
+
+ Trapper
+ L
+ monstrosity
+ unaligned
+ 13 (natural armor)
+ 85 (10d10+30)
+ 10 ft., climb 10 ft.
+ 1710172134
+
+ Stealth +2
+
+
+
+
+ blindsight 30 ft., darkvision 60 ft.
+ 11
+
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 194
+
+
+ Fake Appearance
+ While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence.
+
+
+ Spider Climb
+ The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
+
+ Smother
+ One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6+3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
+
+ Blinded:
+ • A blinded creature can't see and automatically fails any ability check that requires sight.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Smother| |4d6+3+1d6
+
+
+
+ underdark
+
+
+ Ulitharid
+ L
+ aberration
+ lawful evil
+ 15 (breastplate)
+ 127 (17d10+14)
+ 30 ft.
+ 151215211921
+ Int +9, Wis +8, Cha +9
+ Arcana +9, Insight +8, Perception +8, Stealth +5
+
+
+
+
+ darkvision 120 ft.
+ 18
+ Deep Speech, Undercommon, telepathy 2 miles
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 175
+
+
+ Creature Sense
+ The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
+
+
+ Magic Resistance
+ The ulitharid has advantage on saving throws against spells and other magical effects.
+
+
+ Psionic Hub
+ If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
+
+
+ Innate Spellcasting (Psionics)
+ The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
+
+ At will: detect thoughts, levitate
+
+ 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis
+
+
+ Tentacles
+ Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Tentacles|9|4d10+5
+
+
+ Extract Brain
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
+ Extract Brain|9|10d10
+
+
+ Mind Blast (Recharge 5-6)
+ The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+ Mind Blast| |4d12+5
+
+ detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis
+
+ underdark
+
+
+ Vargouille
+ T
+ fiend
+ chaotic evil
+ 12
+ 13 (3d4+6)
+ 5 ft., fly 40 ft.
+ 61414472
+
+
+ cold, fire, lightning
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 8
+ understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 195
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 10 (3d6) poison damage.
+ Bite|4|1d6+2+3d6
+
+
+ Kiss
+ The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
+
+
+ Stunning Shriek
+ The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for ft., the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+ Stunned:
+ • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+
+
+ desert, swamp, underdark
+
+
+ Vegepygmy
+ S
+ plant
+ neutral
+ 13 (natural armor)
+ 9 (2d6+2)
+ 30 ft.
+ 714136117
+
+ Perception +2, Stealth +4
+ lightning, piercing
+
+
+
+ darkvision 60 ft.
+ 12
+ Vegepygmy
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 196
+
+
+ Plant Camouflage
+ The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
+
+
+ Plant Camouflage
+ The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
+
+
+ Regeneration
+ The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Regeneration
+ The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
+ Claws |4|1d6+2
+
+
+ Sling
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
+ Sling|4|1d4+2
+
+
+
+ forest, swamp
+
+
+ Vegepygmy Chief
+ S
+ plant
+ neutral
+ 14 (natural armor)
+ 33 (6d6+12)
+ 30 ft.
+ 1414147129
+
+ Perception +3, Stealth +4
+ lightning, piercing
+
+
+
+ darkvision 60 ft.
+ 13
+ Vegepygmy
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 197
+
+
+ Multiattack
+ The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
+ Claws|4|1d6+2
+
+
+ Spear
+ Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (id8+2) piercing damage if used with two hands to make a melee attack.
+ Spear|4|1d6+2
+ Two Handed|4|1d8+2
+
+
+ Spores (1/Day)
+ A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
+
+ Poisoned:
+ • A poisoned creature has disadvantage on attack rolls and ability checks.
+ Spores| |2d8
+
+
+
+ forest, swamp
+
+
+ Velociraptor
+ T
+ beast
+ unaligned
+ 13 (natural armor)
+ 10 (3d4+3)
+ 30 ft.
+ 614134126
+
+ Perception +3
+
+
+
+
+
+ 13
+
+ 1/4
+
+ Source
+ Volo's Guide to Monsters, p. 140
+
+
+ Pack Tactics
+ The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
+
+
+ Multiattack
+ The velociraptor makes two attacks: one with its bite and one with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage.
+ Bite|4|1d6+2
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
+ Claws|4|1d4+2
+
+
+
+ forest, grassland
+
+
+ War Priest
+ M
+ humanoid (any race)
+ any alignment
+ 18 (plate)
+ 117 (18d8+36)
+ 30 ft.
+ 161014111713
+ Con +6, Wis +7
+ Intimidation +5, Religion +4
+
+
+
+
+
+ 13
+ any two languages
+ 9
+
+ Source
+ Volo's Guide to Monsters, p. 218
+
+
+ Spellcasting
+ The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
+
+ Cantrips (at will): light, mending, sacred flame, spare the dying
+
+ 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
+
+ 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
+
+ 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water wall
+
+ 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
+
+ 5th level (1 slot): flame strike, mass cure wounds, hold monster
+
+
+ Multiattack
+ The priest makes two melee attacks.
+
+
+ Maul
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage.
+ Maul|7|2d6+3
+
+
+ Guided Strike (Recharges after a Short or Long Rest)
+ The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
+
+ light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water wall, banishment, freedom of movement, guardian of faith, stoneskin , flame strike, mass cure wounds, hold monster
+ 4, 3, 3, 3, 1
+ desert, urban
+
+
+ Warlock of the Archfey
+ M
+ humanoid (any race)
+ any alignment
+ 11 (14 with mage armor)
+ 49 (11d8)
+ 30 ft.
+ 91311111218
+ Wis +3, Cha +6
+ Arcana +2, Deception +6, Nature +2, Persuasion +6
+
+
+
+ charmed
+
+ 11
+ any two languages (usually Sylvan)
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 219
+
+
+ Innate Spellcasting
+ The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
+
+ At will: disguise self, mage armor (self only), silent image, speak with animals
+
+ 1/day: conjure fey
+
+
+ Spellcasting
+ The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
+
+ 1st-5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|3|1d4+2
+
+
+ Misty Escape (Recharges after a Short or Long Rest)
+ In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
+
+ disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep
+ , , , , 3
+ arctic, forest, mountain, swamp, urban
+
+
+ Warlock of the Fiend
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 78 (12d8+24)
+ 30 ft.
+ 101415121218
+ Wis +4, Cha +7
+ Arcana +4, Deception +7, Persuasion +7, Religion +4
+ slashing damage from nonmagical attacks not made with silvered weapons
+
+
+
+ darkvision 60 ft.
+ 11
+ any two languages (usually Abyssal or Infernal)
+ 7
+
+ Source
+ Volo's Guide to Monsters, p. 219
+
+
+ Innate Spellcasting
+ The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
+
+ At will: alter self, false life, levitate (self only), mage armor (self only), silent image
+
+ 1/day each: feeblemind, finger of death, plane shift
+
+
+ Spellcasting
+ The warlock is a l7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
+
+ 1st-5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
+
+
+ Dark One's Own Luck (Recharges after a Short or Long Rest)
+ When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
+
+
+ Mace
+ Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
+ Mace|3|1d6+3d6
+
+ alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
+ , , , , 4
+ arctic, desert, underdark, urban
+
+
+ Warlock of the Great Old One
+ M
+ humanoid (any race)
+ any alignment
+ 12 (15 with mage armor)
+ 91 (14d8+28)
+ 30 ft.
+ 91415121218
+ Wis +4, Cha +7
+ Arcana +4, History +4
+ psychic
+
+
+
+ darkvision 60 ft.
+ 11
+ any two languages, telepathy 30 ft.
+ 6
+
+ Source
+ Volo's Guide to Monsters, p. 220
+
+
+ Innate Spellcasting
+ The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
+
+ At will: detect magic, jump, levitate, mage armor (self only), speak with dead
+
+ 1/day each: arcane gate, true seeing
+
+
+ Spellcasting
+ The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
+
+ 1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
+
+
+ Whispering Aura
+ At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated.
+
+
+ Dagger
+ Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
+ Dagger|5|1d4+2
+
+ detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
+ , , , , 3
+ arctic, hill, mountain, underdark, urban
+
+
+ Warlord
+ M
+ humanoid (any race)
+ any alignment
+ 18 (plate)
+ 229 (27d8+108)
+ 30 ft.
+ 201618121218
+ Str +9, Dex +7, Con +8
+ Athletics +9, Intimidation +8, Perception +5, Persuasion +8
+
+
+
+
+
+ 15
+ any two languages
+ 12
+
+ Source
+ Volo's Guide to Monsters, p. 220
+
+
+ Indomitable (3/Day)
+ The warlord can reroll a saving throw it fails. It must use the new roll.
+
+
+ Survivor
+ The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.
+
+
+ Multiattack
+ The warlord makes two weapon attacks.
+
+
+ Greatsword
+ Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
+ Greatsword|9|2d6+5
+
+
+ Shortbow
+ Ranged Weapon Attack: +7 to hit, range 80/320 it, one target. Hit: 6 (1d6+3) piercing damage.
+ Shortbow|7|1d6+3
+
+
+ Legendary Actions (3/Turn)
+ The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn.
+
+
+ Weapon Attack
+ The warlord makes a weapon attack.
+
+
+ Command Ally
+ The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
+
+
+ Frighten Foe (Costs 2 Actions)
+ The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+
+ urban
+
+
+ White Guard Drake
+ M
+ dragon
+ unaligned
+ 14 (natural armor)
+ 52 (7d8+21)
+ 30 ft., burrow 20 ft., climb 30 ft.
+ 1611164107
+
+ Perception +2
+ cold
+
+
+
+ darkvision 60 ft.
+ 12
+ understands Draconic but can't speak it
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 158
+
+
+ Multiattack
+ The drake attacks twice, once with its bite and once with its tail.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.
+ Bite|5|1d8+3
+
+
+ Tail
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
+ Tail|5|1d6+3
+
+
+
+ arctic, urban
+
+
+ Wood Woad
+ M
+ plant
+ lawful neutral
+ 18 (natural armor, shield)
+ 75 (10d8+30)
+ 30 ft., climb 30 ft.
+ 18121610138
+
+ Athletics +7, Perception +4, Stealth +4
+ bludgeoning, piercing
+ fire
+
+ charmed, frightened
+ darkvision 60 ft.
+ 14
+ Sylvan
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 198
+
+
+ Magic Club
+ In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
+
+
+ Plant Camouflage
+ The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
+
+
+ Regeneration
+ The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
+
+
+ Tree Stride
+ Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
+
+
+ Multiattack
+ The wood woad makes two attacks with its club.
+
+
+ Club
+ Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4+4) bludgeoning damage.
+ Club|7|4d4+4
+
+
+
+ forest
+
+
+ Xvart
+ S
+ humanoid (xvart)
+ chaotic evil
+ 13 (leather armor)
+ 7 (2d6)
+ 30 ft.
+ 81410877
+
+ Stealth +4
+
+
+
+
+ darkvision 30 ft.
+ 8
+ Abyssal
+ 1/8
+
+ Source
+ Volo's Guide to Monsters, p. 200
+
+
+ Low Cunning
+ The xvart can take the Disengage action as a bonus action on each of its turns.
+
+
+ Overbearing Pack
+ The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
+
+
+ Raxivort's Tongue
+ The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
+
+
+ Shortsword
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
+ Shortsword|4|1d6+2
+
+
+ Sling
+ Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
+ Sling|4|1d4+2
+
+
+
+ hill, underdark
+
+
+ Xvart Speaker
+ S
+ humanoid (xvart)
+ chaotic evil
+ 13 (leather armor)
+ 7 (2d6)
+ 30 ft.
+ 814101177
+
+ Stealth +4
+
+
+
+
+ darkvision 30 ft.
+ 8
+ Abyssal plus one other language, usually Common or Goblin
+ 1/8
+
+ Source
+ Volo's Guide to Monsters, p. 200
+
+
+
+
+
+
+ Xvart Warlock of Raxivort
+ S
+ humanoid (xvart)
+ chaotic evil
+ 12 (15 with mage armor)
+ 22 (5d6+5)
+ 30 ft.
+ 8141281112
+
+ Stealth +3
+
+
+
+
+ darkvision 30 ft.
+ 10
+ Abyssal
+ 1
+
+ Source
+ Volo's Guide to Monsters, p. 200
+
+
+ Innate Spellcasting
+ The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:
+
+ At will: detect magic, mage armor (self only)
+
+
+ Spellcasting
+ The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation
+
+ 1st-2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
+
+
+ Low Cunning
+ The xvart can take the Disengage action as a bonus action on each of its turns.
+
+
+ Overbearing Pack
+ The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
+
+
+ Raxivort's Tongue
+ The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.
+
+
+ Scimitar
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
+ Scimitar|4|1d6+2
+
+ detect magic, mage armor, burning hands, expeditious retreat, invisibility, scorching ray
+ , 2
+ hill, underdark
+
+
+ Yeth Hound
+ L
+ fey
+ neutral evil
+ 14 (natural armor)
+ 51 (6d10+18)
+ 40 ft., fly 40 ft. (hover)
+ 1817165127
+
+
+ bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
+
+
+ charmed, exhaustion, frightened
+ darkvision 60 ft.
+ 11
+ understands Common, Elvish, and Sylvan but can't speak
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 201
+
+
+ Keen Hearing and Smell
+ The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
+
+
+ Sunlight Banishment
+ If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
+
+
+ Telepathic Bond
+ While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.
+
+
+ Bite
+ Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
+ Bite|6|2d6+4
+ Frightened Target|6|2d6+4+4d6
+
+
+ Baleful Baying
+ The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+
+ forest, grassland, hill
+
+
+ Yuan-ti Anathema
+ H
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 16 (natural armor)
+ 189 (18d12+72)
+ 40 ft., climb 30 ft., swim 30 ft.
+ 231319191720
+
+ Perception +7, Stealth +5
+ acid, fire, lightning
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 17
+ Abyssal, Common, Draconic
+ 12
+
+ Source
+ Volo's Guide to Monsters, p. 202
+
+
+ Innate Spellcasting (Anathema Form Only)
+ The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only)
+
+ 3/day each: darkness, entangle, fear, haste, suggestion, polymorph
+
+ 1/day: divine word
+
+
+ Magic Resistance
+ The anathema has advantage on saving throws against spells and other magical effects.
+
+
+ Ophidiophobia Aura
+ Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+
+
+ Shapechanger
+ The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
+
+
+ Six Heads
+ The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.
+
+
+ Variant: Acid Slime
+ As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Anathema Form Only)
+ The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
+
+
+ Claw (Anathema Form Only)
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage.
+ Claw|10|2d6+6
+
+
+ Constrict
+ Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6+6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|10|3d6+6+2d6
+
+
+ Flurry of Bites
+ Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6+6) piercing damage plus 14 (4d6) poison damage.
+ Flurry of Bites|10|6d6+6+4d6
+
+ animal friendship, darkness, entangle, fear, haste, suggestion, polymorph, divine word
+
+ desert, forest, underdark
+
+
+ Yuan-ti Broodguard
+ M
+ humanoid (yuan-ti)
+ neutral evil
+ 14 (natural armor)
+ 45 (7d8+14)
+ 30 ft.
+ 1514146114
+ Str +4, Dex +4, Wis +2
+ Perception +2
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 12
+ Abyssal, Common, Draconic
+ 2
+
+ Source
+ Volo's Guide to Monsters, p. 203
+
+
+ Mental Resistance
+ The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it.
+
+
+ Reckless
+ At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack
+ The broodguard makes three attacks: one with its bite and two with its claws.
+
+
+ Bite
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
+ Bite|4|1d8+2
+
+
+ Claws
+ Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
+ Claws|4|1d6+2
+
+
+
+ desert, forest, underdark
+
+
+ Yuan-ti Malison Type 4
+ M
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 12
+ 66 (12d8+12)
+ 30 ft.
+ 161413141216
+
+ Deception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 11
+ Abyssal, Common, Draconic
+ 3
+
+ Source
+ Volo's Guide to Monsters, p. 96
+
+
+ Shapechanger
+ The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
+
+
+ Innate Spellcasting (Yuan-ti Form Only)
+ The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only)
+ 3/day: suggestion
+
+
+ Magic Resistance
+ The yuan-ti has advantage on saving throws against spells and other magical effects.
+
+
+ Malison Type
+ The yuan-ti has a human form with one or more serpentine tails.
+
+
+ Variant: Acid Slime
+ As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Yuan-ti Form Only)
+ The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
+
+
+ Bite (Snake Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
+ |5|1d4+3+2d6
+
+
+ Scimitar (Yuan-ti Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ |5|1d6+3
+
+
+ Longbow (Yuan-ti Form Only)
+ Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.
+ |4|1d8+2
+
+
+ Variant: Polymorph into Snake (Recharge 6)
+ The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.
+
+
+ Variant: Snake Antipathy (Recharge 6)
+ The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.
+
+
+ Variant: Sticks to Snakes (Recharge 6)
+ The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.
+
+ animal friendship, suggestion
+
+
+
+
+ Yuan-ti Malison Type 5
+ M
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 12
+ 66 (12d8+12)
+ 30 ft.
+ 161413141216
+
+ Deception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 60 ft.
+ 11
+ Abyssal, Common, Draconic
+ 3
+
+ Source
+ Volo's Guide to Monsters., p. 96
+
+
+ Shapechanger
+ The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
+
+
+ Innate Spellcasting (Yuan-ti Form Only)
+ The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only)
+ 3/day: suggestion
+
+
+ Magic Resistance
+ The yuan-ti has advantage on saving throws against spells and other magical effects.
+
+
+ Malison Type
+ The yuan-ti has a human form covered in scales.
+
+
+ Variant: Acid Slime
+ As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Yuan-ti Form Only)
+ The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
+
+
+ Bite (Snake Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
+ |5|1d4+3+2d6
+
+
+ Scimitar (Yuan-ti Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ |5|1d6+3
+
+
+ Longbow (Yuan-ti Form Only)
+ Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.
+ |4|1d8+2
+
+
+ Variant: Polymorph into Snake (Recharge 6)
+ The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell.
+
+
+ Variant: Snake Antipathy (Recharge 6)
+ The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell.
+
+
+ Variant: Sticks to Snakes (Recharge 6)
+ The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials.
+
+ animal friendship, suggestion
+
+
+
+
+ Yuan-ti Mind Whisperer
+ M
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 14 (natural armor)
+ 71 (13d8+13)
+ 30 ft.
+ 161413141416
+ Wis +4, Cha +5
+ Deception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 120 ft. (penetrates magical darkness)
+ 12
+ Abyssal, Common, Draconic
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 204
+
+
+ Shapechanger
+ The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
+
+
+ Innate Spellcasting (Yuan-ti Form Only)
+ The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only)
+
+ 3/day: suggestion
+
+
+ Magic Resistance
+ The yuan-ti has advantage on saving throws against spells and other magical effects.
+
+
+ Mind Fangs (2/Day)
+ The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.
+ Mind Fangs| |3d10
+
+
+ Spellcasting (Yuan-ti Form Only)
+ The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll),friends, message, minor illusion, poison spray, prestidigitation
+
+ 1st-3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
+
+
+ Sseth’s Blessing
+ When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Yuan-ti Form Only)
+ The yuan-ti makes one bite attack and one scimitar attack.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
+ Bite|5|1d4+3+2d6
+
+
+ Scimitar (Yuan-ti Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Scimitar|5|1d6+3
+
+ animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
+ , , 2
+ desert, forest, underdark
+
+
+ Yuan-ti Nightmare Speaker
+ M
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 14 (natural armor)
+ 71 (13d8+13)
+ 30 ft.
+ 161413141216
+ Wis +3, Cha +5
+ Deception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 120 ft. (penetrates magical darkness)
+ 11
+ Abyssal, Common, Draconic
+ 4
+
+ Source
+ Volo's Guide to Monsters, p. 205
+
+
+ Shapechanger
+ The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
+
+
+ Death Fangs (2/Day)
+ The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.
+ Death Fangs| |3d10
+
+
+ Innate Spellcasting (Yuan-ti Form Only)
+ The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only) 3/day: suggestion
+
+
+ Magic Resistance
+ The yuan-ti has advantage on saving throws against spells and other magical effects.
+
+
+ Spellcasting (Yuan-ti Form Only)
+ The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation
+
+ 1st-3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Yuan-ti Form Only)
+ The yuan-ti makes one constrict attack and one scimitar attack.
+
+
+ Constrict
+ Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
+
+ Grappled:
+ • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • The condition ends if the grappler is incapacitated.
+
+ • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
+
+ Restrained:
+ • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
+
+ • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
+
+ • The creature has disadvantage on Dexterity saving throws.
+ Constrict|5|2d6+3
+
+
+ Scimitar (Yuan-ti Form Only)
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
+ Scimitar|5|1d6+3
+
+
+ Invoke Nightmare (Recharges after a Short or Long Rest)
+ The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.
+
+ Frightened:
+ • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
+
+ • The creature can't willingly move closer to the source of its fear.
+ Nightmare| |2d10
+
+ animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt
+ , , 2
+ desert, forest, underdark
+
+
+ Yuan-ti Pit Master
+ M
+ monstrosity (shapechanger, yuan-ti)
+ neutral evil
+ 14 (natural armor)
+ 88 (16d8+16)
+ 30 ft.
+ 161413141216
+ Wis +3, Cha +5
+ Deception +5, Stealth +4
+
+
+ poison
+ poisoned
+ darkvision 120 ft. (penetrates magical darkness)
+ 11
+ Abyssal, Common, Draconic
+ 5
+
+ Source
+ Volo's Guide to Monsters, p. 206
+
+
+ Shapechanger
+ The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies.
+
+
+ Innate Spellcasting (Yuan-ti Form Only)
+ The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:
+
+ At will: animal friendship (snakes only) 3/day: suggestion
+
+
+ Magic Resistance
+ The yuan-ti has advantage on saving throws against spells and other magical effects.
+
+
+ Poison’s Disciple (2/Day)
+ The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.
+ Poison's Disciple| |3d10
+
+
+ Spellcasting (Yuan-ti Farm Only)
+ The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
+
+ Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray
+
+ 1st-3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch
+
+
+ Variant: Chameleon Skin
+ The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.
+
+
+ Variant: Shed Skin (1/Day)
+ The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.
+
+
+ Multiattack (Yuan-ti Form Only)
+ The yuan-ti makes two bite attacks using its snake arms.
+
+
+ Bite
+ Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage.
+ Bite|5|1d4+3+2d6
+
+
+ Merrshaulk's Slumber (1/Day)
+ The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
+
+ Unconscious:
+ • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings.
+
+ • The creature drops whatever it's holding and falls prone.
+
+ • The creature automatically fails Strength and Dexterity saving throws.
+
+ • Attack rolls against the creature have advantage.
+
+ • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
+
+ animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch
+ , , 2
+ desert, forest, underdark
+
+