From 7644922c5ebbf4cf076d7d0b4e75e7e346a98649 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Tue, 4 Feb 2020 15:24:11 -0700 Subject: [PATCH 1/3] feature: Add Unearthed Arcana sources - Moved UA into its own folder - Added Third Party Tome of Beasts --- Collections/Complete.xml | 2 +- Collections/CorePlusUA-NoHomebrew.xml | 2 +- FightClub5eXML/Sources/CoreRulebooks.xml | 57 - .../Sources/ThirdParty/TomeOfBeasts.xml | 21621 ++++++++++++++++ .../2015-08-03_ModernMagic.xml | 270 + .../2019-08-15_BarbarianAndMonk.xml | 156 + .../2019-09-05_SorcererAndWarlock.xml | 191 + .../2019-09-18_BardAndPaladin.xml | 154 + .../2019-10-03_ClericDruidAndWizard.xml | 349 + .../2019-10-17_FighterRangerAndRogue.xml | 470 + .../2019-11-04_ClassFeatureVariants.xml | 2195 ++ .../2019-11-25_FighterRogueAndWizard.xml | 272 + .../2020-01-14_2020SubclassesPart1.xml | 345 + .../2020-02-04_2020SubclassesPart2.xml | 209 + .../{ => UnearthedArcana}/UnearthedArcana.xml | 0 15 files changed, 26234 insertions(+), 59 deletions(-) create mode 100644 FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml rename FightClub5eXML/Sources/{ => UnearthedArcana}/UnearthedArcana.xml (100%) diff --git a/Collections/Complete.xml b/Collections/Complete.xml index 4a5e219..d1312b7 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -24,7 +24,7 @@ - + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index 836e39c..cc3466d 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -24,5 +24,5 @@ - + diff --git a/FightClub5eXML/Sources/CoreRulebooks.xml b/FightClub5eXML/Sources/CoreRulebooks.xml index 96a2d17..9469a20 100644 --- a/FightClub5eXML/Sources/CoreRulebooks.xml +++ b/FightClub5eXML/Sources/CoreRulebooks.xml @@ -20906,63 +20906,6 @@ - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook, p. 72 - fighting style archery - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 72 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 72 - fighting style dueling - - - - - - Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook, p. 72 - - - Additional Fighting Style (Champion) diff --git a/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml new file mode 100644 index 0000000..58addd3 --- /dev/null +++ b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml @@ -0,0 +1,21621 @@ + + + + Aboleth, Nihilith + L + undead,tome of Beasts + chaotic evil + 17 (natural armor) + 135 (18d10 + 36) + 10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover) + 21 + 9 + 15 + 18 + 15 + 18 + Con +6, Int +8, Wis +6 + History +12, Perception +10 + acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons + cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form) + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + 20 + Void Speech, telepathy 120 ft. + 12 + + Undead Fortitude + If damage reduces the nihileth 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 nihileth drops to 1 hit point instead. + + + Dual State + A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet. + + + Void Aura + The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura. + + + Infecting Telepathy + If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack. + + + Nihileth 's Lair + On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row. + - Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. + + + Regional Effects + The regional effects of a nihileth’s lair are the same as that of an aboleth, except as following. + - Water sources within 1 mile of a nihileth’s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected. + + + Multiattack + The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in. + + + Tentacle (Material Form Only) + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth. + Tentacle|9|2d6+5 + + + Withering Touch (Ethereal Form Only) + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6+4) necrotic damage. + Withering Touch|8|3d6+4 + + + Form Swap + As a bonus action, the nihileth can alter between its material and ethereal forms at will. + + + Tail (Material Form Only) + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. + Tail|9|3d6+5 + + + Enslave (3/day) + The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth. + + + Void Body + The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half. + + + A nihileth 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 nihileth regains spent legendary actions at the start of its turn. + + + Detect + The aboleth makes a Wisdom (Perception) check. + + + Tail Swipe + The aboleth makes one tail attack. + + + Psychic Drain (Costs 2 Actions) + One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. + + + + + The nihileth cannot use the same effect two rounds in a row. + + + + A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. + + + + The regional effects of a nihileth's lair are the same as that of an aboleth, except as following + + + + Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth + A creature who drinks from such water must make a successful DC 14 Constitution check or become infected. + + + + Nihilethic Zombie + M + undead,tome of Beasts + neutral evil + 9 (natural armor) + 22 (3d8 + 9) + 20 ft., swim 30 ft. + 13 + 6 + 16 + 3 + 6 + 5 + Wis +0 + bludgeoning, piercing, and slashing from nonmagical weapons + cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form) + poisoned + darkvision 60 ft. + 8 + understand Void Speech and the languages it knew in life but can't speak + 1 + + Undead Fortitude + If damage reduces the nihileth 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 nihileth drops to 1 hit point instead. + + + Dual State + Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. + + + Slam (Material Form Only) + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie. + Slam|3|4d6+1 + + + Withering Touch (Ethereal Form) + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage. + Withering Touch|3|1d6+1 + + + Form Swap + As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will. + + + Sacrifice Life + A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner. + + + Void Body + The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage. + + + + Abominable Beauty + M + fey,tome of Beasts + neutral evil + 18 (natural armor) + 187 (22d8 + 88) + 30 ft. + 17 + 18 + 18 + 17 + 16 + 26 + Dex +8, Con +8, Cha +12 + Deception +12, Perception +7, Performance +12, Persuasion +12 + fire + + 17 + Common, Draconic, Elven, Sylvan + 11 + + Burning Touch + The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage. + + + Multiattack + The abominable beauty makes two slam attacks. + + + Slam + +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage. + + + Blinding Gaze (Recharge 5-6) + A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze. + + + Deafening Voice (Recharge 5-6) + An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened. + + + + Accursed Defiler + M + undead,tome of Beasts + neutral evil + 12 + 75 (10d8 + 30) + 30 ft. + 19 + 14 + 17 + 6 + 15 + 14 + Perception +4, Stealth +4 + necrotic; bludgeoning, piercing, and slashing from nonmagical weapons + poison + charmed, exhaustion, frightened, poisoned + darkvision 60 ft. + 14 + understands an ancient language, but can't speak + 4 + + Cursed Existence + When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction. + + + Sand Shroud + A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage. + + + Multiattack + The accursed defiler makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion. + Slam|6|2d6 + 4 + + + Sandslash (Recharge 5-6) + As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw. + + + + Ala + M + fey,tome of Beasts + chaotic evil + 17 (natural armor) + 127 (15d8 + 60) + 30 ft., fly 40 ft. + 20 + 16 + 18 + 10 + 16 + 8 + Athletics +8, Perception +9, Stealth +6 + lightning, poison, thunder + poisoned + darkvision 60 ft. + 19 + Common, Draconic + 8 + + Flyby + The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Poison Flesh + The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage. + + + Storm's Strength + If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage. + + + Multiattack + The ala makes two claw attacks or one claw and one bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage. + Bite|8|1d10 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + Claw|8|2d8 + 5 + + + Lightning's Kiss (Recharge 5-6) + One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. + + + + Algorith + M + construct,tome of Beasts + lawful neutral + 18 (natural armor) + 136 (16d8 + 64) + 40 ft., fly 40 ft. + 21 + 14 + 19 + 13 + 16 + 18 + Dex +6, Con +8, Wis +7, Cha +8 + Athletics +9, Insight +7, Investigation +5, Perception +7 + acid, cold, lightning + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 17 + Common, Celestial, Draconic, Infernal + 10 + + Immutable Form + The algorith is immune to any spell or effect that would alter its form. + + + Innate Spellcasting + The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: aid, blur, detect magic, dimension door + 5/day each: dispel magic + 1/day: commune (5 questions), wall of force + + + Multiattack + The algorith makes two logic razor attacks. + + + Logic Razor + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage. + Logic Razor|9|4d12 + 5 + + + Cone of Negation (Recharge 5-6) + An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target. + + + Reality Bomb (5/Day) + The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned. + + + + Alseid + M + monstrosity,tome of Beasts + chaotic neutral + 14 (leather armor) + 49 (9d8 + 9) + 40 ft. + 13 + 17 + 12 + 8 + 16 + 8 + Nature +3, Perception +5, Stealth +5, Survival +5 + darkvision 60 ft. + 15 + Common, Elvish, Sylvan + 1/2 + + Woodfriend + When in a forest, alseid leave no tracks and automatically discern true north. + + + Spear + Melee or Ranged 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. + Spear|3|1d6 + 1 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + + Alseid Grovekeeper + M + monstrosity,tome of Beasts + chaotic neutral + 15 (studded leather Armor) + 71 (13d8 + 13) + 40 ft. + 13 + 17 + 12 + 8 + 16 + 8 + Nature +3, Perception +5, Stealth +5, Survival +5 + darkvision 60 ft. + 15 + Common, Elvish, Sylvan + 3 + + Spellcasting + The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: + Cantrips (at will): druidcraft, guidance, produce flame, shillelagh + 1st (4 slots): animal friendship, cure wounds, faerie fire + 2nd (3 slots): animal messenger, heat metal, lesser restoration + 3rd (2 slots): call lightning, dispel magic + + + Woodfriend + When in a forest, alseid leave no tracks and automatically discern true north. + + + Quarterstaff + Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh. + Quarterstaff|3|+5 with shillelagh + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + + Amphiptere + M + beast,tome of Beasts + unaligned + 15 (natural armor) + 60 (8d8 + 24) + 20 ft., climb 20 ft., fly 60 ft., swim 20 ft. + 11 + 18 + 17 + 2 + 16 + 6 + Perception +5 + blindsight 10 ft. + 15 + - + 3 + + Flyby + The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Swarming + Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated. + + + Multiattack + The amphiptere makes one bite attack and one stinger attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. + Bite|6|1d6 + 4 + + + Stinger + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour. + Stinger|6|1d6 + 4 + + + + Andrenjinyi + G + celestial,tome of Beasts + neutral + 18 (natural armor) + 228 (13d20 + 91) + 60 ft., burrow 20 ft., climb 20 ft., swim 60 ft. + 30 + 17 + 25 + 10 + 18 + 23 + Con +12, Wis +9, Cha +11 + Arcana +5, Perception +9, Religion +5 + acid, cold, fire, lightning + psychic + darkvision 60 ft., tremorsense 120 ft. + 19 + Common, Celestial, Giant, Sylvan + 15 + + Amphibious + The andrenjinyi can breathe air and water. + + + Innate Spellcasting + The andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: + At will: create water, speak with animals, stoneshape + 3/day each: control weather, dispel magic, reincarnate + 1/day each: blight, commune with nature, contagion, flesh to stone, plant growth + + + Magic Resistance + The andrenjinyi has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The andrenjinyi's weapon attacks are magical. + + + Multiattack + The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole. + + + Bite + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage. + Bite|15|4d12 + 10 + + + Constrict + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target. + Constrict|15|4d12 + 10 + + + Rainbow Arch + The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute. + + + Swallow Whole + If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi 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 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action. + + + Transmuting Gullet + When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic. + + + + Angatra + M + undead,tome of Beasts + neutral evil + 17 (natural armor) + 85 (10d8 + 40) + 50 ft. + 14 + 20 + 18 + 8 + 12 + 15 + Perception +4, Stealth +8 + necrotic; bludgeoning, piercing, and slashing from nonmagical weapons + poison + charmed, exhaustion, frightened, poisoned + darkvision 60 ft. + 14 + all languages it knew in life + 6 + + Agonizing Gaze + When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save. + + + Ancestral Wrath + The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks. + + + Multiattack + The angatra makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn. + Claw|8|2d4 + 5 + + + + Angel, Chained + M + celestial,tome of Beasts + neutral evil + 16 (natural armor) + 88 (16d8 + 16) + 30 ft., fly 60 ft. + 18 + 16 + 12 + 12 + 18 + 20 + Dex +6, Wis+7, Cha +8 + Perception +7 + darkvision 200 ft. + 17 + piercing + fire, radiant + Common, Celestial, Infernal + 8 + + Redemption + Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week. + + + Multiattack + The chained angel makes two fiery greatsword attacks. + + + Fiery Greatsword + Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage. + + + Fallen Glory (Recharge 5-6) + All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw. + + + Fiendish Cunning + When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level. + + + + Fidele Angel + M + celestial,tome of Beasts + lawful good + 16 (natural armor) + 104 (16d8 + 32) + 40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form) + 20 + 18 + 14 + 14 + 16 + 18 + Dex +7, Con +5, Int +5, Wis +6, Cha +7 + Insight +6, Perception +6 + fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons + acid, cold + charmed, petrified, poisoned + darkvision 60 ft. + 16 + Common, Celestial, Infernal + 5 + + Shapechange + The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form. + + + Ever Touching + Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally. + + + Innate Spellcasting + The angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: guidance, light, purify food and drink, spare the dying + 3/day: cure wounds, scorching ray (5 rays) + 1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good + + + Magic Resistance + The angel has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The angel's weapon attacks are magical while it is in eagle form. + + + To My Lover's Side + If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite. + + + Unshakeable Fidelity + Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other. + + + Multiattack + The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack. + + + +1 Longsword (Mortal or Angel Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+ 6) slashing damage if used with two hands. + +1 Longsword|9|1d8+6 + + + +1 Longbow (Mortal or Angel Form Only) + Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. + +1 Longbow|8|1d8+5 + + + Beak (Eagle Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. + Beak|8|1d8+5 + + + Talons (Eagle Form Only) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Talons|8|2d6+5 + + + + Angler Worm + H + monstrosity,tome of Beasts + unaligned + 14 (natural armor) + 133 (14d12 + 42) + 20 ft., climb 20 ft. + 14 + 5 + 16 + 3 + 14 + 1 + poison + blinded, charmed, deafened, poisoned, prone + tremorsense 60 ft. + 12 + -> + 4 + + Spider Climb + The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines. + + + Keen Touch + The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations. + + + Transparent Trap + A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence. + + + Multiattack + An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. + Bite|4|2d6 + 2 + + + Coils + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines. + Coils|4|3d8 + + + Ethereal Lure (Recharge 4-6) + The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible. + + + + Giant Ant + L + beast,tome of Beasts + unaligned + 14 (natural armor) + 52 (7d10 + 14) + 40 ft. + 15 + 13 + 15 + 1 + 9 + 2 + blindsight 60 ft. + 9 + - + 2 + + Keen Smell + The giant ant has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The giant ant makes one bite attack and one sting attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target. + Bite|4|1d8 + 2 + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. + Sting|4|1d8 + 2 + + + + Giant Ant Queen + L + beast,tome of Beasts + unaligned + 15 (natural armor) + 85 (10d10 + 30) + 40 ft. + 17 + 13 + 16 + 2 + 11 + 4 + blindsight 60 ft. + 10 + - + 4 + + Keen Smell + The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell. + + + Queen's Scent + Giant ants defending a queen gain advantage on all attack rolls. + + + Multiattack + The giant ant queen makes two bite attacks and one sting attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target. + Bite|5|1d8 + 3 + + + Sting + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw. + Sting|5|1d8 + 3 + + + + Anubian + M + elemental,tome of Beasts + chaotic evil + 13 + 44 (8d8 + 8) + 30 ft. + 12 + 16 + 12 + 10 + 12 + 10 + Stealth +5 + bludgeoning, piercing, and slashing from nonmagical weapons + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft., tremorsense 30 ft. + 11 + Primordial + 2 + + Sand Stealth + The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain + + + Sand Step + Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through. + + + Vulnerability to Water + For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn. + + + Multiattack + The anubian makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Claw|5|1d6 + 3 + + + Haboob (1/Day) + The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature. + + + + Arboreal Grappler + M + aberration,tome of Beasts + neutral evil + 14 (natural armor) + 90 (12d8 + 36) + 10 ft., climb 40 ft. + 16 + 16 + 16 + 6 + 10 + 6 + Acrobatics +5, Stealth +5 + darkvision 60 ft. + 10 + - + 3 + + Spider Climb + The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Boscage Brachiation + The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing. + + + Multiattack + The arboreal grappler makes one bite attack and two tentacle attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + Tentacle + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed. + Tentacle|5|2d6 + 3 + + + + Aridni + S + fey,tome of Beasts + neutral evil + 15 + 82 (15d6 + 30) + 20 ft., fly 60 ft. + 9 + 21 + 14 + 12 + 11 + 16 + Dex +8 + Acrobatics +11, Perception +3, Stealth +11 + darkvision 60 ft. + 13 + Common, Gnoll, Sylvan, Void Speech + 5 + + Flyby + The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Magic Resistance + The aridni has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells: + At will: dancing lights, detect magic, invisibility + 3/day: charm person, faerie fire, mage armor + 1/day: spike growth + + + Short Sword + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. + Short Sword|8|1d6 + 5 + + + Pixie Bow + Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage. + Pixie Bow|8|1d4 + 5 + + + Slaver Arrows + An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects: + + + + Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds. + + + + Fear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds. + + + + Hideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably. + + + + Sleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. + + + + Asanbosam + L + aberration,tome of Beasts + chaotic evil + 14 (natural armor) + 102 (12d10 + 36) + 40 ft., climb 15 ft. + 18 + 13 + 17 + 11 + 10 + 5 + Acrobatics +4, Perception +3, Stealth +4 + darkvision 60 ft. + 13 + Giant + 5 + + Spider Climb + The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Arboreal + While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The asanbosam makes one bite attack and one claws attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. + Bite|7|2d10 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack. + Claws|7|3d10 + 4 + + + + Azza Gremlin + S + fey,tome of Beasts + neutral + 14 + 7 (2d6) + 10 ft., fly 40 ft. (hover) + 5 + 18 + 10 + 12 + 13 + 10 + lightning, thunder + darkvision 120 ft. + 11 + Common, Primordial + 1/4 + + Contagious Lightning + A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Lightning Jolt + Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning. + Lightning Jolt|6|1d6 + + + Ride the Bolt + The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect. + + + + Baba Yaga's Horsemen, Black Night + M + fey,tome of Beasts + lawful neutral + 20 (plate and shield) + 171 (18d8 + 90) + 30 ft. + 22 + 11 + 21 + 16 + 18 + 18 + Dex +4, Wis +8 + Arcana +7, Athletics +10, History +7, Perception +8 + bludgeoning, piercing, and slashing damage from nonmagical weapons + cold, lightning, poison + exhaustion, paralyzed, poisoned + + 18 + Celestial, Common, Infernal; telepathy 100 ft. + 11 + + Black Night + The horseman can see perfectly in normal and magical darkness + + + Innate Spellcasting + The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: ray of frost + 1/day each: dimension door, fire shield, haste, slow + 2/day: darkness + 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) + + + Magic Resistance + The horseman has advantage on saving throws against spells and other magical effects. + + + Peerless Rider + Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. + + + Quick Draw + The horseman can switch between wielding its lance and longsword as a bonus action. + + + Multiattack + The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. + + + Lance + Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. + Lance|10|disadvantage within 5 ft. + + + Longsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. + Longsword|10|1d8 + 6 + + + Temporal Strike (recharge 5-6) + When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours. + + + + Baba Yaga's Horsemen, Bright Day + M + fey,tome of Beasts + lawful neutral + 20 (plate and shield) + 171 (18d8 + 90) + 30 ft. + 22 + 11 + 21 + 16 + 18 + 18 + Dex +4, Wis +8 + Arcana +7, Athletics +10, History +7, Perception +8 + bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire + lightning, poison + exhaustion, paralyzed, poisoned + darkvision 60 ft. + 18 + Celestial, Common, Infernal; telepathy 100 ft. + 11 + + Innate Spellcasting + The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: sacred flame + 1/day each: dimension door, fire shield, haste, slow + 2/day: daylight + 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) + + + Magic Resistance + The horseman has advantage on saving throws against spells and other magical effects. + + + Peerless Rider + Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. + + + Quick Draw + The horseman can switch between wielding its lance and longsword as a bonus action. + + + Multiattack + The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. + + + Lance + Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. + Lance|10|disadvantage within 5 ft. + + + Longsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. + Longsword|10|1d8 + 6 + + + Temporal Strike (recharge 5-6) + When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours. + + + + Baba Yaga's Horsemen, Red Sun + M + fey,tome of Beasts + lawful neutral + 20 (plate and shield) + 171 (18d8 + 90) + 30 ft. + 22 + 11 + 21 + 16 + 18 + 18 + Dex +4, Wis +8 + Arcana +7, Athletics +10, History +7, Perception +8 + bludgeoning, piercing, and slashing damage from nonmagical weapons + fire, lightning, poison + blinded, charmed, exhaustion, frightened, paralyzed, poisoned + + 18 + Celestial, Common, Infernal; telepathy 100 ft. + 11 + + Innate Spellcasting + The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + 1/day each: dimension door, fire shield, haste, slow + 2/day each: continual flame, scorching ray + 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) + + + Magic Resistance + The horseman has advantage on saving throws against spells and other magical effects. + + + Peerless Rider + Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. + + + Quick Draw + The horseman can switch between wielding its lance and longsword as a bonus action. + + + Multiattack + The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. + + + Lance + Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. + Lance|10|disadvantage within 5 ft. + + + Longsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. + Longsword|10|1d8 + 6 + + + Temporal Strike (recharge 5-6) + When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours. + + + + Bagiennik + M + aberration,tome of Beasts + chaotic neutral + 15 (natural armor) + 75 (10d8 + 30) + 30 ft., swim 40 ft. + 16 + 18 + 16 + 9 + 16 + 11 + Perception +5 + darkvision 60 ft. + 15 + Common + 3 + + Healing Oil + A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute. + + + Multiattack + The bagiennik makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. + Claw|6|4d6 + 4 + + + Acid Spray + Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds. + Acid Spray|6|2d10 + 3 + + + + Bastet Temple Cat + S + monstrosity,tome of Beasts + chaotic neutral + 14 + 40 (9d6 + 9) + 40 ft., climb 30 ft. + 8 + 19 + 12 + 12 + 16 + 18 + Perception +5, Stealth +6 + darkvision 60 ft. + 15 + Common, Nurian, and Sylvan + 1 + + Keen Smell + The temple cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Innate Spellcasting + The temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components: + At will: guidance + 3/day each: charm person, cure wounds + 1/day: enhance ability (only Cat's Grace) + + + Priestly Purr + When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait. + + + Multiattack + The temple cat makes one bite attack and one claws attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. + Bite|6|1d4 + 4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. + Claws|6|2d4 + 4 + + + Fascinating Lure + The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats 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, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it. + + + + Bearfolk + M + humanoid (bearfolk),tome of Beasts + chaotic good + 14 (hide armor) + 45 (6d8 + 18) + 40 ft. + 19 + 14 + 16 + 8 + 12 + 9 + darkvision 60 ft. + 11 + Common, Giant + 3 + + Frenzy (1/rest) + As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. + + + Keen Smell + The bearfolk has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite. + + + 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 two-handed. + Battleaxe|6|1d8 + 4 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. + Bite|6|2d6 + 4 + + + Warhammer + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed. + Warhammer|6|1d8 + 4 + + + + Behtu + S + humanoid,tome of Beasts + chaotic evil + 14 (hide armor) + 52 (8d6 + 24) + 20 ft., climb 20 ft. + 17 + 16 + 16 + 12 + 11 + 7 + Dex +5 + Athletics +5, Stealth +5 + cold, fire, lightning + darkvision 60 ft. + 10 + Behtu, Common, Infernal + 2 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + Shortspear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Shortspear|5|1d4 + 3 + + + Fire Breath (Recharge 6) + The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw. + + + Ichorous Infusions + Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition. + + + + Beli + S + fey,tome of Beasts + neutral evil + 15 (natural armor) + 45 (10d6 + 10) + 30 ft., fly 30 ft. + 11 + 16 + 12 + 8 + 11 + 14 + Dex +5 + Perception +4, Stealth +5 + cold + fire + darkvision 60 ft. + 14 + Common, Dwarvish, Giant + 2 + + Arctic Hunter + Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings. + + + Cold Regeneration + As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate. + + + Flyby + The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Innate Spellcasting + The beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: invisibility + 3/day: chill touch + + + Ice Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage. + Ice Dagger|5|1d4 + 3 + + + Icy Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage. + Icy Shortbow|5|1d4 + 3 + + + + Bereginyas + T + fey,tome of Beasts + neutral evil + 15 + 70 (20d4 + 20) + 20 ft., fly 60 ft. + 14 + 20 + 12 + 13 + 12 + 11 + Dex +7 + Perception +5, Stealth +9 + bludgeoning + darkvision 60 ft. + 15 + Common, Elvish, Sylvan + 4 + + Multiattack + The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. + Claw|7|1d8 + 5 + + + Smother + If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed. + + + + Blemmyes + L + monstrosity,tome of Beasts + chaotic evil + 15 (natural armor) + 168 (16d10 + 80) + 40 ft. + 20 + 13 + 20 + 7 + 12 + 5 + Intimidation +3 + darkvision 60 ft. + 11 + Giant + 8 + + Carnivorous Compulsion + If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it. + + + Multiattack + The blemmyes makes two slam attacks and one bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + Bite|8|4d6 + 5 + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn. + Slam|8|2d8 + 5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. + Rock|8|4d10 + 5 + + + + Boloti + T + fey,tome of Beasts + neutral evil + 15 + 63 (14d4 + 28) + 20 ft., swim 60 ft. + 12 + 20 + 14 + 13 + 12 + 11 + Perception +3, Stealth +7 + darkvision 60 ft. + 13 + Common, Primordial, Sylvan + 1 + + Amphibious + The boloti can breathe air and water. + + + Innate Spellcasting + The boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: detect magic, water walk + 3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing + 1/day: wall of ice + + + Water Mastery + A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls. + + + Dagger + Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. + Dagger|7|1d4 + 5 + + + Vortex (1/Day) + A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space. + + + + Bone Collective + S + undead,tome of Beasts + chaotic evil + 17 (natural armor) + 120 (16d6 + 64) + 30 ft. + 10 + 20 + 18 + 14 + 10 + 16 + Dex +8 + Arcana +5, Deception +6, Perception +3, Stealth +11 + bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered + necrotic, poison + exhaustion, poisoned + darkvision 120 ft. + 13 + Common, Darakhul + 8 + + Hive Mind + All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective. + + + Innate Spellcasting + The bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: chill touch + 3/day: animate dead (up to 5 skeletons or zombies) + + + Swarm + A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form. + + + Multiattack + The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom. + Bite|8|4d12 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage. + Claw|8|3d12 + 5 + + + Swarm + Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom. + Swarm|8|8d12 + 5 + + + Wyrmblood Venom (Injury) + Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic. + + + + Bone Crab + S + beast,tome of Beasts + neutral + 13 (natural armor) + 33 (6d6 + 12) + 20 ft., swim 10 ft. + 10 + 14 + 14 + 1 + 12 + 4 + Perception +3, Stealth +4 + bludgeoning + darkvision 60 ft. + 13 + - + 1/2 + + Amphibious + The bone crab can breathe air and water. + + + Bone Camouflage + A bone crab has advantage on Dexterity (Stealth) checks while it's among bones. + + + Hive Mind + A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are. + + + Leap + Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe. + + + Multiattack + The bone crab makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. + Claw|4|2d6 + 2 + + + White Ghost Shivers + A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally. + + + + Bone Swarm + L + swarm of Tiny undead,tome of Beasts + chaotic evil + 17 (natural armor) + 198 (36d10) + 20 ft., fly 60 ft. + 22 + 18 + 10 + 9 + 15 + 20 + Dex +8, Wis +6, Cha +9 + Acrobatics +8, Perception +6, Stealth +8 + bludgeoning + piercing and slashing from nonmagical weapons + poison + charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned + darkvision 60 ft. + 16 + Common, Void Speech + 10 + + Strength of Bone + A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points. + + + Multiattack + The bone swarm can attack every hostile creature in its space with swirling bones. + + + Swirling Bones + Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability). + Swirling Bones|10|5d8 + 9 + + + Death's Embrace (Recharge 5-6) + Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead. + + + + Avatar Of Boreas + M + elemental (shapechanger),tome of Beasts + chaotic evil + 20 (natural armor) + 168 (16d8 + 96) + 50 ft., fly 120 ft. + 25 + 22 + 22 + 18 + 19 + 21 + Dex +12, Wis +10, Cha +11 + Deception +11, Nature +10, Perception +10, Stealth +12 + acid + cold, lightning, poison, thunder + petrification, poisoned + darkvision 60 ft., truesight 120 ft. + 20 + Common, Dwarvish, Giant, Infernal + 17 + + Chilling Presence + Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas. + + + Wind Form + Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once. + + + Freedom of the Wind + Locks, shackles, ropes, and other bindings cannot hold Boreas. + + + Innate Spellcasting + Boreas's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components: + At will: create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall + 3/day each: call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration + 1/day each: chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall + + + Regeneration + The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate. + + + Multiattack + Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts. + + + Ice Spear (Humanoid Form) + Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage. + + + North Wind Longbow + Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 9 (2d8) cold damage. + North Wind Longbow|12|1d8+6 + + + Whirlwind Blast (Wind Form Only) + Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 37 (5d12 + 5) slashing damage. + Whirlwind Blast|11|5d12+5 + + + Boreas 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. Boreas regains spent legendary actions at the start of its turn. + + + Ice Spear + Boreas makes an ice spear attack. + + + North Wind's Glare + Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar's next turn. + + + Whirlwind Movement (Costs 2 Actions) + Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed. + + + + Bouda + M + fiend (shapechanger),tome of Beasts + neutral evil + 15 (natural armor) + 93 (11d8 + 44) + 30 ft. + 19 + 14 + 18 + 10 + 12 + 15 + Dex+5, Con +7, Wis +4, Cha +5 + Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5 + acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + charmed, exhaustion, poisoned + darkvision 120 ft. + 14 + Common, Celestial, Infernal, Nurian; telepathy 100 ft. + 5 + + Shapechanger + The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust. + + + Defiling Smear (1/Day) + The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week. + + + Innate Spellcasting + The bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic + At will: thaumaturgy + 3/day: darkness, expeditious retreat + 1/day: contagion + + + Multiattack + The bouda makes one bite attack and one mephitic claw attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. + Bite|7|2d8 + 4 + + + Mephitic Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms. + Mephitic Claw|7|2d6 + 4 + + + Ravenous Gorge + The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse. + + + + Broodiken + T + construct,tome of Beasts + neutral + 13 (natural armor) + 55 (10d4 + 30) + 20 ft., climb 20 ft. + 8 + 14 + 16 + 2 + 10 + 6 + Perception +4, Stealth +6 + bludgeoning, piercing, and slashing damage from nonmagical weapons + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 14 + - + 1 + + Immutable Form + The broodiken is immune to any spell or effect that would alter its form. + + + Magic Resistance + The broodiken has advantage on saving throws against spells and other magical effects. + + + Shared Rage + A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + Bite|4|1d10 + 2 + + + Attach + When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple. + + + + Bucca + T + fey,tome of Beasts + neutral evil + 14 (natural armor) + 27 (5d4 + 15) + 20 ft., fly 30 ft. + 10 + 16 + 17 + 13 + 9 + 16 + Perception +1, Sleight of Hand +7, Stealth +7 + darkvision 60 ft. + 11 + Darakhul, Dwarvish + 1/2 + + Flyby + The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Vulnerability to Sunlight + A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight. + + + Innate Spellcasting + The bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: invisibility + 3/day each: darkness, ensnaring strike, locate object + + + Dagger + Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest. + + + + Bukavac + L + monstrosity,tome of Beasts + neutral evil + 16 (natural armor) + 199 (21d10 + 84) + 40 ft., swim 20 ft. + 20 + 17 + 18 + 7 + 15 + 12 + Dex +7, Con +8 + Perception +10, Stealth +11 + thunder + darkvision 60 ft. + 20 + Sylvan + 9 + + Hold Breath + The bukavac can hold its breath for up to 20 minutes. + + + Hop + A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action. + + + Multiattack + The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. + Bite|9|3d10 + 5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes. + Claw|9|1d12 + 5 + + + Gore + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. + Gore|9|3d10 + 5 + + + Croaking Blast (Recharge 5-6) + A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration. + + + + Buraq + M + celestial,tome of Beasts + lawful good + 17 + 152 (16d8 + 80) + 60 ft., fly 90 ft. + 15 + 18 + 20 + 18 + 18 + 20 + Con +9, Wis +8, Cha +9 + History +8, Religion +8 + radiant; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened + truesight 120 ft. + 14 + Celestial, Common, Primordial, telepathy 120 ft. + 11 + + Angelic Weapons + The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack). + + + Innate Spellcasting + The buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components: + At will: comprehend languages, detect evil and good, holy aura, pass without trace + 3/day each: haste, longstrider + 1/day each: plane shift, wind walk + + + Magic Resistance + The buraq has advantage on saving throws against spells and other magical effects. + + + Night Journey + When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey. + + + Multiattack + The buraq makes two attacks with its hooves. + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. + Hooves|8|2d6 + 4 + + + Teleport (1/Day) + The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away. + + + + Burrowling + S + humanoid (burrowling),tome of Beasts + lawful neutral + 13 + 27 (6d6 + 6) + 30 ft., burrow 10 ft. + 10 + 16 + 12 + 9 + 12 + 13 + Perception +3 + darkvision 60 ft. + 13 + Common + 1/2 + + Burrow Awareness + A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet. + + + Pack Tactics + The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking. + + + Multiattack + The burrowling makes one bite attack and one claw attack. + + + 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 + + + Sling + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. + Sling|5|1d4 + 3 + + + + Cactid + L + plant,tome of Beasts + unaligned + 14 (natural armor) + 76 (8d10 + 32) + 5 ft. + 16 + 8 + 18 + 7 + 10 + 9 + fire + bludgeoning, piercing + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 10 + understands Sylvan, but can't speak + 3 + + Hail of Needles (1/Day) + When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw. + + + Multiattack + The cactid makes two attacks with its tendrils and uses Reel. + + + Tendril + Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time. + Tendril|5|2d6 + 3 + + + Reel + Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid. + + + + Cambium + L + fiend,tome of Beasts + neutral evil + 19 (natural armor) + 264 (23d10 + 138) + 40 ft. + 21 + 16 + 23 + 17 + 16 + 18 + Dex +8, Con +11, Int +8, Wis +8, Cha +9 + Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8 + poison + exhaustion, poisoned + darkvision 60 ft. + 18 + Common, Draconic, Infernal + 14 + + Innate Spellcasting + The cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components: + Constant: levitate + At will: alter self, detect thoughts, hold person, plane shift, spare the dying + 3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal + 1/day: finger of death + + + Multiattack + The cambium makes four needle fingers attacks. + + + Needle Fingers + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack. + Needle Fingers|10|3d10 + 5 + + + Ability Damage (3/Day) + When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point. + + + Imbalance Humors (3/Day) + When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects: + + + Sanguine Flux: The target cannot be healed + aturally or magically.until after their next long rest. + + + Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds + The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. + + + Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds + The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. + + + Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect + A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds. + + + + Carrion Beetle + L + beast,tome of Beasts + neutral + 15 (natural armor) + 127 (15d10 + 45) + 30 ft., burrow 20 ft., climb 10 ft. + 19 + 12 + 17 + 1 + 13 + 10 + paralysis + darkvision 60 ft. + 11 + - + 4 + + Multiattack + The beetle makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage. + Bite|6|1d12 + 4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Claws|6|1d6 + 4 + + + Acid Spit (Recharge 5-6) + The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw. + + + + Cavelight Moss + L + plant,tome of Beasts + neutral + 15 (natural armor) + 95 (10d10 + 40) + 5 ft., climb 5 ft. + 24 + 10 + 18 + 1 + 13 + 5 + acid, cold, fire; slashing from nonmagical weapons + charmed, deafened, frightened, paralyzed, prone, stunned, unconscious + tremorsense 60 ft. + 11 + - + 4 + + Luminescence + The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle. + + + Tendrils + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target. + Tendrils|9|4d12 + 7 + + + Strength Drain + Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points. + + + + Chelicerae + L + aberration,tome of Beasts + neutral evil + 16 (natural armor) + 153 (18d10 + 54) + 40 ft., climb 30 ft. + 22 + 17 + 17 + 14 + 15 + 14 + Dex +6, Wis +5, Cha +5 + Acrobatics +6, Athletics +9, Perception +5, Stealth +6 + poison + charmed, poisoned + darkvision 60 ft. + 15 + - + 7 + + Magic Resistance + The chelicerae has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared: + Cantrips: acid splash, mage hand, minor illusion, true strike + 1st level: burning hands, detect magic, expeditious retreat, ray of sickness + 2nd level: hold person, invisibility, scorching ray + 3rd level: animate dead, haste, lightning bolt + 4th level: phantasmal killer + + + Siphon Spell Slots + The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest. + + + Spider Climb + Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check. + + + Multiattack + The chelicerae makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn. + Bite|9|2d10 + 6 + + + Claw + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. + Claw|9|2d8 + 6 + + + + Chernomoi + T + fey,tome of Beasts + neutral + 13 + 32 (5d4 + 20) + 20 ft., fly 20 ft. + 9 + 18 + 18 + 12 + 11 + 16 + Acrobatics +6, Perception +2, Stealth +6 + bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons + darkvision 60 ft. + 12 + Common, Draconic, Sylvan + 1 + + Innate Spellcasting + The chernomoi'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, invisibility, mage hand, mending, message, prestidigitation + 1/day each: detect poison and disease, dimension door + + + Scimitar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Scimitar|6|1d6 + 4 + + + Shriek (Recharge 5-6) + The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. + + + + Child Of The Briar + T + plant,tome of Beasts + neutral evil + 13 + 50 (20d4) + 20 ft., climb 10 ft. + 6 + 17 + 11 + 13 + 10 + 14 + Perception +4, Stealth +7 + fire + darkvision 60 ft. + 14 + Briarclick, Common, Sylvan + 1 + + Fey Blood + Children of the briar count as both plant and fey for any effect related to type. + + + Multiattack + A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Claw|5|1d6 + 3 + + + Spitdart Tongue (Recharge 4-6) + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth. + Spitdart Tongue|5|1d6+3 + + + Entangle + Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects. + + + Thorny Grapple + A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled. + + + + Chronalmental + L + elemental,tome of Beasts + unaligned + 17 (natural armor) + 152 (16d10 + 64) + 30 ft. + 1 + 20 + 19 + 9 + 13 + 6 + poison; bludgeoning, piercing, and slashing from nonmagical weapons + exhaustion, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft. + 11 + Celestial, Infernal + 8 + + Temporal Body + When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points. + + + Multiattack + The chronalmental makes 1d4 + 1 slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. + Slam|8|2d10 + 5 + + + Steal Time (1/Day) + The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. + + + Displace (Recharge 5-6) + The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space. + + + Step Between Seconds (Recharge 4-6) + When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying. + + + + Cikavak + T + fey,tome of Beasts + neutral + 12 + 17 (7d4) + 10 ft., fly 40 ft. + 4 + 15 + 10 + 12 + 12 + 4 + Perception +5, Stealth +9 + acid, fire, poison + + 15 + understands Common; telepathy (touch) + 1/8 + + Innate Spellcasting + The cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: speak with animals + 1/day: silence + + + Bite + Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage. + Bite|4|1d4 + 2 + + + + Clockwork Abomination + L + construct (devil),tome of Beasts + lawful evil + 16 (natural armor) + 76 (8d10 + 32) + 30 ft., climb 30 ft. + 21 + 12 + 18 + 10 + 10 + 12 + Dex +4 Con +7 + Athletics +9, Perception +4, Stealth +4 + acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 13 + Common, Infernal + 5 + + Additional Legs + Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain. + + + Piston Reach + The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them. + + + Immutable Form + The clockwork abomination is immune to any spell or effect that would alter its form. + + + Infernal Power Source + When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw. + + + Multiattack + The clockwork abomination makes one bite attack and one slam attack. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. + Bite|9|2d8 + 6 + + + Slam + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. + Slam|9|2d6 + 6 + + + Breath Weapon (Recharge 5-6) + The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw. + + + + Clockwork Beetle + T + construct,tome of Beasts + unaligned + 14 (natural armor) + 15 (6d4) + 30 ft., fly 50 ft. + 8 + 16 + 10 + 4 + 12 + 7 + Dex +5 + Stealth +5 + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 11 + understands Common, telepathy 100 ft. (creator only) + 1/2 + + Immutable Form + The clockwork beetle is immune to any spell or effect that would alter its form. + + + Magic Resistance + The clockwork beetle has advantage on saving throws against spells and other magical effects. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw. + Bite|5|1d6 + 3 + + + + Clockwork Beetle Swarm + A + Large swarm of Tiny constructs,tome of Beasts + neutral + 14 (natural armor) + 52 (8d10 + 8) + 30 ft., fly 50 ft. + 8 + 16 + 12 + 4 + 12 + 7 + bludgeoning, piercing, and slashing + fire, poison, psychic + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 11 + - + 3 + + 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 construct. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage. + Bites|5|5d6 + + + + Clockwork Hound + M + construct,tome of Beasts + unaligned + 12 (natural armor) + 71 (11d8 + 22) + 50 ft. + 16 + 15 + 14 + 1 + 10 + 1 + Dex +4, Con +4 + Athletics +7, Perception +4 + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 14 + understands Common + 2 + + Immutable Form + The clockwork hound is immune to any spell or effect that would alter its form. + + + Magic Resistance + The clockwork hound has advantage on saving throws against spells and other magical effects. + + + Diligent Tracker + Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + Bite|5|2d10 + 5 + + + Tripping Tongue + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. + Tripping Tongue|5|1d8 + 5 + + + Explosive Core + The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. + + + + Clockwork Huntsman + M + construct,tome of Beasts + unaligned + 14 + 110 (20d8 + 20) + 40 ft. + 17 + 14 + 12 + 4 + 10 + 1 + Str +5, Dex +4 + Perception +4, Survival +4 + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 14 + understands Common + 3 + + Immutable Form + The clockwork huntsman is immune to any spell or effect that would alter its form. + + + Magic Resistance + The clockwork huntsman has advantage on saving throws against spells and other magical effects. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. + Longsword|5|1d8 + 3 + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. + Slam|5|1d6 + 3 + + + Net Cannon + Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded. + Net Cannon|4|or another creature + + + Explosive Core + The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. + + + + Clockwork Myrmidon + L + construct,tome of Beasts + unaligned + 16 (natural armor) + 153 (18d10+54) + 30 ft. + 20 + 14 + 16 + 10 + 10 + 1 + Str +11, Dex +5 + Athletics +8, Perception +6 + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 16 + understands Common + 6 + + Immutable Form + The clockwork myrmidon is immune to any spell or effect that would alter its form. + + + Magic Resistance + The clockwork myrmidon has advantage on saving throws against spells and other magical effects. + + + Multiattack + The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each. + + + Heavy Pick + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. + Heavy Pick|8|2d8 + 5 + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. + Slam|8|1d12 + 5 + + + Alchemical Flame Jet (Recharge 5-6) + The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. + + + Grease Spray (Recharge 5-6) + As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. + + + Alchemical Fireball + The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times. + + + + Clockwork Watchman + M + construct,tome of Beasts + unaligned + 14 (natural armor) + 55 (10d8 + 10) + 30 ft. + 14 + 12 + 12 + 5 + 10 + 1 + Con +3 + Athletics +4, Perception +4 + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 14 + Common + 1/2 + + Immutable Form + The clockwork watchman is immune to any spell or effect that would alter its form. + + + Magic Resistance + The clockwork watchman has advantage on saving throws against spells and other magical effects. + + + Halberd + Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage. + Halberd|4|1d10 + 2 + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. + Slam|4|1d6 + 2 + + + Net Cannon + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded. + Net Cannon|3|or another creature + + + + Weaving Spider + T + construct,tome of Beasts + unaligned + 15 (natural armor) + 25 (10d4) + 40 ft., climb 40 ft. + 10 + 16 + 10 + 9 + 8 + 8 + poison + blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 14 + understands Common + 1 + + Immutable Form + The weaving spider is immune to any spell or effect that would alter its form. + + + Magic Resistance + The weaving spider has advantage on saving throws against spells and other magical effects. + + + Multiattack + The weaving spider makes two trimming blade attacks or two needle shuttle attacks. + + + Trimming Blade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking. + Trimming Blade|5|2d6 + 3 + + + Poisoned Needle Shuttle + Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. + Poisoned Needle Shuttle|5|1d8 + 3 + + + Unmaking + The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice) + + + + Clurichaun + T + fey,tome of Beasts + chaotic neutral + 14 + 22 (4d4 + 12) + 30 ft. + 13 + 12 + 16 + 10 + 8 + 16 + Con +5 + Perception +1, Stealth +3 + frightened, poisoned + darkvision 60ft. + 11 + Common, Elvish, Sylvan + 1/4 + + Clurichaun's Luck + Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class. + + + Innate Spellcasting + The clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component. + At will: friends, mending, minor illusion, purify food and drink, vicious mockery + 1/day each: blur, calm emotions, heroism, sleep, suggestion + + + Magic Resistance + The clurichaun has advantage on saving throws against spells and other magical effects. + + + Unarmed Strike + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage. + Unarmed Strike|3|1 + 1 + + + Improvised Weapon + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon. + Improvised Weapon|3|1d4 + 1 + + + + Cobbleswarm + M + swarm of Tiny monstrosities,tome of Beasts + unaligned + 15 (natural armor) + 36 (8d8) + 30 ft. + 12 + 11 + 11 + 5 + 12 + 5 + bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, stunned + + 11 + - + 2 + + False Appearance + While the swarm remains motionless, it is indistinguishable from normal stones. + + + Shift and Tumble + As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet. + + + Shifting Floor + Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm. + + + 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 stone. The swarm can't regain hit points or gain temporary hit points. + + + Stings + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer. + Stings|3|4d4 + + + + Corpse Mound + H + undead,tome of Beasts + neutral evil + 16 (natural armor) + 207 (18d12 + 90) + 30 ft. + 24 + 11 + 21 + 8 + 10 + 8 + Con +9, Int +3, Wis +4 + necrotic + poison + charmed, exhaustion, frightened, poisoned + darkvision 60 ft. + 10 + Understands Common but can't speak + 11 + + Absorb the Dead + Whenever a Small or larger non.undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points. + + + Noxious Aura + Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours. + + + Zombie Drop + At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn. + + + Multiattack + The corpse mound makes two weapon attacks or uses envelop once. + + + Slam + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. + Slam|11|2d10 + 7 + + + Bone Shard + Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard. + Bone Shard|11|2d6 + 7 + + + Envelop + The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once. + + + + Dau + S + fey,tome of Beasts + chaotic neutral + 13 + 49 (9d6 + 18) + 20 ft., fly 60 ft. (hover) + 7 + 17 + 14 + 14 + 17 + 16 + Deception +5, Insight +5, Perception +5, Stealth +5 + darkvision 60 ft. + 15 + Deep Speech, Primordial, Sylvan, telepathy 60 ft. + 4 + + Magic Resistance + The dau has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: detect thoughts + 3/day each: invisibility, mirror image + 1/day each: mirage arcana, programmed illusion, project image + + + Multiattack + The dau makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. + Slam|5|1d6 + 3 + + + Tangible Illusion (1/Day) + After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet. + + + Mirror Dodge (1/Day) + When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed. + + + + Death Butterfly Swarm + L + swarm of tiny beasts,tome of Beasts + chaotic evil + 15 (natural armor) + 60 (11d10) + 5 ft., fly 40 ft. (hover) + 1 + 13 + 10 + 1 + 12 + 15 + bludgeoning, piercing, slashing + cold, fire + charmed, frightened, paralyzed, petrified, prone, restrained, petrified + darkvision 60 ft. + 11 + 4 + + Potent Poison + The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison. + + + 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 insect. The swarm can't regain hit points or gain temporary hit point. + + + Weight of Wings + A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours. + + + Multiattack + The swarm makes a Bite attack against every target in its spaces. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.. + Bites|3|6d6 +1 + + + + Greater Death Butterfly Swarm + H + swarm of tiny beasts,tome of Beasts + chaotic evil + 15 (natural armor) + 84 (13d12) + 5 ft., fly 40 ft. (hover) + 1 + 16 + 10 + 1 + 15 + 12 + bludgeoning, piercing, and slashing + cold, fire + charmed, frightened, paralyzed, petrified, prone, restrained, petrified + darkvision 60 ft. + 12 + 6 + + Potent Poison + The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison. + + + 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 insect. The swarm can't regain hit points or gain temporary hit point. + + + Weight of Wings + As death butterfly swarm but with DC 16 Dexterity saving throw + + + Multiattack + The swarm makes a Bite attack against every target in its spaces. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition. + Bites|6|6d6 +3 + + + + Deathwisp + M + undead,tome of Beasts + neutral evil + 15 + 82 (11d8 + 33) + 0 ft., fly 60 ft. (hover) + 6 + 20 + 16 + 18 + 16 + 20 + Dex +8, Con +6, Wis +6 + Perception +6, Stealth +8 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 16 + the languages it knew in life + 7 + + Flicker + The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage. + + + Incorporeal Movement + The deathwisp 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 a solid object. + + + Shadow Jump + A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments. + + + Sunlight Sensitivity + While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Unnatural Aura + Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check. + + + Life Drain + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) 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|8|7d8 + 5 + + + Create Deathwisp + The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time. + + + + Deep One + M + humanoid,tome of Beasts + chaotic evil + 13 (natural armor) + 91 (14d8 + 28) + 30 ft., swim 30 ft. + 16 + 12 + 14 + 10 + 8 + 12 + Str +5, Con +4, Cha +3 + fire + cold + darkvision 120 ft. + 9 + Common, Void Speech + 2 + + Amphibious + A deep one can breathe air or water with equal ease. + + + Frenzied Rage + On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage. + + + Lightless Depths + A deep one is immune to the pressure effects of the deep ocean. + + + Ocean Change + A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. + + + Claws + Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + + + + Deep One Hybrid Priest + M + humanoid,tome of Beasts + chaotic evil + 14 (natural armor) + 120 (16d8 + 48) + 30 ft., swim 30 ft + 18 + 14 + 16 + 12 + 12 + 15 + Con +5, Wis +3, Cha +4 + Athletics +6, Deception +4, Perception +3 + fire + cold + darkvision 120 ft. + 13 + Common, Void Speech + 4 + + Amphibious + A deep one priest can breathe air or water with equal ease. + + + Frenzied Rage + On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage. + + + Innate Spellcasting + The deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: sacred flame, shocking grasp + 3/day each: inflict wounds, sanctuary, sleep + 1/day each: ice storm, shatter + + + Lightless Depths + A deep one hybrid priest is immune to the pressure effects of the deep ocean. + + + Ocean Change + A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. + + + Voice of the Deeps + A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase. + + + Claws + Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + + + + Deep One Archimandrite + L + humanoid,tome of Beasts + chaotic evil + 15 (natural armor) + 153 (18d10 + 54) + 40 ft., swim 40 ft. + 20 + 15 + 17 + 12 + 17 + 19 + Dex +5, Wis +6, Cha +7 + Arcana +4, Perception +6 + fire + cold, thunder + darkvision 240 ft. + 16 + Common, Void Speech + 8 + + Amphibious + A deep one can breathe air or water with equal ease. + + + Frenzied Rage + On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack. + + + Innate Spellcasting + The deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: bless, revivify, sacred flame, shocking grasp, suggestion + 3/day each: charm person, lightning bolt, sanctuary, shatter + 1/day each: chain lightning, cone of cold, ice storm + + + Legendary Resistance (1/Day) + If the deep one archimandrite fails a saving throw, it can count it as a success instead. + + + Lightless Depths + A deep one hybrid priest is immune to the pressure effects of the deep ocean. + + + Voice of the Archimandrite + With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly. + + + Multiattack + A deep one archimandrite makes one claw attack and 1 unholy trident attack. + + + Claw + Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + + + Unholy Trident + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage. + Unholy Trident|8|2d8 + 5 + + + + Apau Perape + L + fiend (demon),tome of Beasts + chaotic evil + 16 (natural armor) + 95 (10d10 + 40) + 30 ft., climb 30 ft. + 21 + 18 + 19 + 10 + 12 + 15 + Dex +7, Con +7, Wis +4 + Intimidation +5, Perception +4, Stealth +7 + cold + fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons + poison + frightened, poisoned + darkvision 120 ft. + 14 + Ape, Infernal, telepathy 120 ft. + 6 + + Diseased Ichor + Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + + + Innate Spellcasting + The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components: + 1/day each: fear, wall of fire + + + Magic Resistance + The apau perape has advantage on saving throws against spells and other magical effects. + + + Multiattack + The apau perape makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. + Bite|8|2d6 + 5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + Claws|8|2d8 + 5 + + + Variant: Demon Summoning + Some apau perapes have an action option that allows them to summon other demons. + Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning + The apau perape has a 50 percent chance of summoning one apau perape or one giant ape. + + + + Berstuc + L + fiend (demon),tome of Beasts + chaotic evil + 18 (natural armor) + 157 (15d10 + 75) + 40 ft., burrow 20 ft. + 22 + 10 + 20 + 12 + 14 + 19 + Str +10, Wis +6, Cha +8 + Deception +8, Nature +10, Stealth +4 (+8 in forest terrain), Survival +6 + acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons + lightning, poison + poisoned + darkvision 120 ft. + 12 + Abyssal, Common, Sylvan; telepathy 120 ft. + 11 + + False Presence + The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked. + + + Magic Resistance + The berstuc has advantage on saving throws against spells and other magical effects. + + + Twisted Path + The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours. + + + Multiattack + The berstuc makes three slam attacks and Absorbs once. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16). + Slam|10|2d8 + 5 + + + Absorb + The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone. + + + + Kishi Demon + M + fiend (demon),tome of Beasts + chaotic evil + 18 (natural armor, shield) + 119 (14d8 + 56) + 50 ft. + 19 + 20 + 19 + 15 + 11 + 22 + Dex +8, Con +7, Wis +3 + Deception +9, Perception +3, Performance +9 + cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons + poison + poisoned + darkvision 120 ft. + 13 + Celestial, Common, Draconic, Infernal, telepathy + 8 + + Two Heads + The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Innate Spellcasting + The demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion + 3/day: glibness + 1/day: dominate person + + + Magic Resistance + The demon has advantage on saving throws against spells and other magical effects. + + + Trophy Shield + If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon. + + + Variant: Demon Summoning + Some kishi demons have an action option that allows them to summon other demons. + Summon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon + + + Multiattack + The demon makes one bite attack and three spear attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. + Bite|8|2d6 + 5 + + + Spear + Melee or Ranged Weapon Attack: +7 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. + Spear|7|1d6 + 4 + + + + Malakbel + M + fiend (demon),tome of Beasts + chaotic evil + 14 (natural armor) + 102 (12d8 + 48) + 40 ft. + 14 + 17 + 19 + 13 + 16 + 20 + Dex +7, Wis +7 + Perception +7 + cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons + fire, radiant, poison + blinded, poisoned + truesight 30 ft. + 17 + Abyssal, telepathy 120 ft. + 9 + + Blistering Radiance + The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap. + + + Distortion + Ranged attacks against the malakbel have disadvantage. + + + Magic Resistance + The malakbel has advantage on saving throws against spells and other magical effects. + + + Multiattack + The malakbel makes two scorching blast attacks. + + + Scorching Blast + Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage. + Scorching Blast|9|3d8 + 5 + + + Searing Flare (Recharge 5-6) + The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion. + + + Teleport + The malakbel magically teleports to an unoccupied space it can see within 100 feet. + + + + Psoglav Demon + L + fiend (demon),tome of Beasts + chaotic evil + 17 (natural armor) + 115 (11d10 + 55) + 40 ft., fly 60 ft. + 21 + 23 + 20 + 16 + 19 + 18 + Dex +9, Con +8, Wis +7, Cha +7 + Acrobatics +9, Perception +6, Intimidation +7, Stealth +9 + cold, lightning + fire, poison + poisoned + blindsight 30 ft., darkvision 60 ft. + 16 + Common, Infernal; telepathy 60 ft. + 7 + + Innate Spellcasting + The psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components: + 1/day: greater invisibility + + + Magic Weapon + The psoglav's weapon attacks are magical. + + + Shadow Door (4/Day) + The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet. + + + Multiattack + The psoglav demon makes three bite attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5). + Bite|8|2d12 + 5 + + + Shadow Stealing Ray (Recharge 5-6) + The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit. + + + + Rubezahl + M + fiend (demon),tome of Beasts + chaotic evil + 15 (natural armor) + 110 (17d8 + 34) + 50 ft. + 20 + 15 + 14 + 11 + 12 + 18 + Dex +6, Con +6, Wis +5 + Deception +8, Perception +5, Survival +5 + cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons + lightning, thunder, poison + poisoned, stunned + blindsight 10 ft., darkvision 120 ft. + 15 + Abyssal, Common, telepathy 120 ft. + 10 + + Counting Compulsion + If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again. + + + False Tongue + The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true. + + + Innate Spellcasting + The rubezahl'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: disguise self (humanoid forms only), fog cloud + 3/day each: call lightning, gust of wind, lightning bolt + 1/day: control weather + + + Sneak Attack (1/turn) + The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll. + + + Multiattack + The rubezahl makes one gore attack and two claw attacks. + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. + Claw|9|3d6 + 5 + + + Gore + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone. + Gore|9|3d8 + 5 + + + Thunderstrike (Recharge 5-6) + The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn. + + + + Akyishigal, Demon Lord Of Cockroaches + L + fiend (demon),tome of Beasts + chaotic evil + 18 (natural armor) + 138 (12d10 + 72) + 40 ft., burrow 20 ft., climb 40 ft., fly 40 ft. + 21 + 17 + 22 + 19 + 14 + 24 + Str +9, Dex +7, Con +10, Wis +6, Cha +11 + Acrobatics +11, Athletics +9, Perception +6, Stealth +11 + acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons + cold, lightning, poison + poisoned + darkvision 120 ft., truesight 60 ft. + 16 + Abyssal, Common, Draconic, Elvish, Infernal; telepathy 60 ft. + 12 + + Innate Spellcasting + Akyishigal's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, magic circle, teleport + 3/day: dispel magic, insect plague (6th level), shapechange (vermin only) + 1/day: contagion (always filth fever) + + + Magic Resistance + Akyishigal has advantage on saving throws against spells and other magical effects. + + + Summon Demon (1/Day) + Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + Multiattack + Akyishigal makes four claw attacks. + + + Claw + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. + Claw|9|2d10 + 5 + + + Cloak of Swarms (Recharge 5-6) + Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn't have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets. + + + Akyishigal 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. Akyishigal regains spent legendary actions at the start of its turn. + + + Teleport + Akyishigal may teleport within line of sight. + + + Skitter + Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity. + + + Spellcasting (Costs 2 Actions) + Akyishigal casts insect plague from its innate spellcasting ability. + + + + Spawn Of Akyishigal + M + fiend (demon),tome of Beasts + chaotic evil + 15 (natural armor) + 119 (14d8 + 56) + 30 ft., climb 15 ft. + 15 + 13 + 19 + 10 + 11 + 12 + Dex +4 + poison + poisoned + darkvision 60 ft. + 10 + Infernal, Spawn of Akyishigal + 5 + + Command Vermin + Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren't under any magical control. The vermin obey the spawn's commands to the best of their ability, heedless of their own safety. + + + Swarming Cough (recharge 5-6) + The spawn can belch forth a swarm of insects. The swarm is completely under the spawn's control. It remains for 1 minute or until destroyed. + + + Multiattack + The spawn makes one bite attack and two sting attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. + Bite|5|1d10 + 2 + + + Sting + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds. + Sting|5|2d8 + 2 + + + + Alquam, Demon Lord Of Night + H + fiend (demon),tome of Beasts + chaotic evil + 20 (natural armor) + 350 (28d12 + 168) + 20 ft., fly 100 ft. + 14 + 19 + 23 + 16 + 20 + 16 + Dex +11, Con +13, Wis +12 + Deception +10, Perception +12, Stealth +11 + fire, lightning + cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 22 + all, telepathy 120 ft. + 21 + + Born of Darkness + Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed. + + + Innate Spellcasting + Alquam's innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components. + At will: darkness, silence + 3/day each: fear, invisibility, teleport + 1/day: circle of death + + + Keen Senses + Alquam has advantage on Wisdom (Perception) checks that rely on sight. + + + Legendary Resistance (3/day) + If Alquam fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Alquam has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Alquam's weapon attacks are magical. + + + Alquam's Lair + On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can’t use the same effect two rounds in a row: + - Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round. + - Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round. + - Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round. + + + Regional Effects + The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects: + - Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius. + - Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms. + - Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance. + If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + Alquam makes one bite attack, one wing attack, and one talons attack. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. + Bite|11|4d10 + 4 + + + Wing + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. + Wing|11|3d8 + 4 + + + Talons + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature. + Talons|11|3d6 + 4 + + + Alquam 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. Alquam regains spent legendary actions at the start of its turn. + + + Attack + Alquam makes one attack. + + + Move + Alquam flies half its speed without provoking opportunity attacks. + + + Shroud (2 actions) + Alquam radiates magical darkness in a 30.foot radius. The darkness lasts until the start of Alquam's next turn. + + + + Camazotz, Demon Lord Of Bats And Fire + L + fiend (demon),tome of Beasts + chaotic evil + 19 (natural armor) + 537 (43d10 + 301) + 30 ft., climb 30 ft., fly 80 ft. + 30 + 22 + 25 + 12 + 22 + 25 + Dex +13, Con +14, Wis +13, Cha +14 + Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13 + acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + fire, poison, thunder + cold + charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 120 ft., darkvision 40 ft. + 23 + Common, Darakhul, Derro, Draconic, Dwarvish, Infernal, Nurian, Primordial, Void Speech; telepathy 300 ft. + 22 + + Shapechanger + Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Either form turns into a pile of greasy ash if destroyed. + + + Echolocation + Camazotz can't use his blindsight while deafened. + + + Keen Hearing + Camazotz has advantage on Wisdom (Perception) checks that rely on hearing. + + + Gift of Vampirism + Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time. + + + Heat Mantle + Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically. + + + Innate Spellcasting + Camazotz' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport + 3/day each: banishment, haste, symbol + 1/day: earthquake + + + Magic Resistance + Camazotz has advantage on saving throws against spells and other magical effects. + + + Summon Bats (1/Day) + Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour. + + + Summon Demons (1/Day) + Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft. + + + Multiattack + Camazotz makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. + Bite|17|8d6 + 10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. + Claw|17|6d6 + 10 + + + Fire Breath (Recharge 5-6) + Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw. + + + Camazotz 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. Camazotz regains spent legendary actions at the start of its turn. + + + Detect + Camazotz makes a Wisdom (Perception) check. + + + Wing Attack (Costs 2 Actions) + Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed. + + + + Skin Bat + S + undead,tome of Beasts + neutral evil + 13 (natural armor) + 14 (4d6) + 10 ft., fly 40 ft. + 12 + 16 + 10 + 2 + 13 + 6 + Perception +3 + poison + poisoned + darkvision 60 ft. + 13 + 1/2 + + Summon Bat Swarm + The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours. + Bite|5|1d4+3 + + + + Mechuiti, Demon Lord Of Apes + G + fiend (demon),tome of Beasts + chaotic evil + 19 (natural armor) + 370 (20d20 + 160) + 60 ft., climb 60 ft. + 29 + 19 + 27 + 18 + 18 + 22 + Str +17, Dex + 12, Wis +12 + Arcana +12, Insight +12, Intimidate +14, Perception +12, Religion +12 + cold + acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, frightened, poisoned, stunned + truesight 120 ft. + 22 + Celestial, Common, Draconic, Infernal, Primordial, telepathy 300 ft. + 27 + + Legendary Resistance (4/Day) + If Mechuiti fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Mechuiti has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Mechuiti's weapon attacks are magical. + + + Diseased Ichor + Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + + + Innate Spellcasting + Mechuiti's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components: + At will: dispel magic, fireball, hold monster, wall of fire + 3/day each: fire storm, power word stun + 1/day each: meteor swarm, power word kill + + + Speak with Apes + Mechuiti can communicate simple concepts to apes. + + + Mechuiti's Lair + On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can’t use the same effect two rounds in a row. + - Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target’s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage. + - The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round. + - Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated. + - The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. + + + Regional Effects + The region containing Mechuiti’s lair is warped by its presence, which creates one or more of the following effects. + - Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano’s cone. + - When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti’s cult. + - Water within 1 mile of the lair carries Mechuiti’s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. + When Mechuiti dies, all these regional effects fade immediately. + + + Multiattack + Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks. + + + Bite + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage. + Bite|17|2d10 + 9 + + + Claw + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice. + Claw|17|2d10 + 9 + + + Immolating Breath (Recharge 5-6) + Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. + + + Immolating Corona + Mechuiti's fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet. + + + Frightful Presence + Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 Mechuiti's Frightful Presence for the next 24 hours. + + + Mechuiti 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. Mechuiti regains spent legendary actions at the start of its turn. + + + Move + Mechuiti moves up to half its speed, using any move it wishes. + + + Burn from Inside + Mechuiti targets a creature within 120 feet that has Mechuiti's Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach. + + + Spell (Costs 2 Actions) + Mechuiti casts a spell. + + + Fiery Corona (Costs 2 Actions) + Mechuiti uses Immolating Corona. + + + + Qorgeth, Demon Lord Of The Devouring Worm + G + fiend (demon),tome of Beasts + chaotic evil + 21 (natural armor) + 370 (20d20 + 160) + 50 ft., burrow 50 ft., climb 30 ft. + 29 + 6 + 26 + 9 + 19 + 18 + Dex +5, Con +15, Wis +11, Cha +11 + Perception +11 + cold, fire, lightning + poison; bludgeoning, piercing, and slashing from nonmagical weapons + blinded, charmed, exhaustion, frightened, poisoned + blindsight 120 ft., tremorsense 120 ft. + 21 + all, telepathy 120 ft. + 23 + + Innate Spellcasting + Qorgeth's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components. + At will: detect magic, black tentacles + 3/day each: dispel magic, fear, insect plague (biting worms) + 1/day each: earthquake, teleport + + + Legendary Resistance (3/Day) + If Qorgeth fails a saving throw, it can choose to succeed instead. + + + Tunneler + Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake. + + + Magic Resistance + Qorgeth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Qorgeth's weapon attacks are magical. + + + Qorgeth's Lair + On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can’t use the same effect two rounds in a row: + - Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants. + - A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn. + - Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack: +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing). + + + Regional Effects + The region containing Qorgeth’s lair is warped by the demon lord’s magic, which creates one or more of the following effects: + - Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent. + - Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area. + - Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer. + If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + Qorgeth makes one bite attack, two crush attacks, and one stinger attack. + + + Bite + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone. + Bite|16|2d12 + 9 + + + Crush + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled. + Crush|16|2d10 + 9 + + + Stinger + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts. + Stinger|16|4d6 + 9 + + + Qorgeth 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. Qorgeth regains spent legendary actions at the start of its turn. + + + Shriek + All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Death Roll (2 actions) + Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically. + + + Devour (3 actions) + Qorgeth makes one bite attack. + + + + Derro Fetal Savant + T + humanoid,tome of Beasts + chaotic evil + 15 (cage) + 2 (4d4 - 8) + 5 ft. (0 in cage) + 1 + 1 + 6 + 6 + 12 + 20 + Wis +3, Cha +7 + Perception +3 + psychic + charmed, frightened + darkvision 60 ft. + 13 + - + 4 + + Enchanted Cage + The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed. + + + Madness + A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma. + + + Vulnerability to Sunlight + A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun. + + + Babble + The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange. + + + Soul Exchange + As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless. + + + + Derro Shadow Antipaladin + S + humanoid (derro),tome of Beasts + chaotic evil + 18 (breastplate and shield) + 82 (11d6 + 44) + 30 ft. + 11 + 18 + 18 + 11 + 5 + 14 + Str +3, Wis +0, Cha +5 + Perception +0, Stealth +7 + darkvision 120 ft. + 10 + Derro, Undercommon + 5 + + Evasive + Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one. + + + 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. + + + Shadowstrike + The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list). + + + Spellcasting + The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared: + 1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite + 2nd level (2 slots): aid, crown of madness, darkness, magic weapon + + + Sunlight Sensitivity + While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The derro makes two scimitar attacks or two heavy crossbow attacks. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage. + Scimitar|7|1d6 + 4 + + + Heavy Crossbow + Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. + Heavy Crossbow|7|1d10 + 4 + + + Infectious Insanity (Recharge 5-6) + The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. + + + + Arbeyach + L + fiend (devil),tome of Beasts + lawful evil + 17 (natural armor) + 275 (22d10 + 154) + 40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover) + 22 + 20 + 25 + 19 + 21 + 25 + Dex +12, Con +14, Wis +12, Cha +14 + Deception +14, Insight +12, Perception +12, Stealth +12 + acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + charmed, frightened, poisoned, stunned + truesight 120 ft. + 22 + Celestial, Common, Draconic, Infernal, telepathy 120 ft. + 21 + + Legendary Resistance (3/Day) + If Arbeyach fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + Arbeyach has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Arbeyach's weapon attacks are magical. + + + Innate Spellcasting + Arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components: + At will: poison spray + 3/day each: fog cloud, stinking cloud + 1/day each: cloudkill, contagion, insect plague + + + Fear Aura + Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours. + + + Aura of Virulence + Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition. + + + Swarm Prince + Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil. + + + Multiattack + Arbeyach makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic. + Bite|13|2d8 + 6 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage. + Claw|13|1d8 + 6 + + + Vermin Breath (Recharge 5-6) + Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time. + + + Arbeyach 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. Arbeyach regains spent legendary actions at the start of its turn. + + + Move + Arbeyach moves up to half its speed, using any movement mode it wishes. + + + Poison + Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Spell (Costs 2 Actions) + Arbeyach casts a spell. + + + + Spawn Of Arbeyach + M + fiend (devil),tome of Beasts + lawful evil + 17 (natural armor) + 78 (12d8 + 24) + 40 ft., climb 20 ft. + 18 + 15 + 15 + 10 + 13 + 12 + Wis +4 + Perception +4, Stealth +5 + poison + poisoned + darkvision 60 ft., tremorsense 60 ft. + 14 + Infernal + 5 + + Hive Mind + Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are. + + + Innate Spellcasting + The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet. + + + Multiattack + A Spawn of Arbeyach makes one bite attack and two stinger attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage. + Bite|7|2d6 + 4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stinger|7|1d6 + 4 + + + + Ia'affrat + L + swarm of Tiny elementals,tome of Beasts + lawful evil + 17 (natural armor) + 170 (20d10 + 60) + 5 ft., fly 40 ft. (hover) + 3 + 21 + 16 + 20 + 18 + 23 + Dex +10, Con +8, Wis +9, Cha +11 + Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11 + cold + fire, poison; bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned + blindsight 10 ft., darkvision 120 ft. + 19 + Common, Draconic, Infernal, Primordial + 15 + + Elemental Swarm + Ia'Affrat can occupy another creature's space + and vice versa, and the swarm can move through any opening + + + large enough for a Tiny insect + + + + Magic Resistance + Ia'Affrat has advantage on saving throws against spells and other magical effects + + + Innate Spellcasting + Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components: + At will: fire bolt, poison spray + 3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness + 1/day each: bestow curse, contagion, harm, insect plague, fireball + + + Inhabit + Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host. + + + Smoke Shroud + Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn. + + + Bites + Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bites|10|6d6 + + + Smoke Jump + Ia'Affrat can travel instantly to a space in sight where there's smoke. + + + Whirlwind (Recharge 4-6) + Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. + + + + Mammon + H + fiend (devil),tome of Beasts + lawful evil + 20 (natural armor) + 378 (28d12 + 196) + 50 ft. + 22 + 13 + 24 + 23 + 21 + 26 + Dex +9, Int +14, Wis +13, Cha +16 + Deception +16, Insight +13, Perception +13, Persuasion +16 + cold + fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 23 + all, telepathy 120 ft. + 25 + + Innate Spellcasting + Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura + 3/day each: animate objects, counterspell, creation, instant summons, legend lore, teleport + 1/day each: imprisonment (minimus containment only, inside gems), sunburst + + + Legendary Resistance (3/day) + If Mammon fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Mammon has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Mammon's weapon attacks are magical. + + + Mammon's Lair + On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can’t use the same effect two rounds in a row: + - Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again. + - Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it. + - Mammon magically teleports from one area of treasure to another within 150 feet. + + + Regional Effects + The region containing Mammon’s lair is warped by the archdevil’s magic, which creates one or more of the following effects: + - Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic. + - Creatures that spend more than 1 hour within 1 mile of Mammon’s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic. + - Any naturally occurring treasure in Mammon’s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. + If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + Mammon makes three attacks. + + + Purse + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage + Purse|14|7d8+6 + + + Molten Coins + Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage. + Molten Coins|14|3d6 + 6 + + + Your Weight In Gold (Recharge 5-6) + Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats 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 receives a greater restoration spell or comparable magic. + + + Mammon 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. Mammon regains spent legendary actions at the start of his turn. + + + Attack + Mammon makes one purse or molten coins attack. + + + Make It Rain! + Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn. + + + Deep Pockets (3 actions) + Mammon recharges his Your Weight In Gold ability. + + + + Totivillus, Scribe Of Hell + M + fiend (devil),tome of Beasts + lawful evil + 19 (natural armor) + 299 (26d8 + 182) + 40 ft., fly 60 ft. + 18 + 18 + 24 + 26 + 22 + 18 + Dex +11, Con +14, Int +15, Wis +13, Cha +11 + Arcana +15, History +15, Investigation +15, Perception +13, Religion +15 + bludgeoning, piercing, and slashing from nonmagical weapons + fire, poison + poisoned + truesight 30 ft., darkvision 60 ft. + 23 + Common, Celestial, Draconic, Infernal, Void Speech; telepathy 120 ft. + 24 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Fear Aura + Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, it is immune to the devil's Fear Aura for the next 24 hours. + + + Spellcasting + Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared: + Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation + 1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant + 2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step + 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy + 4th level (3 slots): banishment, dimension door, greater invisibility, polymorph + 5th level (3 slots): dominate person, geas, modify memory, passwall + 6th level (2 slots): eyebite, guards and wards, mass suggestion + 7th level (2 slots): forcecage, plane shift + 8th level (1 slot): feeblemind + 9th level (1 slot): time stop + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Totivillus's weapon attacks are magical. + + + Meld with Text + Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage. + + + Trust Aura + Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can't attack Totivillus directly until the start of their next turn. This effect ends immediately and can't be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura. + + + Multiattack + Totivillus makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage. + Claw|11|4d12 + 4 + + + Hellfire Bolt (Recharge 5-6) + Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage. + Hellfire Bolt|15|10d12 + + + Totivillus can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. Totivillus regains spent legendary actions at the start of its turn. + + + Claw Attack + Totivillus makes one claw attack. + + + Devil's Mark + Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil's mark: a tattoo in the shape of Totivillus's personal seal. All devils have advantage on spell attacks made against the devil.marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it's concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who've made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil's mark is in league with evil forces. + + + Cast a Spell (Costs 3 Actions) + Totivillus casts a spell from its list of prepared spells, using a spell slot as normal. + + + + Automata Devil + L + fiend (devil),tome of Beasts + lawful evil + 17 (natural armor) + 168 (16d10 + 80) + 40 ft. + 24 + 17 + 20 + 11 + 14 + 19 + Str +11, Dex +7, Con +9, Wis +6, Cha +8 + Athletics +11, Intimidation +8 + cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + poisoned + + 12 + Common, Infernal; telepathy 100 ft. + 10 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The automata devil has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: charm person, suggestion, teleport + 1/day each: banishing smite, cloudkill + + + Multiattack + The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. + Bite|11|2d10 + 7 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. + Claw|11|2d6 + 7 + + + Whip + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn. + Whip|11|1d8 + 7 + + + Punishing Maw + If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely "spit out" a creature or corpse during its turn, to free up the maw for another victim. + + + Fear Aura + Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again. + + + + Chort Devil + M + fiend (devil),tome of Beasts + lawful evil + 18 (natural armor) + 187 (15d8 + 120) + 30 ft. + 24 + 20 + 26 + 18 + 20 + 20 + Str +11, Dex +9, Con +12, Int +8, Cha +9 + Athletics +11, Deception +9, Insight +9, Perception +9 + bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + cold, fire, poison + poisoned + darkvision 120 ft. + 19 + Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.) + 12 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components: + At will: blur, magic circle, teleportation + 3/day: scorching ray (5 rays) + 1/day each: dispel magic, dominate person, flame strike, haste + + + Multiattack + The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage. + Claw|11|2d4 + 7 + + + Flaming Ranseur + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage. + Flaming Ranseur|11|1d10 + 7 + + + Devilish Weapons + Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage. + + + + Crystalline Devil + M + fiend (devil),tome of Beasts + lawful evil + 15 (natural armor) + 102 (12d8 + 48) + 30 ft. + 18 + 12 + 18 + 14 + 13 + 15 + Wis +4, Cha +5 + Deception +8, Insight +4 + acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + poisoned + darkvision 120 ft. + 11 + Celestial, Common, Infernal, telepathy 120 ft. + 6 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The crystalline devil has advantage on saving throws against spells and other magical effects. + + + Sneak Attack (1/Turn) + The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll. + + + Innate Spellcasting + While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components: + 2/day: command + 1/day: suggestion + + + Variant: Devil Summoning + Some crystalline devils have an action option that allows them to summon other devils. + Summon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil + + + Multiattack + The devil makes two claw attacks. + + + Betraying Carbuncle + The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Claw|7|2d6 + 4 + + + Crystalline Spray (Recharge 5-6) + The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw. + + + + Gilded Devil + M + fiend (devil),tome of Beasts + lawful evil + 16 (coin mail) + 112 (15d8 + 45) + 30 ft. + 17 + 15 + 17 + 15 + 18 + 17 + Str +6, Con +6, Wis +7, Cha +6 + Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8 + cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered + fire, poison + poisoned + + 14 + Celestial, Common, Draconic, Infernal; telepathy (120 ft.) + 7 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Liar's Largesse + A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The gilded devil's weapon attacks are magical. + + + Innate Spellcasting + The gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components: + At will: detect thoughts, major image, suggestion + 3/day each: dominate person, polymorph, scorching ray (4 rays), scrying + 1/day: teleport (self plus 50 lb of objects only) + + + Multiattack + The gilded devil makes two heavy flail attacks. + + + Heavy Flail (Scourge of Avarice) + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. + Heavy Flail|8|1d10+5 + + + Betrayal of Riches (Recharge 5-6) + As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted. + An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp. + Arms: STR Save or Melee Damage halved until a short rest + Hand: STR Save or Drop any held item + Eyes: DEX Save or Permanetly blinded + Head: DEX Save Disadvantage on INT checks until long rest + Feet: DEX Save or Speed halved for 24 hours + Neck: CON Save or Stunned, unable to breathe for 1 round + Other: No additional effects + + + + Scorn Base Metals + A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects. + + + Scourge of Avarice + As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death. + + + Voracious Greed + As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed. + + + + Ink Devil + S + fiend (devil),tome of Beasts + lawful evil + 14 + 54 (12d6 + 12) + 30 ft. + 12 + 18 + 12 + 20 + 8 + 18 + Dex +6 + Arcana +9, Deception +8, History +9, Stealth +8 + cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + poisoned + darkvision 120 ft. + 9 + Celestial, Common, Draconic, Infernal; telepathy (120 ft.) + 2 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components: + At will: detect magic, illusory script, invisibility, teleportation (self plus 50 lb of objects only) + 1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent) + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage. + Bite|6|2d6 + 4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage. + Claw|6|3d6 + 4 + + + Disrupt Concentration + Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn. + + + Corrupt Scroll + An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell. + + + Devil's Mark + Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark.a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil. + + + + Koralk (Harvester Devil) + L + fiend (devil),tome of Beasts + lawful evil + 15 (natural armor) + 136 (16d10 + 48) + 40 ft. + 16 + 13 + 17 + 10 + 11 + 13 + Con +7, Wis +4, Cha +5 + cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered + fire, poison + poisoned + darkvision 120 ft. + 10 + Infernal, telepathy 120 ft. + 11 + + Devil's Sight + Magical darkness does not impair the koralk's darkvision. + + + Magic Resistance + The koralk has advantage on saving throws against spells and other magical effects. + + + Steadfast + The koralk cannot be frightened while it can see an allied creature within 30 feet of it + + + Multiattack + The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled. + + + Scythe + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13). + Scythe|7|2d12 + 3 + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage. + Bite|7|3d10 + 3 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic. + Stinger|7|2d8 + 3 + + + + Lunar Devil + L + fiend (devil),tome of Beasts + lawful evil + 16 (natural armor) + 94 (9d10 + 45) + 40 ft., fly 60 ft. (hover), lightwalking 80 ft. + 21 + 21 + 20 + 16 + 15 + 18 + Str +8, Dex +8, Con +8, Wis +5 + Perception +5 + cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered + fire, poison + poisoned + darkvision 120 ft. + 15 + Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft. + 8 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Innate Spellcasting + The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: fly, major image, planar binding + 3/day: greater invisibility + 1/day: wall of ice + + + Light Incorporeality + The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead. + + + Lightwalking + Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Variant: Devil Summoning + Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil. + + + Multiattack + The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. + Bite|8|1d12 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|8|2d6 + 5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. + Tail|8|1d8 + 5 + + + Hurl Moonlight + Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds. + Hurl Moonlight|7|3d12 + + + + Orobas Devil + L + fiend (devil),tome of Beasts + lawful evil + 19 (natural armor) + 261 (14d10 + 126) + 40 ft. + 26 + 14 + 28 + 23 + 26 + 21 + Str +13, Dex +7, Con +14, Wis +13 + Deception +10, History +11, Insight +13, Perception +13, Persuasion +10 + acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + poisoned + truesight 90 ft. + 23 + Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft. + 14 + + Knowing (3/day) + An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check. + + + Magic Resistance + The orobas has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The orobas's weapon attacks are magical. + + + Sage Advice + An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination. + + + Innate Spellcasting + The orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + Constant: detect evil and good + At will: augury, protection from evil and good, teleport (self plus 50 lb of objects only) + 5/day each: bestow curse, fireball, scorching ray + 3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire + 1/day each: eyebite, find the path, foresight + + + Multiattack + The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp. + + + Bite + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) 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. + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. + + + Flail + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage. + + + Stomp + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. + + + + + Salt Devil + M + fiend (devil),tome of Beasts + lawful evil + 13 (natural armor) + 93 (11d8 + 44) + 30 ft. + 18 + 13 + 18 + 13 + 14 + 15 + Dex +4, Con +7, Cha +5 + Perception +5, Stealth +4 + acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + fire, poison + poisoned + darkvision 120 ft. + 15 + Celestial, Common, Gnoll, Infernal, telepathy 120 ft. + 6 + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components: + At will: darkness + 1/day each: harm, teleport + + + Variant: Devil Summoning + Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil + + + Multiattack + The devil makes two scimitar attacks. + + + Scimitar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion. + Scimitar|7|1d6 + 4 + + + + Mbielu + H + beast,tome of Beasts + unaligned + 15 (natural armor) + 95 (10d12 + 30) + 30 ft., swim 20 ft. + 19 + 14 + 16 + 2 + 12 + 6 + Perception +3 + + 13 + - + 3 + + Toxic Skin + A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws. + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Tail|6|3d10 + 4 + + + Rollover + If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage. + + + + Ngobou + L + beast,tome of Beasts + unaligned + 15 (natural armor) + 85 (10d10 + 30) + 40 ft. + 20 + 9 + 16 + 2 + 9 + 6 + Perception +5 + + 15 + - + 5 + + Trampling Charge + If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore 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 ngobou can make one stomp attack against it as a bonus action. + + + Elephants' Bane + The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours. + + + Spikes + A creature that grapples an ngobou takes 9 (2d8) piercing damage. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage. + Gore|8|6d10 + 5 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage. + Stomp|8|3d8 + 5 + + + + Spinosaurus + G + beast,tome of Beasts + unaligned + 15 (natural armor) + 231 (14d20 + 84) + 60 ft., swim 40 ft. + 27 + 9 + 22 + 2 + 11 + 10 + Perception +5 + + 15 + - + 13 + + Tamed + The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid. + + + Siege Monster + The spinosaurus deals double damage to objects and structures. + + + Multiattack + The spinosaurus makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. + Bite|13|4d12 + 8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. + Claw|13|4d6 + 8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. + Tail|13|3d8 + 8 + + + Frightful Presence + Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 spinosaurus' Frightful Presence for the next 24 hours. + + + The spinosaurus 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 spinosaurus regains spent legendary actions at the start of its turn. + + + Move + The spinosaurus moves up to half its speed. + + + Roar + The spinosaurus uses Frightful Presence. + + + Tail Attack (Costs 2 Actions) + The spinosaurus makes one tail attack. + + + + Young Spinosaurus + H + beast,tome of Beasts + unaligned + 14 (natural armor) + 105 (10d12 + 40) + 50 ft., swim 30 ft. + 23 + 11 + 19 + 2 + 11 + 8 + Perception +3 + + 13 + - + 5 + + Tamed + The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid. + + + Multiattack + The spinosaurus makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. + Bite|9|3d12 + 6 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. + Claw|9|2d6 + 6 + + + + Dipsa + T + ooze,tome of Beasts + unaligned + 15 + 27 (6d4 + 12) + 20 ft., climb 20 ft., swim 20 ft. + 3 + 17 + 14 + 1 + 6 + 1 + Stealth +7 + acid + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + - + 1/4 + + Swamp Stealth + The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain. + + + Amorphous + The dipsa can move through a space as narrow as 1 inch wide without squeezing. + + + Discreet Bite + The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it. + + + Translucent + The dipsa can take the Hide action as a bonus action on each of its turns. + + + Bite + Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic. + Bite|7|1d6 + + + + Dissimortuum + M + undead,tome of Beasts + chaotic evil + 15 (natural armor) + 112 (15d8 + 45) + 30 ft., climb 30 ft. + 14 + 10 + 16 + 8 + 11 + 18 + Con +6 + bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 10 + Common + 7 + + Spider Climb + The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The dissimortuum makes three claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage. + Claw|5|3d8 + 2 + + + Terrifying Mask + Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours. + + + + Dogmole + M + beast,tome of Beasts + neutral + 14 (natural armor) + 71 (11d8 + 22) + 30 ft., burrow 10 ft., swim 10 ft. + 14 + 17 + 15 + 2 + 12 + 10 + blindsight 30 ft. + 11 + - + 1 + + Burrow + Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter. + + + Wormkiller Rage + Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives. + + + Multiattack + The dogmole makes one claw attack and one bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Bite|4|1d6 + 2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage. + Claw|4|3d6 +2 + + + + Dogmole Juggernaut + L + monstrosity,tome of Beasts + neutral + 15 (chain armor) + 126 (12d10 + 60) + 30 ft., burrow 10 ft., swim 10 ft. + 21 + 14 + 20 + 2 + 10 + 2 + Con +11 + blindsight 30 ft. + 10 + - + 5 + + Burrow + Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter. + + + Ferocity (1/Day) + When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn. + + + Powerful Build + A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast. + + + Wormkiller Rage + Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live. + + + Multiattack + The dogmole juggernaut makes one claw attack and one bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. + Bite|8|1d12 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. + Claw|8|4d6 + 5 + + + + Domovoi + M + fey,tome of Beasts + chaotic neutral + 15 (natural armor) + 93 (11d8 + 44) + 30 ft. + 19 + 13 + 18 + 6 + 10 + 16 + Intimidation +5, Perception +2 + acid, lightning + darkvision 60 ft. + 12 + Common, Dwarvish, Elvish + 4 + + Innate Spellcasting + The domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: + At will: alter self, invisibility + 3/day each: darkness, dimension door, haste + + + Multiattack + The domovoi makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. + Slam|6|2d8 + 4 + + + + Doppelrat + T + monstrosity,tome of Beasts + unaligned + 13 + 22 (5d4 + 10) + 15 ft., climb 15 ft., swim 15 ft. + 2 + 17 + 14 + 2 + 13 + 2 + Dex +5 + Stealth +5 + darkvision 60 ft. + 11 + - + 2 + + Keen Smell + The doppelrat has advantage on Wisdom (Perception) checks that rely on smell. + + + Running Doppelrats + The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|5|1 + + + Arcane Doubling (recharges after 10 minutes) + A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check. + + + Doppeling Disease + At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner. + + + + Dorreq + M + aberration,tome of Beasts + neutral evil + 15 (natural armor) + 93 (17d8 + 17) + 20 ft., climb 15 ft. + 19 + 19 + 13 + 11 + 8 + 6 + Dex +6 + Intimidate +2, Perception +3, Stealth +8 + acid, cold, lightning + darkvision 60 ft. + 13 + Void Speech + 4 + + Innate Spellcasting + The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement. + + + Multiattack + The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14). + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. + Bite|6|4d8 + 4 + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time. + Tentacle|6|1d8 + 4 + + + Entanglement + Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area. + + + + Adult Cave Dragon + H + dragon,tome of Beasts + neutral evil + 18 (natural armor) + 243 (18d12 + 126) + 40 ft., climb 40 ft., Earth Glide + 26 + 12 + 24 + 12 + 12 + 20 + Dex +6, Con +12, Wis +6, Cha +10 + Perception +10 + acid, poison, thunder + poisoned + blindsight 120 ft. + 20 + Common, Darakhul, Draconic, Dwarvish, Goblin + 16 + + Darkness Aura + An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action. + + + Earth Glide + An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: detect magic, speak with dead + 3/day each: blur, counterspell, darkness, web + 1/day each: dispel magic, hold person + + + Cave Dragon's Lair + On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row: + - The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check. + - A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom. + - The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round. + + + Regional Effects + The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: + - Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair. + - Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. + - Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger. + If the dragon dies, these effects fade over the course of 1d10 days. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage. + Bite|13|3d6 + 8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. + Claw|13|2d6 + 8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. + Tail|13|2d8 + 8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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 the dragon's Frightful Presence for the next 24 hours. + + + Poison Breath (Recharge 5-6) + The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic. + + + Ruff Spikes + When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Reset Ruff Spikes + The dragon can use its ruff spikes as a reaction again before its next turn. + + + Tail + The dragon makes a tail attack. + + + Swift Bite (Costs 2 Actions) + The dragon makes two bite attacks. + + + + Young Cave Dragon + L + dragon,tome of Beasts + neutral evil + 17 (natural armor) + 157 (15d10 + 75) + 40 ft., climb 20 ft., fly 20 ft. + 22 + 12 + 20 + 10 + 12 + 18 + Dex +4, Con +8, Wis +4, Cha +7 + Perception +4, Stealth +4 + acid, poison, thunder + poisoned + blindsight 120 ft. + 14 + Common, Darakhul, Draconic + 8 + + Tunneler + The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + 1/day each: blur, counterspell, web + 3/day: darkness + + + Multiattack + The dragon makes three attacks; one with its biteand two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage. + Bite|8|2d6 + 6 + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. + Claw|8|2d6 + 6 + + + Poison Breath (Recharge 5-6) + The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned. + + + Ruff Spikes + When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes. + + + + Cave Dragon Wyrmling + M + dragon,tome of Beasts + neutral evil + 16 (natural armor) + 75 (10d8 + 30) + 30 ft., burrow 20 ft., fly 20 ft. + 19 + 12 + 17 + 8 + 10 + 12 + Dex +3, Con +5, Cha +3 + Perception +2, Stealth +5 + acid, poison, thunder + poisoned + blindsight 120 ft. + 12 + Draconic + 2 + + Tunneler + The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components: + 3/day: darkness + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage. + Bite|6|2d6 + 4 + + + Poison Breath (Recharge 5-6) + The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned. + + + + Ancient Flame Dragon + G + dragon,tome of Beasts + chaotic evil + 22 (natural armor) + 481 (26d20 + 208) + 40 ft., climb 40 ft., fly 80 ft. + 23 + 14 + 27 + 19 + 16 + 22 + Dex +9, Con +15, Wis +10, Cha +13 + Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9 + fire + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic, Giant, Ignan, Infernal, Orc + 24 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Fire Incarnate + All fire damage dealt by the dragon ignores fire resistance but not fire immunity. + + + Flame Dragon's Lair + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. + - A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + - The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check. + - A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. + + + Regional Effects + The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: + - Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. + - Temperatures rise within 6 miles of the lair. Crops wither, producing famines. + - Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. + If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. + + + Multiattack + The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. + Bite|13|2d10 + 6 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. + Claw|13|2d6 + 6 + + + Tail + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. + Tail|13|2d8 + 6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Shifting Flames + The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Adult Flame Dragon + H + dragon,tome of Beasts + chaotic evil + 19 (natural armor) + 212 (17d12 + 102) + 40 ft., climb 40 ft., fly 80 ft. + 19 + 14 + 23 + 17 + 14 + 20 + Dex +7, Con +11, Wis +7, Cha +10 + Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7 + fire + + 22 + Common, Draconic, Giant, Ignan, Infernal, Orc + 16 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Fire Incarnate + All fire damage dealt by the dragon ignores fire resistance but not fire immunity. + + + Multiattack + The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage. + Bite|9|2d10 + 4 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Claw|9|2d6 + 4 + + + Tail + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. + Tail|9|2d8 + 4 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 dragon's Frightful Presence for the next 24 hours. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Shifting Flames + The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher 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 dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Young Flame Dragon + L + dragon,tome of Beasts + chaotic evil + 18 (natural armor) + 161 (17d10 + 68) + 40 ft., climb 40 ft., fly 80 ft. + 15 + 14 + 19 + 15 + 13 + 18 + Dex +6, Con +8, Wis +5, Cha +8 + Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6 + fire + + 19 + Common, Draconic, Ignan, Giant, Infernal, Orc + 9 + + Fire Incarnate + All fire damage dealt by the dragon ignores fire resistance but not fire immunity. + + + Multiattack + The dragon makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage. + Bite|6|2d10 + 2 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. + Claw|6|2d6 + 2 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw. + + + + Flame Dragon Wyrmling + M + dragon,tome of Beasts + chaotic evil + 17 (natural armor) + 52 (8d8 + 16) + 30 ft., climb 30 ft., fly 60 ft. + 12 + 14 + 15 + 13 + 12 + 16 + Dex +4, Con +4, Wis +3, Cha +5 + Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4 + fire + + 15 + Common, Draconic, Ignan + 3 + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage plus 3 (1d6) fire damage. + Bite|3|1d10+1 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. + + + + Ancient Mithral Dragon + G + dragon,tome of Beasts + neutral + 20 (natural armor) + 297 (17d20 + 119) + 40 ft., fly 80 ft. + 29 + 16 + 25 + 24 + 25 + 24 + Dex +9, Con +13, Int +13, Wis +13, Cha +13 + Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13 + bludgeoning, piercing, and slashing from + acid, thunder + charmed + blindsight 60 ft., darkvision 120 ft. + 23 + Celestial, Common, Draconic, Primordial + 18 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components: + At will: tongues + 5/day each: counterspell, dispel magic, enhance ability + + + Mithral Shards + Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled. + + + Spellcasting + The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared: + Cantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation + 1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant + 2nd level (3 slots): blur, hold person, see invisibility + 3rd level (3 slots): haste, lightning bolt, protection from energy + 4th level (3 slots): dimension door, stoneskin, wall of fire + 5th level (2 slots): polymorph, teleportation circle + 6th level (1 slot): guards and wards + 7th level (1 slot): forcecage + 8th level (1 slot): antimagic field + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. + Bite|15|2d12 + 9 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws. + Claw|15|2d8 +9 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. + Tail|15|2d10 + 9 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours. + + + Breath Weapon (Recharge 5-6) + A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Adult Mithral Dragon + H + dragon,tome of Beasts + neutral + 18 (natural armor) + 184 (16d12 + 80) + 40 ft., fly 80 ft. + 27 + 18 + 21 + 20 + 21 + 20 + Dex +9, Con +10, Int +10, Wis +10, Cha +10 + Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10 + bludgeoning, piercing, and slashing from nonmagical weapons + acid, thunder + charmed + blindsight 60 ft., darkvision 120 ft. + 20 + Celestial, Common, Draconic, Primordial + 14 + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: tongues + 5/day each: dispel magic, enhance ability + + + Spellcasting + The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared: + Cantrips (at will): acid splash, light, mage hand, prestidigitation + 1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant + 2nd level (3 slots): blur, hold person, see invisibility + 3rd level (3 slots): haste, lightning bolt, protection from energy + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. + Bite|13|2d10 + 8 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws. + Claw|13|2d6 +8 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. + Tail|13|2d8 + 8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours. + + + Breath Weapon (Recharge 5-6) + A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Young Mithral Dragon + M + dragon,tome of Beasts + neutral + 16 (natural armor) + 92 (16d8 + 20) + 50 ft., fly 60 ft. + 13 + 22 + 13 + 14 + 15 + 14 + Dex +9, Con +4, Wis +5, Cha +5 + Acrobatics +6, Insight +5, Perception +5, Persuasion +5 + ludgeoning, piercing, and slashing from nonmagical weapons + acid, thunder + charmed + blindsight 60 ft., darkvision 120 ft. + 15 + Celestial, Common, Draconic, Primordial + 6 + + Innate Spellcasting + The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components: + At will: tongues + 3/day: enhance ability + + + Multiattack + The dragon makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. + Bite|6|2d6+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon’s claws. + Claw|6|2d10+3 + + + Breath Weapon (Recharge 5–6) + A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use + + + + Ancient Sea Dragon + G + dragon,tome of Beasts + neutral evil + 22 (natural armor) + 481 (26d20 + 208) + 40 ft., fly 80 ft., swim 80 ft. + 29 + 10 + 27 + 19 + 17 + 21 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + cold + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic, Infernal, Primordial + 22 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Siege Monster + The dragon deals double damage to objects and structures. + + + Sea Dragon's Lair + On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row: + - Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. + - The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. + - The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round. + + + Regional Effects + The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: + - Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. + - Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. + - Storms and rough water are more common within 6 miles of the lair. + If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. + Bite|16|2d10 + 9 + + + 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 the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats 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 dragon's Frightful Presence for the next 24 hours. + + + Tidal Breath (Recharge 5-6) + The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet 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 move up to half its flying speed, or swim speed if in the water. + + + + Adult Sea Dragon + H + dragon,tome of Beasts + neutral evil + 19 (natural armor) + 225 (18d12 + 108) + 40 ft., fly 80 ft., swim 60 ft. + 25 + 10 + 23 + 17 + 15 + 19 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + cold + + 22 + Common, Draconic + 16 + + Amphibious + The dragon can breathe air and water. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Siege Monster + The dragon deals double damage to objects and structures. + + + Multiattack + The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage. + Bite|12|2d10 + 7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. + Claw|12|2d6 + 7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. + Tail|12|2d8 + 7 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats 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 dragon's Frightful Presence for the next 24 hours. + + + Tidal Breath (Recharge 5-6) + The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water. + + + + Young Sea Dragon + L + dragon,tome of Beasts + neutral evil + 18 (natural armor) + 152 (16d10 + 64) + 40 ft., fly 80 ft., swim 50 ft. + 21 + 10 + 19 + 15 + 13 + 17 + Dex +4, Con +8, Wis +5, Cha +7 + Perception +9, Stealth +4 + cold + blindsight 30 ft. darkvision 120 ft. + 19 + Common, Draconic + 9 + + Amphibious + The dragon can breathe air and water. + + + Siege Monster + The dragon deals double damage to objects + + + and structures + + + + Multiattack + The dragon 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: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage. + Bite|9|2d10 + 5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|9|2d6 + 5 + + + Tidal Breath (Recharge 5-6) + The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone. + + + + Sea Dragon Wyrmling + M + dragon,tome of Beasts + neutral evil + 17 (natural armor) + 52 (8d8 + 16) + 30 ft., fly 60 ft., swim 40 ft. + 17 + 10 + 15 + 13 + 11 + 15 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + cold + blindsight 10 ft. darkvision 60 ft. + 14 + Common, Draconic, Primordial + 2 + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. + Bite|5|1d10 + 3 + + + Tidal Breath (Recharge 5-6) + The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone. + + + + Ancient Void Dragon + G + dragon,tome of Beasts + chaotic neutral + 22 (natural armor) + 448 (23d20 + 207) + 40 ft., fly 80 ft. (hover) + 28 + 10 + 29 + 18 + 15 + 23 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7 + cold + charmed, frightened + + 26 + Celestial, Common, Draconic, Infernal, Primordial, Void Speech + 24 + + Chill of the Void + Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. + + + Collapsing Star + When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Void Dweller + Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. + + + Void Dragon's Lair + On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: + - The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. + - The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. + - The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw. + + + Regional Effects + The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: + - Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. + - Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area. + - Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area. + If the dragon dies, these effects fade over the course of 1d10 days. + + + Multiattack + The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. + Bite|16|2d10 + 9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold 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 + + + Aura of Madness + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + + + Gravitic Breath + The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively. + + + Stellar Flare Breath + The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Teleport + The dragon magically teleports to any open space within 100 feet. + + + Void Twist + When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Void Slip (Costs 2 Actions) + The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. + + + Void Cache (Costs 3 Actions) + The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard. + + + + Adult Void Dragon + H + dragon,tome of Beasts + chaotic neutral + 19 (natural armor) + 229 (17d12 + 119) + 40 ft., fly 80 ft. (hover) + 24 + 10 + 25 + 16 + 13 + 21 + Dex +5, Con +12, Wis +6, Cha +10 + Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5 + cold + charmed, frightened + + 21 + Common, Draconic, Void Speech + 14 + + Chill of the Void + Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Void Dweller + As ancient void dragon. + + + Multiattack + The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage. + Bite|12|2d10 + 7 + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage. + Claw|12|2d6 + 7 + + + Tail + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. + Tail|12|2d8 + 7 + + + Aura of Madness + As ancient void dragon, with DC 18 Wisdom saving throw. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + + + Gravitic Breath + The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively. + + + Stellar Flare Breath + The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Teleport + The dragon magically teleports to any open space within 100 feet. + + + Void Twist + When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Void Slip (Costs 2 Actions) + The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. + + + Void Cache (Costs 3 Actions) + The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard. + + + + Young Void Dragon + L + dragon,tome of Beasts + chaotic neutral + 18 (natural armor) + 157 (15d10 + 75) + 40 ft., fly 80 ft. (hover) + 20 + 10 + 21 + 14 + 11 + 19 + Dex +4, Con +9, Wis +4, Cha +8 + Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4 + cold + charmed, frightened + + 18 + Common, Draconic, Void Speech + 9 + + Chill of the Void + Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. + + + Void Dweller + As ancient void dragon. + + + Multiattack + The dragon 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: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage. + Bite|9|2d10 + 5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|9|2d6 + 5 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + + + Gravitic Breath + The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon. + + + Falling damage in the area increases to 1d10 per 10 feet fallen + When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively. + + + Stellar Flare Breath + The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Void Twist + When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. + + + + Void Dragon Wyrmling + M + dragon,tome of Beasts + chaotic neutral + 17 (natural armor) + 45 (6d8 + 18) + 30 ft., fly 60 ft. (hover) + 16 + 10 + 17 + 12 + 9 + 17 + Dex +4, Con +5, Wis +1, Cha +5 + Perception +3, Stealth +2 + cold + + 13 + Common, Draconic, Void Speech + 2 + + Chill of the Void + Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. + + + Void Dweller + As ancient void dragon. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. + Bite|5|1d10 + 3 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + + + Gravitic Breath + The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively. + + + Stellar Flare Breath + The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Void Twist + When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. + > + + + Ancient Wind Dragon + G + dragon,tome of Beasts + chaotic neutral + 20 (natural armor) + 425 (23d20 +184) + 40 ft., fly 120 ft. + 28 + 19 + 26 + 18 + 17 + 20 + Dex +11, Con +15, Wis +10, Cha +12 + Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11 + bludgeoning, piercing, and slashing from nonmagical weapons + lightning, ranged weapons + charmed, exhausted, paralyzed, restrained + blindsight 10 ft., darkvision 60 ft. + 27 + Common, Draconic, Dwarvish, Elvish, Primordial + 22 + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: + At will: feather fall + 5/day each: lightning bolt, ice storm + + + Fog Vision + The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dragon has advantage on saving throws against spells and other magical effects. + + + Uncontrollable + The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. + + + Whirling Winds + Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons. + + + Wind Dragon's Lair + On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row. + - Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. + - Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. + - A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn. + + + Multiattack + The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. + Bite|16|2d12 + 9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. + Claw|16|2d8 + 9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. + Tail|16|2d10 + 9 + + + Breath of Gales (Recharge 5-6) + The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Adult Wind Dragon + H + dragon,tome of Beasts + chaotic neutral + 19 (natural armor) + 237 (19d12 + 114) + 40 ft., fly 90 ft. + 24 + 19 + 22 + 16 + 15 + 18 + Dex +10, Con +12, Wis +8, Cha +10 + Acrobatics +10, Intimidation +10, Perception +14, Stealth +10 + lightning + charmed, exhausted, paralyzed, restrained + blindsight 10 ft., darkvision 60 ft. + 24 + Common, Draconic, Primordial + 17 + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: + At will: feather fall + 3/day: lightning bolt + + + Fog Vision + The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dragon has advantage on saving throws against spells and other magical effects. + + + Uncontrollable + The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. + + + Whirling Winds + Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage. + + + Multiattack + The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. + Bite|13|2d10 + 7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. + Claw|13|2d6 + 7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. + Tail|13|2d8 + 7 + + + Breath of Gales (Recharge 5-6) + The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. + + + Frightful Presence + Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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 dragon's Frightful Presence for the next 24 hours. + + + The dragon 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 dragon regains spent legendary actions at the start of its turn. + + + Detect + The dragon makes a Wisdom (Perception) check. + + + Tail Attack + The dragon makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + + + Young Wind Dragon + L + dragon,tome of Beasts + chaotic neutral + 17 (natural armor) + 150 (16d10 + 62) + 40 ft., fly 90 ft. + 20 + 19 + 18 + 14 + 13 + 16 + Dex +7, Con +7, Wis +4, Cha +6 + Perception +7, Stealth +7 + lightning + charmed, exhausted, paralyzed, restrained + blindsight 10 ft., darkvision 60 ft. + 17 + Common, Draconic, Primordial + 6 + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components: + At will: feather fall + + + Fog Vision + The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. + + + Uncontrollable + The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + Bite|8|2d10 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|8|2d6 + 5 + + + Breath of Gales (Recharge 5-6) + The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished. + + + + Wyrmling Wind Dragon + M + dragon,tome of Beasts + chaotic neutral + 14 + 45 (7d8 + 14) + 40 ft., fly 80 ft. + 16 + 19 + 14 + 12 + 11 + 14 + Dex +6, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +6 + lightning + charmed, exhausted, paralyzed + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic, Primordial + 1 + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. + Bite|6|1d10 + 4 + + + Breath of Gales (Recharge 5-6) + The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished. + + + + Dragon Eel + H + dragon,tome of Beasts + neutral + 18 (natural armor) + 230 (20d12 + 100) + 20 ft., swim 60 ft. + 26 + 12 + 20 + 14 + 13 + 14 + Str +12, Dex +5, Int +6, Wis +5, Cha +6 + Acrobatics +5, Athletics +12, Insight +5, Perception +6 + lightning + paralyzed, prone + darkvision 60 ft. + 16 + Common, Draconic, Primordial + 12 + + Limited Amphibiousness + The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation. + + + Shocking Touch + A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage. + + + Storm Glide + During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed. + + + Multiattack + The dragon eel makes one bite attack and one tail slap attack. + + + Bite + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds. + Bite|12|4d8 + 8 + + + Tail Slap + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away. + Tail Slap|12|5d8 + 8 + + + Lightning Breath (Recharge 6) + The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw. + + + + Dragonleaf Tree + L + plant,tome of Beasts + unaligned + 16 (natural armor) + 152 (16d10 + 64) + 5 ft. + 16 + 10 + 19 + 3 + 12 + 17 + A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage. + blinded, deafened + blindsight 120 ft. + 11 + can understand the language of its creator or designated master + 8 + + Loyal to Dragon Master + A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters. + + + Weaknesses + Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage. + Slam|6|10d10 + 3 + + + Leaves + Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage. + Leaves|3|10d8 + + + Breath Weapon (Recharge 6) + dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold. + + + + Alehouse Drake + T + dragon,tome of Beasts + chaotic neutral + 13 + 65 (10d4 + 40) + 40 ft., fly 80 ft. + 7 + 16 + 19 + 11 + 12 + 16 + Dex +5 + Deception +5, Insight +3, Persuasion +5 + paralyzed, unconscious + darkvision 60 ft. + 11 + Common, Draconic + 1/2 + + Innate Spellcasting + The drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: friends, vicious mockery + 5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter + 3/day each: confusion, invisibility + + + Forgetful Spellcasting + When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting. + + + 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: 8 (2d4 + 3) slashing damage. + Claw|5|2d4 + 3 + + + Breath Weapon (Recharge 5-6) + An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds. + + + Discombobulating Touch + An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect. + + + + Ash Drake + S + dragon,tome of Beasts + neutral evil + 16 (natural armor) + 117 (18d6 + 54) + 30 ft., fly 60 ft. + 14 + 15 + 16 + 9 + 15 + 10 + Dex +4 + Stealth +4 + fire + paralyzed, unconscious + darkvision 60 ft. + 12 + Common, Draconic + 4 + + Multiattack + The ash drake makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage. + Bite|4|2d6 + 2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. + Claw|4|2d6 + 2 + + + Ash Cloud + An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds. + + + Ash Breath (recharge 6) + An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + + + Coral Drake + M + dragon,tome of Beasts + neutral evil + 16 (natural armor) + 127 (15d8 + 60) + 30 ft., swim 60 ft. + 19 + 1 + 18 + 10 + 13 + 10 + Dex +6 + Acrobatics +6, Perception +4, Stealth +6 + cold + paralyzed, poisoned, prone, unconscious + darkvision 120 ft. + 17 + Draconic + 7 + + Camouflage + A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater. + + + Water Breathing + The coral drake can breathe only underwater. + + + Multiattack + The coral drake makes one bite attack, one claw attack, and one stinger attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. + Bite|7|2d10 + 4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage. + Claw|7|4d8 +4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. + Stinger|7|2d10 + 4 + + + Breath Weapon (Recharge 5-6) + Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness. + + + + Crimson Drake + T + dragon,tome of Beasts + chaotic evil + 14 (natural armor) + 54 (12d4 + 24) + 15 ft., fly 80 ft. + 10 + 14 + 14 + 8 + 9 + 14 + Dex +4 + Acrobatics +4, Perception +1 + fire + paralyzed, unconscious + darkvision 60 ft. + 11 + Common, Draconic, telepathy 60 ft. + 1 + + Magic Resistance + The drake has advantage on saving throws against spells and other magical effects. + + + Multiattack + The crimson drake makes one bite attack and one stinger attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage. + Bite|4|1d6 + 2 + + + Stinger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early. + Stinger|4|1d4 + 2 + + + Breath Weapon (Recharge 6) + The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw. + + + + Deep Drake + L + dragon,tome of Beasts + chaotic evil + 17 (natural armor) + 150 (20d10 + 40) + 50 ft., climb 30 ft., fly 100 ft. + 21 + 19 + 14 + 11 + 14 + 12 + Dex +8, Con +6 + Athletics +9, Insight +6, Perception +6 + necrotic + paralyzed, unconscious + blindsight 60 ft., darkvision 120 ft. + 16 + Common, Darakhul, Draconic, Undercommon + 9 + + Magic Resistance + The drake has advantage on saving throws against spells and other magical effects. + + + Multiattack + The drake makes one bite attack, two claw attacks, and one stinger attack. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + Bite|9|2d10 + 5 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|9|2d6 + 5 + + + Stinger + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components. + Stinger|9|2d10 + 5 + + + Breath Weapon (Recharge 5-6) + A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds. + + + + Elder Shadow Drake + L + dragon,tome of Beasts + chaotic evil + 16 (natural armor) + 114 (12d10 + 48) + 20 ft., fly 60 ft. + 22 + 13 + 18 + 8 + 9 + 13 + Dex +4, Con +7, Cha +4 + Perception +5, Stealth +7 + radiant + cold + paralyzed, unconscious + darkvision 120 ft. + 15 + Common, Draconic, Umbral + 7 + + Shadow Blend + In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness. + + + Shadow Jump (3/Day) + An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet. + + + Speed Surge (3/Day) + The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round. + + + Multiattack + The drake makes one bite attack and one tail slap attack. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. + Bite|9|3d10 + 6 + + + Tail Slap + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. + Tail Slap|9|3d8 + 6 + + + Stygian Breath (Recharge 5-6) + The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower. + + + + Paper Drake + S + dragon,tome of Beasts + neutral + 13 + 78 (12d6 + 36) + 40 ft., fly 100 ft. + 7 + 17 + 16 + 10 + 12 + 13 + paralysis, unconscious + darkvision 60 ft. + 11 + Common, Draconic, Dwarvish, Elvish + 2 + + Shelve + A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form. + + + Refold (Recharge 5-6) + A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats. + + + Multiattack + The drake makes one bite attack, one claw attack, and one tail attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. + Bite|5|2d6 + 3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. + Claws|5|3d6 + 3 + + + Tail (Recharge 5-6) + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round. + Tail|6|5d6+3 + + + + Rust Drake + M + dragon,tome of Beasts + chaotic evil + 17 (natural armor) + 161 (19d8 + 76) + 30 ft., burrow 5 ft., fly 100 ft. + 20 + 15 + 19 + 12 + 8 + 8 + Perception +3, Stealth +5 + poison + acid + paralyzed, poisoned + darkvision 60 ft. + 13 + Common, Draconic + 8 + + Multiattack + The drake makes one bite attack and one tail swipe attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw. + Bite|8|3d8 + 5 + + + Tail Swipe + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. + Tail Swipe|8|2d8 + 5 + + + Vomits Scrap (Recharge 5-6) + A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus. + + + Rust Drake Lockjaw + This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once. + + + + Star Drake + L + dragon,tome of Beasts + neutral + 19 (natural armor) + 189 (18d10 + 90) + 40 ft., fly 100 ft. + 20 + 17 + 21 + 16 + 24 + 20 + Dex +8, Con +10, Int +8, Wis +12, Cha +10 + Arcana +8, History +8, Insight +12, Perception +12, Religion +8 + cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, frightened, paralyzed, unconscious + truesight 120 ft. + 22 + Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial + 15 + + Legendary Resistance (2/day) + If the star drake fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The drake has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The drake's weapon attacks are magical. + + + Nimbus of Stars + The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted. + + + Innate Spellcasting + The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components: + At will: faerie fire, moonbeam + 3/day: plane shift + 1/day each: gate, planar binding + + + Multiattack + The drake makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. + Bite|10|2d10 + 5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. + Claw|10|3d6 + 5 + + + Breath Weapon (Recharge 5-6) + The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw. + + + Searing Star (1/Day) + Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded. + Searing Star|12|10d12 + + + The drake can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. + + + Bite Attack + The drake makes one bite attack. + + + Nova (Costs 2 Actions) + The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova. + + + Pale Sparks + The drake casts faerie fire or moonbeam. + + + + Drakon + L + beast,tome of Beasts + unaligned + 16 (natural armor) + 105 (14d10 + 28) + 30 ft., fly 60 ft., swim 40 ft. + 14 + 19 + 15 + 2 + 12 + 10 + Perception +4, Stealth +7 + acid + paralyzed + darkvision 60 ft. + 14 + - + 5 + + Dissolving Gaze + When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw. + + + Multiattack + The drakon makes one bite attack and one tail attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage. + Bite|7|2d6 + 4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. + Tail|7|1d8 + 4 + + + Acid Breath (Recharge 5-6) + The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw. + + + + Dream Eater + M + fiend,tome of Beasts + lawful evil + 15 (natural armor) + 75 (10d8 + 30) + 30 ft., fly 20 ft. + 15 + 18 + 17 + 16 + 13 + 20 + Deception +8, Insight +4, Persuasion +8 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + poison + poisoned + darkvision 60 ft. + 11 + Celestial, Common, Draconic, Infernal, telepathy 100 ft. + 5 + + Shapechanger + The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Innate Spellcasting + The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: command + 3/day: suggestion + + + Multiattack + The dream eater makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12). + Bite|7|2d8 + 2 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage. + Claw|7|4d10 + 2 + + + Dream Eater's Caress + A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points. + + + Lotus Scent (Recharge 6) + The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours. + + + Waking Dreams (1/Day) + Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save. + + + + Drowned Maiden + M + undead,tome of Beasts + neutral evil + 15 (natural armor) + 90 (20d8) + 30 ft., swim 40 ft. + 15 + 16 + 10 + 10 + 12 + 18 + Dex +6, Cha +7 + bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 11 + Common + 5 + + Grasping Hair + The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Innate Spellcasting + The drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: disguise self, silence + + + Multiattack + The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage. + Claw|6|1d8 + 3 + + + Hair + Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time. + Hair|6|2d10 + 3 + + + Kiss + The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage. + + + Reel + The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself. + + + + Duskthorn Dryad + M + fey,tome of Beasts + chaotic + 17 (natural armor) + 77 (14d8 + 14) + 30 ft. + 10 + 20 + 13 + 14 + 15 + 24 + Con +3, Wis +4 + Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7 + darkvision 60 ft. + 15 + Common, Elvish, Sylvan, Umbral + 3 + + Innate Spellcasting + The dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: + At will: dancing lights, druidcraft + 3/day each: charm person, entangle, invisibility, magic missile + 1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns + + + Magic Resistance + The dryad has advantage on saving throws against spells and other magical effects. + + + Speak with Beasts and Plants + The dryad can communicate with beasts and plants as if they shared a language. + + + Tree Stride + Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. + + + Tree Dependent + The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. + Dagger|7|1d4 + 5 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. + Longbow|7|1d8 + 5 + + + + Dullahan + L + fey,tome of Beasts + lawful evil + 17 (natural armor) + 178 (17d10 + 85) + 60 ft. + 19 + 18 + 20 + 13 + 15 + 17 + Intimidation +7, Perception +6, Persuasion +7, Survival +6 + bludgeoning, piercing, and slashing damage from nonmagical weapons + necrotic + charmed, frightened, exhaustion + blindsight 60 ft. + 16 + Common, Elvish, Sylvan + 11 + + Baleful Glare + When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. 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 the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save. + + + Deathly Doom (1/Day) + As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane. + + + Innate Spellcasting + The dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components: + At will: bane, chill touch, hex, knock + 3/day each: false life, see invisibility + 1/day: blight + + + Relentless Advance + The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces. + + + Multiattack + The dullahan makes two attacks with its spine whip. + + + Spine Whip + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone. + Spine Whip|8|2d10 + 4 + + + Seal the Doom + The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours. + + + Interposing Glare + When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage. + + + + Dune Mimic + H + monstrosity (shapechanger),tome of Beasts + neutral + 13 (natural armor) + 168 (16d12 + 64) + 10 ft. + 20 + 8 + 18 + 9 + 13 + 10 + Perception +4 + acid + prone + darkvision 60 ft., tremorsense 30 ft. + 14 + - + 8 + + Shapechanger + The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics 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. + + + Adhesive (Object or Terrain Form Only) + The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait. + + + False Appearance (Object or Terrain Form Only) + While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature. + + + Grappler + The dune mimic has advantage on attack rolls against a creature grappled by it. + + + Multiattack + The dune mimic makes four pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait. + Pseudopod|8|2d8 + 5 + + + Engulf + The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic. + + + + Eala + S + monstrosity,tome of Beasts + unaligned + 15 (natural) + 40 (9d6 + 9) + 10 ft., fly, 60 ft. + 10 + 16 + 12 + 2 + 12 + 16 + Dex +5 + fire + darkvision 60 ft. + 11 + - + 2 + + Multiattack + The eala makes two attacks with its wing blades. + + + Wing Blades + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. + Wing Blades|5|1d8 + 3 + + + Fire Breath (recharge 5-6) + The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried. + + + Swan Song + When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0. + + + + Eater Of Dust (Yakat-Shi) + M + aberration,tome of Beasts + neutral evil + 17 (natural armor) + 114 (12d8 + 60) + 30 ft. + 20 + 14 + 20 + 10 + 15 + 17 + Str +9, Con +9, Cha +7 + Athletics +9, Intimidate +7, Perception +6 + acid, cold + bludgeoning, piercing, poison and slashing from nonmagical weapons + blindness, lightning, poisoned + blindsight 60 ft + 16 + understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft. + 9 + + Innate Spellcasting + The eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + 3/day each: freedom of movement, inflict wounds, true strike + 1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step + + + Regeneration + The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate. + + + Unending Hunger + An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death. + + + Weapon Bond + A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell. + + + Multiattack + The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds. + + + Mawblade + Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. + Mawblade|9|4d6 + 5 + + + + Edimmu + M + undead,tome of Beasts + chaotic evil + 15 + 75 (10d8 + 30) + 0 ft., fly 60 ft. (hover) + 1 + 19 + 16 + 12 + 13 + 13 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious + blindsight 60 ft. + 11 + Common but can't speak + 4 + + Rejuvenation + If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death. + + + Incorporeal Movement + The edimmu 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. + + + Water Siphon + Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0. + Water Siphon|7|6d6 + + + + Eel Hound + M + fey,tome of Beasts + neutral + 14 (natural armor) + 77 (14d8 + 14) + 30 ft., swim 40 ft. + 19 + 16 + 13 + 6 + 13 + 16 + Perception +3, Stealth +5 + darkvision 60 ft. + 13 + Sylvan + 2 + + Amphibious + The eel hound can breathe air and water. + + + Pack Tactics + The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Slick Spittle + By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour. + + + Slithering Bite + A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). + Bite|6|1d8 + 4 + + + + Einherjar + M + humanoid,tome of Beasts + chaotic neutral + 18 (chain mail and shield) + 119 (14d8 + 56) + 30 ft. + 19 + 16 + 19 + 10 + 14 + 11 + Animal Handling +5, Intimidation +6, Perception +5 + piercing weapons that are nonmagical + darkvision 60 ft., truesight 60 ft. + 15 + Celestial, Common + 7 + + Asgardian Battleaxes + Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand. + + + Battle Loving + Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them. + + + Battle Frenzy + Once reduced to 30 hp or less, einherjar make all attacks with advantage. + + + Fearsome Gaze + The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage. + + + Innate Spellcasting + The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: + + + At will + less, spare the dying + + + 1/day each + eath ward, spirit guardians + + + Multiattack + An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe. + + + Asgardian Battleaxe + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed. + Asgardian Battleaxe|9|2d8 + 6 + + + Handaxe + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Handaxe|7|1d6 + 4 + + + + Eleinomae + M + fey,tome of Beasts + chaotic evil + 18 + 112 (15d8 + 45) + 30 ft., swim 30 ft. + 13 + 19 + 16 + 14 + 14 + 19 + Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7 + Deception +7, Insight +5, Perception +5 + + 15 + Aquan, Common, Elvish, Sylvan + 5 + + Unearthly Grace + The eleinomae's Charisma modifier is added to its armor class (included above). + + + Reed Walk + The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment. + + + Innate Spellcasting + The eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 3/day each: charm person, suggestion + 2/day each: hallucinatory terrain, major image + + + Multiattack + The eleinomae makes three dagger attacks and one reed flower net attack. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. + Dagger|7|1d4 + 4 + + + Reed Flower Net + Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10). + Reed Flower Net|7|AC 10 + + + + Elemental Locus + G + elemental,tome of Beasts + neutral + 16 (natural armor) + 290 (20d20 + 80) + 5 ft. + 28 + 1 + 18 + 10 + 11 + 11 + Int +6, Wis +6, Cha +6 + Nature +6, Perception +6 + bludgeoning, piercing, and slashing + acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious + darkvision 120 ft., tremorsense 120 ft. + 16 + Primordial + 17 + + Magic Resistance + The elemental locus has advantage on saving throws against spells and other magical effects. + + + Immortal + The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area. + + + Massive + The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn. + + + Spawn Elementals + As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water. + + + Siege Monster + The elemental locus deals double damage to objects and structures. + + + Multiattack + The elemental locus makes two slam attacks. + + + Slam + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. + Slam|15|6d8 + 9 + + + + Shadow Fey + M + humanoid (elf),tome of Beasts + lawful evil + 15 (chain shirt) + 31 (7d8) + 30 ft. + 10 + 14 + 10 + 11 + 11 + 13 + Arcana +2, Perception +2 + darkvision 60 ft. + 12 + Common, Elvish, Umbral + 1/4 + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Innate Spellcasting + The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. + 1/day: misty step (when in shadows, dim light, or darkness only) + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler in Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + 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 + + + + Shadow Fey Duelist + M + humanoid (elf),tome of Beasts + lawful evil + 17 (studded leather) + 117 (18d8 + 36) + 30 ft. + 13 + 20 + 14 + 13 + 12 + 16 + Dex +8, Con + 5, Wis + 4, Cha +6 + Arcana +4, Deception +6, Perception +4, Stealth +8 + darkvision 60 ft. + 14 + Common, Elvish, Umbral + 6 + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Innate Spellcasting + The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. + 3/day: misty step (when in shadows, dim light, or darkness only) + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler in Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack. + + + Dagger + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. + Dagger|8|1d4 + 5 + + + Rapier + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. + Rapier|8|1d8 + 5 + + + Parry + The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon. + + + + Shadow Fey Enchantress + M + humanoid (shadow fey),tome of Beasts + lawful evil + 16 (breastplate) + 123 (19d8 + 38) + 30 ft. + 10 + 15 + 14 + 12 + 17 + 18 + Dex +5, Wis +6, Cha +7 + Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5 + darkvision 60 ft. + 16 + Common, Elvish, Umbral + 7 + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep. + + + Innate Spellcasting + The shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components. + 4/day: misty step (when in shadows, dim light, or darkness only) + + + Spellcasting + The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells. + Cantrips (at will): blade ward, friends, message, vicious mockery + 1st level (4 slots): bane, charm person, faerie fire + 2nd level (3 slots): enthrall, hold person + 3rd level (3 slots): conjure fey, fear, hypnotic pattern + 4th level (3 slots): confusion, greater invisibility, phantasmal killer + 5th level (2 slots): animate objects, dominate person, hold monster + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler in Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The shadow fey makes two rapier attacks. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage. + Rapier|5|1d8 + 2 + + + Beguiling Whispers (recharge 5-6) + The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress. + + + Leadership (recharges after a Short or Long Rest) + The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated. + + + + Shadow Fey Forest Hunter + M + humanoid (elf),tome of Beasts + lawful evil + 15 (chain shirt) + 104 (19d8 + 19) + 30 ft. + 12 + 18 + 12 + 11 + 12 + 16 + Dex +7, Con +4, Cha +6 + Arcana +3, Perception +4, Stealth +10, Survival +4 + darkvision 60 ft. + 14 + Common, Elvish, Umbral + 5 + + Fey Ancestry + The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. + + + Innate Spellcasting + The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. + 3/day: misty step (when in shadows, dim light, or darkness only) + + + Sneak Attack (1/turn) + The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll. + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler in Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The shadow fey makes two ranged attacks. + + + Rapier + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. + Rapier|7|1d8 + 4 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. + Longbow|7|1d8 + 4 + + + + Shadow Fey Guardian + L + humanoid (elf),tome of Beasts + neutral evil + 15 (chain shirt) + 110 (13d10 + 39) + 30 ft. + 18 + 14 + 16 + 6 + 14 + 8 + Str +6, Con +5 + Athletics +6, Perception +4 + charmed, frightened + darkvision 60 ft. + 14 + Common, Elvish, Umbral + 4 + + Fey Ancestry + The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep + + + Innate Spellcasting + The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. + 1/day: misty step (when in shadows, dim light, or darkness only) + + + Shadow's Vigil + The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision. + + + Sunlight Sensitivity + While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Traveler in Darkness + The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. + + + Multiattack + The shadow fey makes two pike attacks. + + + Pike + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. + Pike|6|2d10 + 4 + + + Javelin + Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. + Javelin|6|2d6 + 4 + + + Protect + The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction. + + + + Emerald Eye + T + construct,tome of Beasts + chaotic evil + 14 + 54 (12d4 + 24) + 0 ft., fly 30 ft. (hover) + 3 + 15 + 14 + 15 + 12 + 16 + Dex +4, Con +4, Int +4 + Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4 + cold, fire; piercing damage + poison + blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious + + 13 + Common, Draconic, telepathy 250 ft. + 1 + + Bound + An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action. + + + Immutable Form + The emerald eye is immune to any spell or effect that would alter its form. + + + Slash + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage. + Slash|4|5d4 + 2 + + + Attraction (Recharge 5-6) + An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect. + + + Bind (3/Day) + The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result. + + + Telepathic Lash (3/Day) + An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round. + + + + Empty Cloak + M + construct,tome of Beasts + unaligned + 13 (natural armor) + 45 (10d8) + 0 ft., fly 40 ft. + 18 + 14 + 10 + 10 + 10 + 1 + Dex +4, Con +2 + Stealth +4 + fire + bludgeoning + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands Elvish and Umbral but can't speak + 1/2 + + Diligent Sentinel + Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks. + + + Shadow Construction + Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. + + + Wrapping Embrace + Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it. + + + Razor Cloak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. + Razor Cloak|6|1d8 + 4 + + + Shadow Slam + Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage. + Shadow Slam|6|1d4 + 4 + + + Shadow Snare + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12. + + + + Eonic Drifter + M + humanoid (human),tome of Beasts + chaotic neutral + 13 (leather armor) + 65 (10d8 + 20) + 30 ft. + 9 + 14 + 14 + 18 + 11 + 13 + Arcana +6, History +6 + + 10 + Common, Eonic, Giant, Sylvan + 1 + + Multiattack + The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward. + + + Time Warping Staff + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. + Time Warping Staff|4|1d10 + 2 + + + Drift Backward (1/Day) + A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds. + + + Drift Forward (2/Day) + The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self. + + + + Erina Scrounger + S + humanoid (erina),tome of Beasts + neutral + 12 (leather armor) + 22 (4d6 + 8) + 20 ft., burrow 20 ft. + 9 + 12 + 14 + 13 + 10 + 11 + poison + darkvision 60 ft. + 10 + Common, Erina + 1/4 + + Keen Smell + The erina has advantage on Wisdom (Perception) checks that rely on smell. + + + Hardy + The erina has advantage on saving throws against poison. + + + Spines + An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. + Dagger|3|1d4 + 2 + + + Sling + Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. + Sling|3|1d4 + 2 + + + + Erina Defender + S + humanoid (erina),tome of Beasts + neutral + 15 (chain shirt) + 44 (8d6 + 16) + 20 ft., burrow 20 ft. + 11 + 14 + 14 + 13 + 12 + 11 + Athletics +4, Perception +3 + poison + darkvision 60 ft. + 13 + Common, Erina + 1 + + Keen Smell + The erina has advantage on Wisdom (Perception) checks that rely on smell. + + + Hardy + The erina has advantage on saving throws against poison. + + + Spines + An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. + + + Multiattack + The erina defender makes two attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) + 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 + + + Protect + The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender. + + + + Far Darrig + S + fey,tome of Beasts + neutral + 14 (hide armor) + 104 (16d6 + 48) + 20 ft. + 15 + 16 + 17 + 11 + 15 + 17 + Dex +5, Con +7, Cha +7 + Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6 + darkvision 60 ft. + 16 + Common, Elvish, Sylvan + 3 + + Innate Spellcasting + The far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + Constant: magic weapon (antler glaive only), speak with animals + At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk + 3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider + 1/day each: commune with nature, freedom of movement, nondetection, tree stride + + + Multiattack + The far darrig makes four antler glaive attacks. + + + Antler Glaive + Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs. + Antler Glaive|4|1d10 + 2 + + + Enchanted Glaive Maneuvers + A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach. + + + + Fate Eater + M + aberration,tome of Beasts + neutral + 16 (natural armor) + 182 (28d8 + 56) + 40 ft., climb 40 ft. + 18 + 12 + 14 + 18 + 16 + 9 + Con +5 + Arcana +7, History +7, Insight +6, Religion +7 + charmed, unconscious + truesight 60 ft. + 13 + telepathy 100 ft. + 6 + + Innate Spellcasting + The fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: + 1/day each: blink, hallucinatory terrain + + + Visionary Flesh + Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage. + Bite|7|5d8 + 4 + + + Spectral Bite + When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw: + 1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds + 2- Untied from the Loom: Character’s speed is randomized for four rounds. Roll 3d20 at the start of each of the character’s turns to determine his or her speed in feet that turn + 3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill + 4- Not So Fast: Loses the use of one class ability, chosen at random + 5- Lost Potential: Loses 1 point from one randomly chosen ability score + 6- Took the Lesser Path: The character’s current hit point total becomes his or her hit point maximum + Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic. + + + + Fear Smith + M + fey,tome of Beasts + chaotic neutral + 17 (natural armor) + 123 (19d8 + 38) + 40 ft., climb 15 ft. + 11 + 17 + 14 + 11 + 15 + 18 + Wis +6 + Intimidate +6, Stealth +7 + bludgeoning, piercing, and slashing from weapons that aren't made of cold iron + charmed, frightened + blindsight 30 ft. + 12 + Common, Elvish, Sylvan + 10 + + Distortion Gaze + Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw. + + + Hidden Eye + The fear smith has advantage on saving throws against the blinded condition. + + + Innate Spellcasting + The fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components: + At will: detect thoughts, fear + 2/day each: charm person, command, confusion + + + Magic Resistance + The fear smith has advantage on saving throws against spells and other magical effects. + + + Multiattack + The fear smith makes three claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., 1 creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount. + Claw|7|2d12+3 + + + Heartstopping Stare + The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount. + + + + Fellforged + M + construct,tome of Beasts + lawful evil + 15 (natural armor) + 135 (18d8 + 54) + 30 ft. + 14 + 12 + 17 + 12 + 14 + 15 + Str +8 + acid, cold, fire, lightning + necrotic, poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 12 + any languages it knew in life + 5 + + Expelled Spirit + While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit. + + + Sunlight Sensitivity + While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Unnatural Aura + All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range. + + + Multiattack + The fellforged makes two necrotic slam attacks. + + + Necrotic Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total 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. + Necrotic Slam|5|2d8 + 2 + + + Violent Escapement + With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed. + + + + Fext + M + undead,tome of Beasts + any alignment + 17 (natural armor) + 60 (11d8+11) + 30 ft. + 14 + 16 + 1 + 14 + 12 + 18 + Dex +6, Wis +4, Cha +7 + Perception +4 + bludgeoning, piercing, and slashing damage with nonmagical weapons + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 14 + the languages spoken by its patron + 6 + + Innate Spellcasting + The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: hex + 3/day each: counterspell, fear, gaseous form + 1/day each: hold monster, true seeing + + + Magic Resistance + The fext has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The fext's weapon attacks are magical. + + + Patron Blessing + A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier. + + + Multiattack + The fext makes two melee or ranged attacks. + + + Eldritch Blade + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage. + Eldritch Blade|5|2d6+2 + + + Eldritch Fury + Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage. + Eldritch Fury|6|4d10 + 3 + + + + Bear King + M + fey (shapechanger),tome of Beasts + lawful neutral + 18 (natural armor) + 133 (14d8 + 70) + 40 ft. + 21 + 10 + 20 + 12 + 17 + 16 + Str +9, Dex +4, Wis +7 + Athletics +9, Intimidate +7, Perception +7 + cold + poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron + poisoned + darkvision 60 ft. + 17 + Common, Elvish, Giant, Sylvan + 12 + + Alternate Form + As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King's size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies. + + + Keen Smell + The Bear King has advantage on Perception (Wisdom) checks that rely on smell. + + + Legendary Resistance (3/day) + If the Bear King fails a saving throw, he can choose to succeed instead. + + + Regeneration (Alternate Form only) + The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point. + + + Bear King's Lair + On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can’t use the same effect two rounds in a row: + - The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they’re killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. + - The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King’s foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again. + - The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain. + + + Regional Effects + The region surrounding Gloaming Crag is warped by the Bear King’s magic, which creates one or more of the following effects: + - Within 10 miles of the Bear King’s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear. + - Bees within 10 miles of the Bear King’s lair are easily agitated quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals. + - Emotions within 5 miles of the Bear King’s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls. + If the Bear King dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days. + + + + + Multiattack + The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack. + + + Bite (Grizzly or Hybrid Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 (3d6) hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 (3d6). A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom (Medicine) check. The bleeding also stops if the creature receives any magical healing. + Bite|9|1d10+5 + + + Claws (Grizzly or Hybrid Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claws|9|2d6+5 + + + Maul (Human or Hybrid Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone. + Maul|9|2d6+5 + + + Javelin (Human Form Only) + Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage. + Javelin|9|1d5+5 + + + The Bear King 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 Bear King regains spent legendary actions at the start of his turn. + + + Melee Attack + The Bear King makes a claw or maul attack. + + + Honey Toss + The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17). + + + Frightful Roar (2 actions) + The Bear King lets out a bloodcurdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king's allies are unaffected. + + + + + Lord Of The Hunt + M + fey,tome of Beasts + lawful neutral + 18 (natural armor) + 229 (27d8 + 108) + 40 ft. + 21 + 18 + 19 + 14 + 18 + 15 + Str +11, Wis +10, Cha +8 + Athletics +11, Perception +10, Survival +10 + bludgeoning, piercing, and slashing from weapons that aren't made of cold iron + cold, poison + exhaustion, charmed, frightened, poisoned + blindsight 10 ft., darkvision 60 ft. + passive Perception 20 + Common, Draconic, Elvish, Sylvan + 18 + + Expert Rider + While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage. + + + Innate Spellcasting + The lord of the hunt's innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components. + At will: druidcraft, hunter's mark, phantom steed + 3/day each: commune with nature, conjure volley + 1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt's concentration is broken) + + + Legendary Resistance (3/day) + If the Lord of the Hunt fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + The Lord of the Hunt's weapon attacks are magical. + + + Lord of the Hunt's Lair + On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can’t use the same effect two rounds in a row: + - The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies. + - The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. + - The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn. + + + Regional Effects + The region containing Lord of the Hunt’s encampment is warped by his magic, which creates one or more of the following effects: + - Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don’t take kindly to poachers. + - Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices. + - Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. + When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. + + + Multiattack + The Lord of the Hunt makes three melee attacks or ranged attacks + + + Huntsman's Spear + Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed. + Huntsman's Spear|11|2d6 + 5 + + + Howling Longbow + Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. + Howling Longbow|10|2d8 + 4 + + + Parry + The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon. + + + The Lord of the Hunt 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 Lord of the Hunt regains spent legendary actions at the start of his turn. + + + Strike + The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack. + + + Tenacious Stride + The Lord of the Hunt moves half his speed, or half the speed of any steed he rides. + + + Call the Hunt (2 actions) + The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours. + + + + + Moonlit King + M + fey,tome of Beasts + neutral good + 17 (half plate) + 170 (20d8 + 80) + 50 ft. + 16 + 20 + 18 + 20 + 18 + 20 + Con +10, Wis +10, Cha +11 + Arcana +11, Perception +10 + acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron. + cold, fire, poison + charmed, frightened, poisoned + blindsight 30 ft., darkvision 120 ft. + 20 + Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft. + 17 + + Control Moonlight + As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet. + + + Innate Spellcasting + The Moonlit King's innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components. + At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth + 3/day each: blight, dispel evil and good, dispel magic + 1/day each: demiplane, heal + + + Legendary Resistance (3/day) + If the Moonlit King fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + The Moonlit King's weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below). + + + Moonlit King's Lair + On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can’t use the same effect two rounds in a row: + - The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies. + - The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round. + - The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round. + + + Regional Effects + The region containing the Moonlit King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects: + - Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair. + - The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair. + - Weather conditions don’t inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow. + If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + The Moonlit King makes three attacks with either his crystal staff or his moon bolt. + + + Crystal Staff + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. + Crystal Staff|9|1d8 + 3 + + + Moon Bolt + Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King's next turn. + Moon Bolt|11|4d10 + + + Fearful Shadows (Recharge 5-6) + The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest. + + + Summon Devil (1/Day) + The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action. + + + Shadow Slip + The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage. + + + The Moonlit King 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 Moonlit King regains spent legendary actions at the start of his turn. + + + Staff + The Moonlit King makes a crystal staff attack. + + + Lightwalking + The Moonlit King teleports from one area of moonlight to another within 100 feet. + + + Aura of Madness (2 actions) + While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King's next turn. + + + + + Queen Of Night And Magic + M + fey,tome of Beasts + neutral evil + 15 (18 with mage armor) + 180 (24d8 + 72) + 30 ft., fly 60 ft. (hover) + 12 + 20 + 17 + 20 + 18 + 26 + Con +10, Wis +11 + Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12 + fire, lightning + cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron + charmed, frightened + truesight 120 ft. + 21 + Celestial, Common, Elvish, Sylvan, Umbral; telepathy 120 ft. + 21 + + Legendary Resistance (3/day) + If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + The Queen of Night and Magic has advantage on saving throws against spells and other magical effects. + + + Shadowborn + When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed. + + + Spellcasting + The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells: + Cantrips (at will): blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost + 1st level (4 slots): mage armor, magic missile, shield + 2nd level (3 slots): darkness, mirror image + 3rd level (3 slots): blink, fear + 4th level (3 slots): confusion, greater invisibility + 5th level (3 slots): cone of cold, teleportation circle + 6th level (1 slot): circle of death + 7th level (1 slot): plane shift, prismatic spray + 8th level (1 slot): dominate monster + 9th level (1 slot): meteor swarm + + + The Queen of Night and Magic's Lair + On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can’t use the same effect two rounds in a row: + - The Queen wills darkness to overpower the light. All bright light sources in the lair shed only dim light to their normal bright light radius, and dim light sources are extinguished. This lasts until the Queen dismisses the effect or dies. + - An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall’s space takes 18 (4d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Queen uses this lair action again, or until she dies. + - The Queen targets one creature within 60 feet of her and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round. + + + Regional Effects + The region containing the Queen of Night and Magic’s lair is warped by her magic, which creates one or more of the following effects: + - Shadows come to life within 6 miles of the Queen’s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage. + - Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip. + - The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell. + While the Summer Court rules, the regional effects of the Queen’s lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court’s reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days. + + + Multiattack + The Queen of Night and Magic makes three attacks with her rapier or with star strike. + + + Rapier + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage. + Rapier|12|1d8 + 5 + + + Shadow Rift (Recharge 5-6) + The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success. + + + Star Strike + Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) radiant damage. + Star Strike|15|2d8 + + + Teleport + The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away. + + + Unravel + The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell's level. On a success, the spell is dispelled. + + + Sudden Fraying + When the Queen of Night and Magic is targeted by a spell or included in a spell's area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell. + + + The Queen of Night and Magic 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 Queen of Night and Magic regains spent legendary actions at the start of her turn. + + + Cantrip + The Queen of Night and Magic casts a cantrip. + + + Swirling Stars + The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn't cause this attack to be made with disadvantage. + + + Teleport + The Queen of Night and Magic uses her Teleport ability. + + + Spell (2 actions) + The Queen of Night and Magic casts a spell. + + + + + Queen Of Witches + L + fey,tome of Beasts + neutral + 18 (natural armor) + 123 (13d10 + 52) + 40 ft., fly 50 ft. (hover) + 22 + 10 + 19 + 16 + 18 + 22 + Dex +6, Wis +10, Cha +12 + Arcana +9, Deception +12, History +9, Insight +10, Perception +10 + fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron + radiant + blinded, charmed, frightened + truesight 60 ft. + 19 + Celestial, Common, Draconic, Elvish, Sylvan, Umbral + 17 + + Absorb the Weave + When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level. + + + Innate Spellcasting + Nicnevin's spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: faerie fire, hex, misty step, silent image, tongues + 3/day each: chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle + 2/day each: bestow curse, feeblemind, mass suggestion, flesh to stone + 1/day each: power word kill, sleep (9th level), true polymorph + + + Magic Resistance + Nicnevin has advantage on saving throws against spells and other magical effects. + + + Legendary Resistance (3/day) + If Nicnevin fails a saving throw she can choose to succeed instead. + + + Token of Favor + As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours. + + + The Queen of Witches's Lair + On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can’t use the same effect two rounds in a row: + - Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin). + - A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies. + - Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead. + + + Regional Effects + The region containing Nicnevin’s lair is warped by the queen’s magic, which creates one or more of the following effects: + - Calling Nicnevin’s name under the light of the moon within 10 miles of her lair draws Nicnevin’s attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle. + - Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds. + - Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist. + If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + Nicnevin makes two attacks, or makes one attack and casts a spell. + + + Moonsilver Ring + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon. + Moonsilver Ring|12|2d8 + 6 + + + Blast + Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin. + Blast|12|1d10 + 6 + + + Nicnevin 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. Nicnevin regains spent legendary actions at the start of its turn. + + + Attack + Nicnevin makes one attack. + + + Spell (2 actions) + Nicnevin casts a spell. + + + Teleport + Nicnevin magically teleports to an unoccupied space she can see within 40 feet. + + + + River King + M + fey,tome of Beasts + chaotic neutral + 18 (natural armor) + 152 (16d8 + 80) + 30 ft., swim 40 ft. + 21 + 17 + 20 + 14 + 13 + 17 + Dex +8, Con +10, Wis +6 + Intimidation +8, Nature +7, Perception +6, Stealth +8 + fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron + lightning + exhaustion + blindsight 10 ft., darkvision 60 ft. + 16 + Common, Elemental, Elvish, Giant + 16 + + Amphibious + The River King can breathe air and water. + + + Innate Spellcasting + The River King's innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components. + At will: create or destroy water, shocking grasp, water breathing + 3/day each: freedom of movement, control water + 1/day: chain lightning + + + Legendary Resistance (3/day) + If the River King fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + The River King's weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below). + + + The River King's Lair + On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can’t use the same effect two rounds in a row: + - The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage. + - The River King targets a creature he can see within 60 feet. That creature’s mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies. + - The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round. + + + Regional Effects + The region containing the River King’s lair is warped by its magic, which creates one or more of the following effects: + - The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver. + - Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife. + - Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks. + If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + The River King makes three attacks with his longsword and/or flood blast, in any combination. + + + Longsword + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage. + Longsword|10|1d8 + 5 + + + Flood Blast + Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King's choosing. + Flood Blast|8|4d8 + + + Grasping Whirlpool (Recharge 5-6) + The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that's in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again. + + + Blade Current + When a creature within the River King's melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage. + + + The River King 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 River King regains spent legendary actions at the start of his turn. + + + Longsword + The River King makes a longsword attack. + + + Flow + The River King moves half his speed without provoking opportunity attacks. + + + Ripple (2 Actions) + The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage. + + + + Snow Queen + M + fey,tome of Beasts + neutral evil + 17 (natural armor) + 123 (19d8 + 38) + 40 ft. + 16 + 18 + 14 + 18 + 20 + 18 + Dex +9, Con +7, Cha +9 + Perception +10, Stealth +9 + bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron + cold + charmed, frightened, exhaustion + blindsight 10 ft., darkvision 60 ft. + 20 + Common, Elvish, Giant, Sylvan + 16 + + Innate Spellcasting + The Snow Queen's innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components. + At will: fog cloud, magic missile, ray of frost + 3/day each: chill metal (as heat metal, but does cold damage), freezing sphere + 1/day: cone of cold + + + Legendary Resistance (3/day) + If the Snow Queen fails a saving throw, she can choose to succeed instead. + + + Magic Weapons + The Snow Queen's weapon attacks are magical and do an extra 7 (2d6) cold damage (included below). + + + Winter Step + The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow. + + + The Snow Queen's Lair + On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row: + - A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies. + - Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren’t immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round. + - The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round. + + + Regional Effects + The region containing the Snow Queen’s lair is warped by the fey lady’s magic, which creates one or more of the following effects: + - Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire. + - The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow. + - Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair. + If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + + + Multiattack + The Snow Queen makes two attacks in any combination of her claws and her ice crown. + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. + Claws|9|2d6 + 4 + + + Ice Crown + Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn. + Ice Crown|9|2d8 + 4 + + + Cold Snap (Recharge 5-6) + The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap. + + + Frozen Shards + When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw. + + + The Snow Queen 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 Snow Queen regains spent legendary actions at the start of her turn. + + + Ice Crown + The Snow Queen makes an ice crown attack. + + + Snowblind + One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn. + + + Snowfall Mantle (2 Actions) + The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen's next turn, at which time her mantle returns to her shoulders. + + + + Feyward Tree + H + construct,tome of Beasts + unaligned + 17 (natural armor) + 94 (9d12 + 36) + 20 ft. + 26 + 10 + 18 + 2 + 11 + 6 + Con +7, Wis +3, Cha +1 + Perception +3 + poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 13 + - + 8 + + Magic Resistance + A feyward tree has advantage on saving throws against spells and other magical effects. + + + Contractibility and Conductivity + Certain spells and effects function differently against feyward trees: + A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds. + A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects. + + + Immutable Form + The feyward tree is immune to any spell or effect that would alter its form. + + + Magic Weapons + The feyward tree's weapon attacks are magical. + + + Warden's Reach + Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach. + + + Multiattack + The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it. + + + Razor-Leafed Branch + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage. + Razor-Leafed Branch|11|3d8 + 8 + + + Flaying Leaves (Recharge 5-6) + The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-footradius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one. + + + + Firebird + S + celestial,tome of Beasts + neutral good + 16 (natural armor) + 99 (18d6 + 36) + 20 ft., fly 100 ft. + 12 + 19 + 14 + 16 + 15 + 21 + Dex +6, Con +4, Int +5, Wis +4, Cha +7 + Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5 + lightning; bludgeoning, piercing, and slashing from nonmagical weapons + fire + charmed, frightened, invisible + truesight 60 ft. + 17 + Celestial, Common, Elvish, Primordial, Sylvan + 4 + + Innate Spellcasting + The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: guidance, purify food and drink, speak with animals + 3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues + 1/day each: geas, heal, reincarnate + + + Light of the World + The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch. + + + Warming Presence + The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature. + + + Multiattack + The firebird makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage. + Bite|6|1d8 + 4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage. + Claw|6|2d8 + 4 + + + Blinding Ray (Recharge 5-6) + The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half. + + + + Firegeist + S + elemental,tome of Beasts + neutral evil + 14 + 87 (25d6) + 40 ft. + 7 + 18 + 10 + 4 + 16 + 6 + Perception +5 + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 15 + Primordial + 2 + + Hide By Firelight + In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire. + + + Illumination + The firegeist sheds dim light in a 30-foot radius. + + + Magical Light Sensitivity + While in magical light, the firegeist has disadvantage on attack rolls and ability checks. + + + Water Susceptibility + For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage. + + + Multiattack + The firegeist makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. + Slam|6|1d6 + 4 + + + Combustion Touch (Recharge 5-6) + The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. + + + + Flutterflesh + L + undead,tome of Beasts + chaotic evil + 16 (natural armor) + 187 (22d10 + 66) + 10 ft., Fly 60 ft. + 11 + 18 + 17 + 12 + 13 + 10 + Str +4, Dex +8 + Deception +4, Perception +5, Stealth +8 + radiant + cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, paralyzed, exhaustion, poison, stunned, unconscious + darkvision 240 ft. + 15 + Common, Darakhul + 12 + + Magic Weapons + The flutterflesh's attacks are magical. + + + Turn Resistance + The flutterflesh has advantage on saving throws against any effect that turns undead. + + + Creeping Death + A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. + + + Regeneration + The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The flutterflesh makes two bone spur attacks or two tormenting gaze attacks. + + + Bone Spur + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage. + Bone Spur|8|2d12 + 4 + + + Tormenting Gaze + A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn't paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can't be used against the same target twice in a single turn. + + + Slash + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted. + Slash|8|2d6 + 4 + + + + Folk Of Leng + M + humanoid,tome of Beasts + neutral evil + 14 (studded leather) + 68 (8d8 + 32) + 30 ft. + 12 + 15 + 18 + 14 + 16 + 22 + Dex +4, Wis +5 + Arcana +4, Deception +8, Perception +5 + cold + necrotic + frightened + + 15 + Common, Void Speech + 2 + + Innate Spellcasting + The folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: comprehend languages, minor illusion + 3/day each: disguise self, suggestion + 1/day each: dream, etherealness + + + Regeneration + The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business. + + + Void Stare + The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised. + + + Void Sailors + The folk of Leng can travel the airless void without harm. + + + Etheric Harpoon + Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered. + Etheric Harpoon|8|1d8 + 6 + + + Psychic Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage. + Psychic Scimitar|4|1d6 + 2 + + + Hooked Spider Net (Recharge 5-6) + Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage. + + + + Forest Marauder + L + giant,tome of Beasts + chaotic evil + 15 (natural armor) + 114 (12d10 +48) + 40 ft. + 21 + 10 + 18 + 6 + 10 + 7 + Con +6 + darkvision 120 ft. + 10 + Giant, Orcish, Sylvan + 4 + + Sunlight Sensitivity + While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The forest marauder makes two boar spear attacks. + + + Boar Spear + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. + Boar Spear|7|2d10 + 5 + + + Rock + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage. + Rock|5|3d8 + 5 + + + + Fraughashar + S + fey,tome of Beasts + neutral evil + 15 (leather armor, shield) + 18 (4d6 + 4) + 25 ft. + 8 + 14 + 12 + 10 + 11 + 7 + Stealth +4 + cold + + 10 + Sylvan + 1/2 + + Frost Walker + The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground. + + + Multiattack + The fraughashar makes one bite attack and one dagger attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Bite|4|1d4 + 2 + + + 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 + + + + Frostveil + M + plant,tome of Beasts + unaligned + 16 + 67 (9d8 + 27) + 10 ft., fly (varies; see Windborne ability) + 20 + 20 + 16 + 1 + 11 + 1 + Stealth +7 + fire + bludgeoning and piercing from nonmagical weapons + cold + blinded, charmed, deafened, frightened, prone + blindsight 100 ft. + 10 + - + 4 + + Chilling Acid + The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage. + + + False Appearance + While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice. + + + Windborne + While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet. + + + Multiattack + The frostveil makes three tendril attacks. + + + Tendril + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed. + Tendril|7|2d8 + 5 + + + Engulf + When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil. + + + Spirit Spores (recharge 6) + In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds. + + + + Garroter Crab + T + beast,tome of Beasts + unaligned + 13 (natural armor) + 18 (4d4 + 8) + 30 ft., swim 20 ft. + 7 + 14 + 14 + 1 + 10 + 2 + psychic + charmed, frightened + darkvision 60 ft. + 10 + - + 1/4 + + Amphibious + The crab can breathe air and water. + + + Whip-claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components. + Whip-claw|4|1d6 + 2 + + + + Gbahali (Postosuchus) + H + beast,tome of Beasts + unaligned + 15 (natural armor) + 126 (12d12 + 48) + 50 ft. + 21 + 14 + 19 + 2 + 13 + 7 + Perception +4, Stealth +8 + + 14 + - + 6 + + Chameleon Hide + The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage. + + + Multiattack + The gbahali makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target. + Bite|8|3d12 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. + Claw|8|2d8 + 5 + + + + Gearforged Templar + M + humanoid (gearforged),tome of Beasts + lawful neutral + 18 (plate armor) + 71 (11d8 + 22) + 30 ft. + 20 + 9 + 15 + 12 + 16 + 10 + Dex +2, Con +5 + bludgeoning, piercing, and slashing damage from nonmagical weapons + poison + charmed, frightened, exhaustion, poisoned + + 13 + Common + 6 + + Defensive Zone + The gearforged templar can make an opportunity attack when a creature enters its reach. + + + Onslaught + As a bonus action, the gearforged can make a Shove attack. + + + Multiattack + The gearforged templar makes three attacks with its glaive. + + + Glaive + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage. + Glaive|8|1d10 + 5 + + + Javelin + Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. + Javelin|8|1d6 + 5 + + + Whirlwind (recharge 5-6) + The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw. + + + Parry + The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon. + + + + Al-Aeshma Genie + L + elemental,tome of Beasts + chaotic evil + 17 (natural armor) + 172 (15d10 + 90) + 30 ft., fly 90 ft. (hover) + 21 + 15 + 22 + 15 + 16 + 20 + Dex +6, Wis +7, Cha +9 + lightning, thunder + darkvision 120 ft. + 13 + Auran, Common, Ignan + 9 + + Air Hatred + The al-Aeshma has advantage on attack rolls against airborne opponents. + + + Bound + The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder. + + + Elemental Demise + When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying. + + + Ill Wind + As a bonus action when in gaseous form, the al.Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action. + + + Innate Spellcasting + The al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, detect magic, thunderwave + 3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk + 1/day each: creation, gaseous form, insect plague, invisibility, major image + + + Regeneration + The al-Aeshma regains 10 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. The al.Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate. + + + Multiattack + The al-Aeshma makes three scimitar attacks. + + + Scimitar + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage. + Scimitar|9|2d6 + 5 + + + Dust Devil + A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil. + + + + Gerridae + L + fey,tome of Beasts + neutral + 14 + 77 (9d10 + 27) + 10 ft., climb 10 ft., swim 80 ft. + 16 + 15 + 17 + 2 + 13 + 7 + darkvision 60 ft. + 11 + - + 1 + + Bred to the Saddle + Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider. + + + Waterborne + Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land. + + + Multiattack + The gerridae makes one bite attack and one claw attack. + + + 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: 5 (1d4 + 3) slashing damage. + Claw|5|1d4 + 3 + + + + Beggar Ghoul + M + undead,tome of Beasts + chaotic evil + 12 + 13 (3d8) + 30 ft. + 10 + 15 + 10 + 12 + 11 + 14 + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 10 + Undercommon + 1/2 + + Pack Tactics + The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Savage Hunger + A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. + Bite|4|2d6 + 2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|4|2d4 + 2 + + + + Bonepowder Ghoul + S + undead,tome of Beasts + neutral evil + 18 (natural armor) + 195 (26d6 + 104) + 30 ft. + 10 + 20 + 18 + 19 + 15 + 18 + Dex +9, Con +8, Wis +6, Cha +8 + Perception +6, Stealth +9 + cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 16 + Common, Darakhul, Draconic, Dwarvish + 12 + + Amorphous + The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing. + + + Coalesce + Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes. + + + Turning Defiance + The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Innate Spellcasting + The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: chill touch, darkness, dispel magic, ray of enfeeblement + 3/day: blindness/deafness, circle of death (7th level; 10d6) + 1/day: finger of death + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever. + Bite|9|3d8 + 5 + + + Gravedust + A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever. + + + Whirlwind (Recharge 5-6) + A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round. + + + + Ghoul, Darakhul + M + undead,tome of Beasts + neutral evil + 16 (scale mail; 18 with shield) + 78 (12d8 + 24) + 30 ft. + 16 + 17 + 14 + 14 + 12 + 12 + Deception +3, Stealth +5 + necrotic + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 11 + Common, Darakhul + 3 + + Master of Disguise + A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench. + + + Stench + Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise. + + + Sunlight Sensitivity + The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight. + + + Turning Defiance + The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Darakhul Fever + Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result: + 1-9 None; victim is simply dead + 10-16 Ghoul + 17-20 Ghast + 21+ Darakhul + + + Multiattack + The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. + Bite|5|2d8 + 3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever. + Claw|5|2d6 + 3 + + + War Pick + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. + War Pick|5|1d8 + 3 + + + + Emperor Of The Ghouls + M + undead,tome of Beasts + neutral evil + 20 (natural armor) + 204 (24d8 + 96) + 30 ft., burrow 15 ft. + 18 + 14 + 19 + 20 + 17 + 21 + Dex +8, Wis +9 + Deception +11, Insight +9, Perception +9, Persuasion +11 + cold, necrotic + poison; bludgeoning, piercing, and slashing damage from nonmagical weapons. + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + 19 + Common, Darakhul, Draconic, Gnoll, Undercommon + 20 + + Legendary Resistance (3/day) + If the emperor fails a saving throw, he can choose to succeed instead. + + + Spellcasting + The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells: + Cantrips (at will): blade ward, chill touch, message, prestidigitation, shocking grasp, true strike + 1st level (4 slots): magic missile, shield + 2nd level (3 slots): mirror image, phantasmal force + 3rd level (3 slots): fear, fireball + 4th level (3 slots): blight, dimension door + 5th level (2 slots): cloudkill, hold monster + 6th level (1 slot): circle of death + 7th level (1 slot): finger of death, teleport + 8th level (1 slot): power word stun + 9th level (1 slot): power word kill + + + Sunlight Sensitivity + While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. + + + Turn Resistance + The emperor has advantage on saving throws against effects that turn undead. + + + Emperor Of The Ghouls' Lair Actions + On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row: + - Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. + - The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage. + - A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies. + + + Regional Effects + The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects: + - Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. + - Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands. + - Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum. + If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215). + Bite|10|2d8 + 4 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success. + Claw|10|2d6+4 + + + Scepter + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. + Scepter|10|1d10 + 4 + + + Blood Armor + When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor. + + + The Emperor 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 Emperor regains spent legendary actions at the start of his turn. + + + Attack + The emperor makes one claw or bite attack. + + + Cantrip + The emperor casts a cantrip. + + + Font of Power (3 actions) + Roll 1d8. The emperor regains a spell slot of that level or lower. + + + + + Ghoul, Imperial + M + undead,tome of Beasts + lawful evil + 16 (breastplate) + 93 (17d8 + 17) + 30 ft., burrow 15 ft. + 16 + 14 + 12 + 13 + 14 + 14 + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 12 + Common, Darakhul, Undercommon + 4 + + Turning Defiance + The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The imperial ghoul makes one bite attack and one claws attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. + Bite|5|2d8+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|5|4d6 + 3 + + + Light Crossbow + Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage. + Light Crossbow|4|1d8 + 2 + + + + Ghoul, Iron + M + undead,tome of Beasts + lawful evil + 16 (breastplate) + 143 (22d8 + 44) + 30 ft., burrow 20 ft. + 18 + 16 + 14 + 14 + 14 + 14 + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 12 + Common, Darakhul, Undercommon + 5 + + Turning Defiance + The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Multiattack + The iron ghoul makes one bite attack and one claw attack, or three glaive attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. + Bite|7|3d8 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. + Claws|7|4d6 + 4 + + + Glaive + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage. + Glaive|7|1d10 + 4 + + + Heavy Bone Crossbow + Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage. + Heavy Bone Crossbow|6|1d10 + 3 + + + + Desert Giant + H + giant,tome of Beasts + neutral + 17 (natural armor) + 175 (14d12 + 84) + 40 ft. + 27 + 10 + 22 + 13 + 18 + 15 + Str + 12, Con +10, Cha +6 + Perception +8, Stealth +4, Survival +8 + fire + + 18 + Common, Giant + 9 + + Sand Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. + + + Wasteland Stride + The giant ignores difficult terrain caused by sand, gravel, or rocks. + + + Multiattack + The giant makes two falchion attacks. + + + Falchion + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage. + Falchion|12|6d4 + 8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. + Rock|12|4d10 + 8 + + + + Flab Giant + L + giant,tome of Beasts + chaotic evil + 14 (natural armor) + 110 (13d10 + 39) + 20 ft. + 20 + 6 + 16 + 9 + 13 + 8 + Con +5 + Perception +3 + poison + poisoned + + 13 + Dwarvish, Giant + 4 + + Massive + A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant. + + + Multiattack + The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + Slam|7|2d6 + 5 + + + Squatting Pin + The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin. + + + + Hraesvelgr The Corpse Swallower + H + giant (shapechanger,tome of Beasts + titan), neutral + 19 (natural armor) + 241 (21d12 + 105) + 50 ft. (20 ft., fly 120 ft. in roc form) + 25 + 10 + 20 + 16 + 17 + 20 + Dex +6, Int +9, Wis +9, Cha +11 + Athletics +13, Perception +9, Survival +9 + lightning, thunder + cold; bludgeoning, piercing, and slashing from nonmagical weapons + exhaustion + + 19 + Auran, Common, Giant (can't speak in roc form) + 19 + + Innate Spellcasting + Hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components: + At will: feather fall, light + 3/day: control weather + + + Keen Sight (Roc Form Only) + Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight. + + + Legendary Resistance (3/day) + If Hraesvelgr fails a saving throw, he can choose to succeed instead. + + + Shapechanger + Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back. + + + Hraesvelgr's Lair + On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can’t use the same effect two rounds in a row: + - Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone. + - One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies. + - Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. + + + Regional Effects + The region containing Hraesvelgr’s lair is warped by the corpse swallower’s magic, which creates one or more of the following effects: + - Strong windstorms are common within 6 miles of the lair. + - Giant avian beasts are drawn to the lair and fiercely defend it against intruders. + - The wind within 10 miles of the lair bears a pungent carrion stench. + If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. + + + Multiattack + Hraesvelgr makes two attacks. + + + Beak (Roc Form Only) + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. + Beak|13|4d8+7 + + + Fist (Giant Form Only) + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn. + Fist|13|3d8+7 + + + Talons (Roc Form Only) + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target. + Talons|13|4d6+7 + + + Gale Blast (recharge 5-6) + Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw. + + + Hraesvelgr 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. Hraesvelgr regains spent legendary actions at the start of his turn. + + + Attack + Hraesvelgr makes a fist or talon attack. + + + Move (2 actions) + Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. + + + Swallow (3 actions, Roc Form Only) + Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone. + + + + Jotun Giant + G + giant,tome of Beasts + chaotic neutral + 20 (natural armor) + 407 (22d20 + 176) + 60 ft. + 30 + 8 + 26 + 18 + 20 + 14 + Con +14, Wis +11, Cha +8 + Arcana +10, History +10, Nature +10, Stealth +5 + bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 120 ft. + 15 + Common, Giant + 22 + + Immortality + Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum. + + + Innate Spellcasting + The Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components: + At will: earthquake, shapechange, speak with animals + 3/day: bestow curse, gust of wind + 1/day: divination + + + Magic Resistance + The giant has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The giant's weapon attacks are magical. + + + Too Big to Notice + The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving. + + + Multiattack + The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack. + + + Greatclub + Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage. + Greatclub|16|10d8 + 10 + + + Rock + Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage. + Rock|16|6d12 + 10 + + + Frightful Presence + Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours. + + + The Jotun giant can take 1 legendary action, and only at the end of another creature's turn + The giant regains the spent legendary action at the start of its turn. + + + Detect + The Jotun giant makes a Wisdom (Perception) check. + + + Planar Return + If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return. + + + Sweeping Blow + The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw. + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + + Thursir Giant + L + giant,tome of Beasts + neutral evil (50%) lawful evil (50%) + 13 (chain shirt) + 114 (12d10 + 48) + 40 ft. + 19 + 10 + 18 + 13 + 15 + 11 + Con +6 + Athletics +6, Perception +4 + darkvision 60 ft. + 14 + Common, Dwarven, Giant + 3 + + Cast Iron Stomach + The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair. + + + Multiattack + The giant makes two warhammer attacks. + + + Warhammer + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. + Warhammer|6|2d8 + 4 + + + Rock + Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. + Rock|6|2d10 + 4 + + + Runic Blood (3/day) + Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first. + + + + Glass Gator + L + beast,tome of Beasts + unaligned + 15 (natural armor) + 45 (7d10 + 7) + 30 ft, swim 50 ft + 15 + 14 + 12 + 4 + 10 + 5 + Perception +2, Stealth +4 + Blindsight 30 ft. + 12 + - + 1 + + Amphibious + The glass gator can breathe air and water. + + + Lunge + When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action. + + + Transparency + The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light. + + + Standing Leap + The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target. + Claws|4|2d4 + 2 + + + Constrict + One creature that's already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw. + + + Silt Cloud (Recharges after a Short or Long Rest) + After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed. + + + + Gnarljak + S + construct,tome of Beasts + unaligned + 16 + 63 (14d6 + 14) + 30 ft. + 13 + 22 + 11 + 2 + 14 + 1 + Dex +9 + Perception +5, Stealth +9 + cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 30 ft. + 15 + - + 6 + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone. + Bite|9|2d8 + 6 + + + Gnaw + When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action. + + + + Gnoll Havoc Runner + M + humanoid (gnoll),tome of Beasts + chaotic evil + 15 (chain shirt) + 58 (9d8 + 18) + 30 ft. + 16 + 14 + 14 + 8 + 12 + 9 + Athletics +5, Perception +5 + darkvision 60 ft. + 15 + Gnoll + 3 + + Harrying Attacks + If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn. + + + Lightning Lope + The gnoll can Dash or Disengage as a bonus action. + + + Pack Tactics + The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Multiattack + The gnoll makes one bite attack and two battleaxe 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 if used in two hands. + Battleaxe|5|1d8 + 3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + + Goat-Man + M + monstrosity,tome of Beasts + chaotic evil + 14 (natural armor) + 65 (10d8 + 20) + 40 ft. + 19 + 14 + 14 + 10 + 13 + 8 + Dex +4 + Acrobatics +4, Athletics +6, Stealth +6 + bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + charmed, frightened + darkvision 60 ft. + 11 + Common, Giant, Trollkin, but cannot speak + 3 + + Headbutt + If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action. + + + Multiattack + The goat-man makes one bite attack and one slam attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Bite|6|1d6 + 4 + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. + Slam|6|2d8 + 4 + + + + Dust Goblin + S + humanoid (goblinoid),tome of Beasts + neutral evil + 14 (leather armor) + 5 (1d6 + 2) + 40 ft. + 8 + 16 + 14 + 10 + 8 + 8 + Stealth +7 + charmed, frightened + darkvision 60 ft. + 9 + Common, Goblin + 1/4 + + Twisted + When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn. + + + 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: 6 (1d6 + 3) piercing damage. + Light Crossbow|5|1d6 + 3 + + + + Eye Golem + L + construct,tome of Beasts + unaligned + 20 (natural armor) + 157 (15d10 + 75) + 30 ft. + 22 + 9 + 20 + 5 + 11 + 1 + Perception +8 + fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhausted, frightened, paralyzed, petrified, poisoned + truesight 120 ft. + 18 + understands the language of its creator, but can't speak + 11 + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two melee attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. + Slam|10|4d8 + 6 + + + Gaze of Ancient Light (Recharge 6) + The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn. + + + Primal Voice of Doom (1/Day) + The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected. + + + Shoot into the Sun (1 minute/day) + When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day. + + + + Hoard Golem + H + construct,tome of Beasts + unaligned + 18 (natural armor) + 161 (14d12 + 70) + 40 ft. + 22 + 15 + 20 + 3 + 11 + 1 + Con +9 + Athletics +10, Perception +4 + poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhausted, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 14 + understands the language of its creator but can't speak + 12 + + Strike with Awe + Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage. + Slam|10|6d10 + 6 + + + Thieving Whirlwind (Recharge 5-6) + The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action. + + + + Salt Golem + L + construct,tome of Beasts + unaligned + 17 (natural armor) + 110 (11d10 + 55) + 20 ft. + 20 + 9 + 20 + 3 + 11 + 1 + Athletics +9 + fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 10 + + Blinding Salt Spray + Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. + Slam|9|5d8 + 5 + + + + Smaragdine Golem + L + construct,tome of Beasts + unaligned + 17 (natural armor) + 231 (22d10 + 110) + 30 ft. + 24 + 11 + 21 + 3 + 11 + 1 + poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 14 + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Absorb Magic + As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. + Slam|12|4d8 + 7 + + + Release Spell + The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn. + + + + Steam Golem + L + construct,tome of Beasts + unaligned + 18 (natural armor) + 171 (18d10 + 72) + 40 ft. + 26 + 12 + 18 + 3 + 10 + 1 + fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands its creator's languages but can't speak + 13 + + Boiler Weakness + A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Extend Long Ax + A steam golem can extend or retract one arm into long ax form as a bonus action. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The steam golem makes two ax arm attacks, or one long axe attack. + + + Ax Arm + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage. + Ax Arm|13|4d6 + 8 + + + Long Axe + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage. + Long Axe|13|5d12 + 8 + + + Steam Blast (Recharge 5-6) + A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw. + + + Whistle + When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is. + + + + Gray Thirster + M + undead,tome of Beasts + neutral evil + 13 + 39 (6d8 + 12) + 30 ft. + 12 + 16 + 15 + 6 + 12 + 14 + Stealth +5 + bludgeoning, necrotic + fire, poison + charmed, exhaustion, frightened, poisoned + darkvision 60 ft. + 11 + understands all languages it knew in life but can't speak + 2 + + Thirst + The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours. + + + Multiattack + The gray thirster makes two claw attacks and one Withering Turban attack + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. + Claw|5|1d6 + 3 + + + Withering Turban + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels. + Withering Turban|5|1d4 + 3 + + + Drought (1/Day) + The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed. + + + + Rum Gremlin + T + fey,tome of Beasts + chaotic evil + 13 + 22 (5d4 + 10) + 20 ft., climb 10 ft., swim 10 ft. + 10 + 16 + 14 + 12 + 9 + 12 + Stealth +5 + poisoned + darkvision 120 ft. + 10 + Common + 1/2 + + Innate Spellcasting + The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: prestidigitation + 3/day: hex + + + Magic Resistance + The gremlin has advantage on saving throws against spells and other magical effects. + + + Multiattack + The goblin makes one claw attack and one bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Bite|5|1d4 + 3 + + + Claws + Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Claws|5|1d6 + 3 + + + Aura of Drunkenness + A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour. + + + + Grim Jester + M + undead,tome of Beasts + chaotic evil + 18 (natural armor) + 136 (16d8 + 64) + 30 ft. + 14 + 22 + 18 + 16 + 16 + 20 + Dex +10, Con +8, Cha +9 + Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10 + cold + necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 17 + Abyssal, Celestial, Common, Gnomish, telepathy 60 ft. + 11 + + Innate Spellcasting + The jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components: + At will: disguise self, grease, inflict wounds, magic mouth, misty step + 3/day each: contagion, mirror image + 1/day each: delayed blast fireball, finger of death, mislead, seeming + + + Last Laugh + Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing. + + + Mock the Dying + Death saving throws made within 60 feet of the jester have disadvantage. + + + Turn Resistance + The jester has advantage on saving throws against any effect that turns undead. + + + Joker's Shuffle (recharge 6) + The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17). + + + Killing Joke (recharge 6) + The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic. + + + Ridicule Hope (recharge 4-6) + When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured. + + + + Gug + H + giant,tome of Beasts + neutral evil + 17 (natural armor) + 270 (20d12 + 140) + 40 ft. + 24 + 10 + 25 + 10 + 8 + 14 + Str +12, Dex +4, Con +11, Cha +6 + Athletics +11, Perception +3, Stealth +4 + poison + confusion, exhaustion, paralysis, poisoned + darkvision 240 ft. + 13 + Deep Speech, Giant, Undercommon + 12 + + Towering Strength + A gug can lift items up to 4,000 pounds as a bonus action. + + + Multiattack + The gug makes two slam attacks, two stomp attacks, or one of each. + + + Slam + Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion. + Slam|11|2d8 + 7 + + + Stomp + Melee Weapon Attack. +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage. + + + A gug 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. A gug regains spent legendary actions at the start of its turn. + + + Move + The gug moves up to half its speed. + + + Attack + The gug makes one slam or stomp attack. + + + Grab + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17). + Grab|11|escape DC 17 + + + Swallow + The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement. + + + Throw + The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same. + + + + Blood Hag + M + fey,tome of Beasts + chaotic evil + 16 (natural armor) + 178 (21d8 + 84) + 30 ft., climb 30 ft. + 20 + 16 + 18 + 19 + 21 + 17 + Dex +7, Con +8, Cha +7 + Deception +7, Intimidation +7, Perception +9, Stealth +7 + charmed, poisoned + blood sense 90 ft., darkvision 60 ft. + 19 + Common, Giant, Infernal, Sylvan, Trollkin + 11 + + Blood Sense + A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing + 3/day each: bestow curse, invisibility, mirror image + 1/day each: cloudkill, modify memory + + + Multiattack + The blood hag makes two claw attacks and one blood-drinking hair attack. + + + Blood-Drinking Hair + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel. + Blood-Drinking Hair|9|3d8 + 5 + + + Claws + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. + Claws|9|4d6 + 5 + + + Call the Blood + The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours. + + + 1 + Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute. + + + 2 + Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute. + + + 3 + Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute. + + + 4 + Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save. + + + Face Peel + The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner. + + + + Mirror Hag + M + fey,tome of Beasts + chaotic neutral + 16 (natural armor) + 168 (16d8 + 96) + 30 ft., fly 10 ft. + 15 + 16 + 22 + 12 + 14 + 19 + thunder + charmed, frightened + darkvision 60 ft. + 12 + Common + 6 + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: disguise self, inflict wounds (4d10), message, ray of enfeeblement + 1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport + + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Confounding Ugliness + When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn. + + + Multiattack + A mirror hag can use its Reconfiguring Curse and make one melee attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target. + Bite|6|4d8 + 3 + + + Quarterstaff + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. + Quarterstaff|5|1d6 + 2 + + + Reconfiguring Curse + The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours. + + + + Red Hag + M + fey,tome of Beasts + neutral evil + 15 (natural armor) + 119 (14d8 + 56) + 30 ft., swim 30 ft. + 19 + 16 + 18 + 18 + 22 + 15 + Arcana +9, Deception +5, Insight +7, Perception +9 + charmed, poisoned + blood sense 90 ft., darkvision 60 ft. + 16 + Common, Druidic, Giant + 7 + + Amphibious + The hag can breathe air and water. + + + Spellcasting + The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared: + Cantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip + 1st level (4 slots): cure wounds, entangle, speak with animals + 2nd level (3 slots): barkskin, flame blade, lesser restoration + 3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone + 4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain + + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Blood Sense + A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. + Claws|6|3d8 + 4 + + + Siphoning Aura (Recharge 5-6) + The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. + + + + Sand Hag + M + monstrosity,tome of Beasts + chaotic evil + 17 (natural armor) + 112 (15d8 + 45) + 30 ft., burrow 30 ft. + 18 + 15 + 16 + 16 + 14 + 16 + Deception +6, Perception +5, Stealth +5 + darkvision 120 ft. + 15 + Common, Dwarvish, Giant, Gnomish + 5 + + Magic Resistance + The sand hag has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: invisibility + 2/day each: hallucinatory terrain, major image + + + Mimicry + The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. + + + Scorpion Step + The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft. + + + Multiattack + The sand hag makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. + Claw|7|1d8 + 4 + + + Scouring Sirocco (Recharge 5-6) + The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn. + + + Change Shape + The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + + Owl Harpy + M + monstrosity,tome of Beasts + neutral evil + 14 + 112 (15d8 + 45) + 20 ft., fly 80 ft. (hover). + 12 + 17 + 16 + 11 + 14 + 14 + Performance +7, Stealth +6 + thunder + blindsight 60 ft. + 12 + Common, Abyssal, Giant + 5 + + Quiet Flight + The owl harpy gains an additional +3 to Stealth (+9 in total) while flying. + + + Dissonance + The owl harpy can't use its blindsight while deafened. + + + Innate Spellcasting + The owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components: + 3/day: darkness + + + Multiattack + The owl harpy makes two claw attacks and two talon attacks. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + Claws|6|2d4 + 3 + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. + Talons|6|2d6 + 3 + + + Hovering Darkness + An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning. + + + Luring Song + The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours. + + + + Haugbui + M + undead,tome of Beasts + lawful neutral + 18 (natural armor) + 136 (16d8 + 64) + 0 ft., fly 40 ft. (hover) + 18 + 17 + 18 + 15 + 20 + 16 + Dex +8, Con +9, Wis +10 + Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12 + cold, lightning, necrotic + poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 60 ft. + 20 + the languages it spoke in life; telepathy 120 ft. + 13 + + Incorporeal Movement + The haugbui 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 haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: + Constant: detect thoughts, invisibility, mage hand, scrying + At will: dancing lights, druidcraft, mending, spare the dying + 7/day each: bane, create or destroy water, fog cloud, purify food and drink + 5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter + 3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis + 1/day each: blight, contagion, dream + 1/week each: geas, hallow + + + Legendary Resistance (3/Day) + If the haugbui fails a saving throw it can choose to succeed instead. + + + Sepulchral Scrying (1/Day) + An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period. + + + Sunlight Sensitivity + While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Turn Resistance + The haugbui has advantage on saving throws against any effect that turns undead. + + + Multiattack + The haugbui makes two psychic claw attacks. + + + Psychic Claw + Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage. + Psychic Claw|10|6d8 + 5 + + + + Herald Of Blood + H + fiend,tome of Beasts + neutral evil + 15 (natural armor) + 115 (10d12 + 50) + 30 ft., swim 30 ft, fly 50 ft. + 22 + 12 + 20 + 14 + 17 + 16 + Str +10, Con +9, Wis +7 + Arcana +6, Perception +7 + piercing, lightning + fire, poison + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 240 ft. + 17 + Common, Draconic, Infernal, Void Speech + 12 + + Blood Armor + The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack. + + + Gift of Blood + As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation. + + + Grant Blood Rage + As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss. + + + Humanoid Form + A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will. + + + Melting Touch + When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw. + + + Engulfing Protoplasm + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way. + Engulfing Protoplasm|10|2d12 + 6 + + + A herald of blood 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. A herald of blood regains spent legendary actions at the start of its turn. + + + Move (1 Action) + The herald of blood moves up to half its speed. + + + Call of Blood (2 Actions) + Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. + + + Majesty of Ragnarok (3 Actions) + The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion. + + + + Herald Of Darkness + L + fiend,tome of Beasts + neutral evil + 15 (chain shirt) + 105 (10d10 + 50) + 30 ft., swim 30 ft, fly 50 ft. + 20 + 14 + 20 + 12 + 15 + 20 + Str +8, Con +8, Cha +8 + Athletics +8, Deception +8, Perception +5 + bludgeoning, thunder + cold, lightning, necrotic, poison + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 200 ft. + 15 + Common, Elvish, Goblin, Infernal, Sylvan + 7 + + Corrupting Touch + A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw. + + + Gift of Darkness + A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation. + + + Shadow Form + A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action. + + + Multiattack + The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack. + + + Embrace Darkness + Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis. + + + Majesty of the Abyss (Recharge 4-6) + The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds. + + + Shadow Sword + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage. + Shadow Sword|8|2d12 + 5 + + + + Horakh + M + monstrosity,tome of Beasts + neutral + 17 (natural armor) + 161 (19d8 + 76) + 40 ft., climb 30 ft. + 18 + 19 + 19 + 8 + 15 + 10 + Dex +12 + Athletics +8, Perception +6, Stealth +8 + darkvision 60 ft., tremorsense 30 ft. + 20 + understands Undercommon + 9 + + Shadow Stealth + A horakh can hide as a bonus action if it's in dim light or darkness. + + + Standing Leap + As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start. + + + Multiattack + The horakh makes two claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below. + Bite|8|4d8 + 4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14). + Claw|8|3d8 + 4 + + + Implant Egg + If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation. + + + + Hound Of The Night + L + monstrosity,tome of Beasts + unaligned + 16 (natural armor) + 112 (15d10 + 30) + 30 ft. + 20 + 16 + 14 + 9 + 14 + 10 + Dex +6, Con +5, Wis +5 + Intimidation + 3, Perception +5, Stealth +6 + cold + fire + darkvision 60 ft. + 15 + understands Elvish and Umbral but can't speak + 5 + + Blood Scent + A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow. + + + Innate Spellcasting + The hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: dimension door + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. + Bite|8|3d10 + 5 + + + Frost Breath (Recharge 5-6) + The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw. + + + + Hulking Whelp + S + fey (shapechanger),tome of Beasts + chaotic neutral + 15 (natural armor) + 94 (9d12 + 36) + 40 ft. + 21 + 10 + 18 + 7 + 14 + 9 + bludgeoning, piercing, and slashing from nonmagical weapons + impaired sight 30 ft. + 12 + - + 5 + + Calm State + When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan + + + Poor Senses + A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away. + + + Unleashed Emotion + When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days. + + + Multiattack + The hulking whelp makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. + Slam|8|3d8 + 5 + + + Quick Step + A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move. + + + + Hundun + L + celestial,tome of Beasts + chaotic good + 18 (natural armor) + 153 (18d10 + 54) + 40 ft., fly 40 ft. + 20 + 14 + 16 + 4 + 20 + 18 + Con +7, Wis +9, Cha +8 + Athletics +9, Insight +9, Perception +9 + lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + acid, psychic + blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious + blindsight 60 ft. + 20 + understands Celestial and Primordial, but cannot speak intelligibly + 10 + + Brainless + Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round. + + + Dance of Creation + Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something. + + + Enlightening Befuddlement + When a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one: + 1d100 Result + + + 01-10 Inspired: + Advantage on attack rolls, ability checks, and saving throws + + + 11-20 Distracted: + Disadvantage on attack rolls, ability checks, and saving throws + + + 21-50 Incoherent: + The target does nothing but babble or scribble incoherent notes on a new idea + + + 51-75 Obsessed: + Target is recipient of geas to create a quality magical object + + + 76-100 Suggestible: + Target receives a suggestion from the hundun + + + Innate Spellcasting + The hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components: + Constant: confusion (always centered on the hundun), detect thoughts + At will: create or destroy water, dancing lights, mending, prestidigitation + 3/day each: compulsion, dimension door, black tentacles, irresistible dance + 1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape + + + Magic Weapons + The hundun's weapon attacks are magical. + + + Multiattack + The hundun makes four slam attacks. + + + Slam + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. + Slam|9|3d6 + 5 + + + + Ice Maiden + M + fey,tome of Beasts + lawful evil + 16 (natural armor) + 84 (13d8 + 26) + 30ft. + 12 + 17 + 15 + 19 + 13 + 23 + Con +5, Cha +9 + Deception +9, Persuasion +9, Stealth +6 + fire + bludgeoning, piercing, and slashing from nonmagical weapons + cold + darkvision 60 ft. + 11 + Common, Giant, Sylvan + 6 + + Chilling Presence + Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect. + + + Cold Eyes + Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness. + + + Ice Walk + Ice maidens move across icy and snowy surfaces without penalty. + + + Snow Invisibility + In snowy environments, the ice maiden can turn invisible as a bonus action. + + + Magic Resistance + The ice maiden has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells: + At will: chill touch, detect magic, light, mage hand, prestidigitation, resistance + 5/day each: endure elements (cold only), fear, fog cloud, misty step + 3/day each: alter self, protection from energy, sleet storm + 1/day: ice storm + + + Multiattack + The frost maiden makes two ice dagger attacks. + + + Ice Dagger + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. + Ice Dagger|6|1d4 + 3 + + + Flurry-Form + The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning. + + + Icy Entangle + Ice and snow hinder her opponent's movement, as the entangle spell (DC 17). + + + Kiss of the Frozen Heart + An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target. + + + Snowblind Burst + In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect. + + + + Idolic Deity + S + construct,tome of Beasts + neutral evil + 17 (natural armor) + 90 (12d6 + 48) + 0 ft., fly 30 ft. + 14 + 20 + 18 + 10 + 11 + 20 + Wis +3 + Deception +8, Stealth +8 + fire + cold; bludgeoning, piercing, and slashing from nonmagical weapons + poison + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + telepathy 60 ft. + 8 + + Stealth in darkness + The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness. + + + Apostasy Aura + The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect. + + + Incorporeal Movement + The idolic deity 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. + + + Shadow Stealth + While in dim light or darkness, the idolic deity can take the Hide action as a bonus action. + + + Multiattack + The idolic deity uses Seduce the Righteous and makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage. + Slam|8|1d6 + 5 + + + Seduce the Righteous + The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle. + + + + Imy-Ut Ushabti + M + monstrosity,tome of Beasts + neutral + 15 (chain shirt) + 97 (15d8 + 30) + 30 ft. + 17 + 14 + 15 + 6 + 10 + 5 + Wis +2 + fire + bludgeoning + exhaustion, frightened + darkvision 60 ft. + 10 + Common (Ancient Nurian) + 3 + + Regeneration + The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point. + + + Rent wrappings + A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect. + + + Ceremonial Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Ceremonial Greatsword|5|2d6 + 3 + + + Vomit Swarm (1/Day) + The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack: + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Bites|3|4d4 + + + + Isonade + G + monstrosity,tome of Beasts + chaotic neutral + 18 (natural armor) + 222 (12d20 + 96) + swim 100 ft. + 30 + 14 + 26 + 6 + 18 + 8 + Str +14, Con +12, Wis +8 + Athletics +14, Perception +8 + ability damage/drain + darkvision 90 ft. + 18 + understands Aquan and Elvish, but cannot speak + 14 + + Atmospheric Immunity + The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth. + + + Magic Resistance + The isonade has advantage on saving throws against spells and other magical effects. + + + Water Breathing + The isonade can breathe only underwater. + + + Innate Spellcasting + The isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: animal messenger + 3/day each: control water, earthquake + 1/day each: control weather, storm of vengeance, tsunami + + + Multiattack + The isonade makes one tail slap attack and one bite attack. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below). + Bite|14|5d12+ 10 + + + Tail Slap + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. + Tail Slap|14|6d6 + 10 + + + Breach + The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack. + + + Swallow Whole + When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone. + + + + Jaculus + S + dragon,tome of Beasts + neutral evil + 18 (natural armor) + 65 (10d6 + 30) + 20 ft., climb 20 ft., fly 10 ft. + 14 + 18 + 17 + 13 + 13 + 13 + Str +4, Dex +6, Con +5, Wis +3, Cha +3 + Acrobatics +6, Perception +3, Stealth +6 + acid, lightning + blindsight 10 ft., darkvision 60 ft. + 13 + Common, Draconic + 3 + + Spearhead + If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage. + + + Multiattack + The jaculus makes one jaws attack and one claws attack. + + + Jaws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage. + Jaws|4|2d4 + 2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage. + Claws|4|2d6 + 2 + + + + Kalke + S + fiend,tome of Beasts + neutral evil + 14 (natural armor) + 9 (2d6 + 2) + 30 ft., climb 30 ft. + 8 + 17 + 12 + 13 + 7 + 13 + Perception +0, Stealth +5 + darkvision 120 ft. + 10 + Abyssal, Common, Infernal + 1/4 + + Extinguish Flames + Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action. + + + Detect Spellcasting + Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate. + + + Magic Resistance + Kalkes have advantage on saving throws against spells and magical effects. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Dagger|5|1d4 + 3 + + + + Kikimora + M + fey,tome of Beasts + chaotic neutral + 15 (natural armor) + 65 (10d8 + 20) + 30 ft. + 13 + 18 + 15 + 12 + 16 + 21 + Deception +7, Persuasion +7, Stealth +6 + bludgeoning, piercing, and slashing from + darkvision 60 ft. + 13 + Common, Sylvan + 5 + + Magic Resistance + The kikimora has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation + 3/day each: animal friendship, blinding smite, sleep + 1/day each: insect plague, major image + + + Multiattack + The kikimora makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Claw|6|2d6 + 4 + + + Hidey-Hole + When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi.permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil. + + + + Kobold Alchemist + S + humanoid (kobold),tome of Beasts + lawful neutral + 15 (studded leather) + 44 (8d6 + 16) + 30 ft. + 7 + 16 + 15 + 16 + 9 + 8 + Dex +5 + Arcana +5, Medicine +3 + poison + poisoned + darkvision 60 ft. + 9 + Common, Draconic + 2 + + Apothecary + As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit. + + + Pack Tactics + The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kobold makes two attacks. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. + Dagger|5|1d4 + 3 + + + Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. + Dart|5|1d4 + 3 + + + Alchemical Protection (Recharge after a Short or Long Rest) + The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait. + + + Explosive Flask (Recharge 5-6) + The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait. + + + + Kobold Chieftain + S + humanoid (kobold),tome of Beasts + lawful evil + 17 (studded leather and shield) + 82 (15d6 + 30) + 30 ft. + 10 + 17 + 14 + 11 + 13 + 14 + Dex +5, Cha +4 + Intimidation +6, Stealth +5 + charmed, frightened + darkvision 60 ft. + 11 + Common, Draconic + 4 + + Pack Tactics + The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated. + + + Sunlight Sensitivity + While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The kobold makes 2 attacks. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. + Shortsword|5|1d6 + 3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. + Shortbow|5|1d6 + 3 + + + Inspiring Presence (Recharge after Short or Long Rest) + The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls. + + + Springspike Shield (5/rest) + When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage. + + + + Kobold Trapsmith + S + humanoid,tome of Beasts + lawful neutral + 14 (leather) + 36 (8d6 + 8) + 30 ft. + 7 + 16 + 12 + 16 + 13 + 8 + Stealth +5 + darkvision 60 ft. + 11 + Common, Draconic + 1 + + Sunlight Sensitivity + While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Thief's Tools + The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes. + + + Traps and Snares + The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms. + + + Choke Bomb + This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind. + + + Poisoned Sliver + A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. + + + Skullpopper + This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc. + + + Slingsnare + A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Dagger|5|1d4 + 3 + + + Light Crossbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. + Light Crossbow|5|1d8 + 3 + + + Shredder (Recharge 6) + The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage. + + + Stunner (1/Day) + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest. + Stunner|5|1d4+3 + + + + Kongamato + L + beast,tome of Beasts + unaligned + 16 (natural armor) + 112 (15d10 + 30) + 10 ft., fly 60 ft. + 19 + 18 + 14 + 2 + 10 + 7 + Perception +3 + + 13 + - + 5 + + Flyby + The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach. + + + Breaker of Boats + The kongamato deals double damage to objects and structures made of wood or lighter materials. + + + Carry Off + A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs. + + + Multiattack + The kongamato makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it. + Bite|7|4d6 + 4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. + Claw|7|3d6 + 4 + + + + Koschei + M + fiend,tome of Beasts + neutral evil + 18 (natural armor) + 135 (18d8 + 54) + 30 ft. + 22 + 12 + 17 + 17 + 13 + 21 + Dex +7, Wis +7, Cha +11 + Arcana +9, Insight +7, Perception +7 + cold, lightning + necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons + charmed, exhaustion, frightened + darkvision 60 ft. + 17 + Abyssal, Common, Celestial, Dwarvish, Infernal + 17 + + Hidden Soul + A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature. + + + Innate Spellcasting + Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components. + At will: detect magic, phantom steed, scorching ray, sending + 3/day each: invisibility, magic missile, shield + 2/day each: animate objects, cone of cold, hypnotic pattern + 1/day each: disintegrate, meteor swarm, true polymorph + + + Legendary Resistance (3/day) + If Koschei fails a saving throw, he can choose to succeed instead. + + + Magic Weapons + Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below). + + + Koschei's Lair Actions + On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can’t use the same effect two rounds in a row: + - Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it’s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage fromthe buffeting wind. A restrained creature can escape from the +whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies. + - Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage. + - Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei. + + + Regional Effects + The region containing Koschei’s lair is warped by Koschei’s magic, which creates one or more of the following effects: + - Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food. + - Wind and snowstorms are common within 5 miles of the lair. + - Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster’s class, or a magic item) and knows the direction to the caster. + If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days. + + + + + Multiattack + Koschei makes two longsword attacks and one drain life attack. + + + Longsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage. + Longsword|12|1d8 + 6 + + + Drain Life + Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Drain Life|11|4d6 + 6 + + + Koschei 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. Koschei regains spent legendary actions at the start of its turn. + + + Attack + Koschei makes one attack with his longsword. + + + Teleport + Koschei teleports to an unoccupied space he can see within 40 feet. + + + Drain (2 actions) + Koschei makes one attack with Drain Life. + + + + Kot Bayun + M + monstrosity,tome of Beasts + neutral + 15 + 44 (8d8 + 8) + 40 ft., climb 20 ft. + 16 + 16 + 13 + 12 + 16 + 17 + Dex +5 + darkvision 60 ft. + 13 + Common, Sylvan + 2 + + Folk Cure + A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon. + + + Innate Spellcasting + The kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + 3/day each: fog cloud, invisibility (self only) + 1/day: blink + + + Multiattack + The kot bayun makes one bite attack and one claws attack. + + + 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 5ft., one target. Hit: 14 (2d10 + 3) slashing damage. + Claws|5|2d10 + 3 + + + Slumbering Song + The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw. + + + + Krake Spawn + H + monstrosity,tome of Beasts + neutral evil + 16 (natural armor) + 150 (12d12 + 72) + 20 ft., swim 30 ft. + 24 + 12 + 22 + 17 + 15 + 18 + Str +11, Con +10, Int +7, Cha +8 + cold, poison, psychic + charmed, poisoned + darkvision 60 ft. + 12 + Common, Infernal, Primordial, Void Speech + 9 + + Amphibious + The krake spawn can breathe air and water. + + + Jet + While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability. + + + Innate Spellcasting + The krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: protection from energy, ray of frost + 1/day each: ice storm, wall of ice + + + Multiattack + The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn’s turn, but it never constricts more than once per turn. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage. + Bite|11|1d10+7 + + + Tentacle + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17). + Tentacle|11|1d6+7 + + + Constrict + The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained. + + + Ink Cloud (Recharge 6) + The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses. + + + Vomit Forth the Deeps (1/Day) + The krake spawn sprays halfdigested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn. + + + + + Lantern Dragonette + T + dragon,tome of Beasts + lawful neutral + 13 (natural armor) + 28 (8d4 + 8) + 15 ft., fly 40 ft. (hover) + 7 + 12 + 13 + 16 + 13 + 12 + Dex +3, Wis +3, Cha +3 + Arcana +5, History +5, Nature +5, Perception +3, Religion +5 + paralyzed, unconscious + darkvision 60 ft. + 13 + Common, Draconic, Elvish, Primordial; telepathy 60 ft. + 1/2 + + Lantern Belly (1/Day) + If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired. + + + Innate Spellcasting + The lantern dragonette'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 material components: + 1/day each: burning hands, color spray, scorching ray + + + Vulnerable to Magical Darkness + A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. + Bite|3|1d4 + 1 + + + + Lemurfolk + S + humanoid (lemurfolk),tome of Beasts + neutral + 13 + 14 (4d6) + 20 ft., climb 10 ft., fly 40 ft. + 10 + 15 + 11 + 12 + 10 + 8 + Acrobatics +4, Stealth +4 + darkvision 60 ft. + 10 + Common, Lemurfolk + 1/4 + + Silent Glide + The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. + + + Sneak Attack (1/Turn) + The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll. + + + Kukri Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage. + Kukri Dagger|4|1d4 + 2 + + + Blowgun + Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. + Blowgun|4|1d4 + 2 + + + + Lemurfolk Greyfur + S + humanoid (lemurfolk),tome of Beasts + neutral + 13 (16 with mage armor) + 67 (15d6 + 15) + 20 ft., climb 10 ft., fly 40 ft. + 9 + 16 + 12 + 16 + 12 + 10 + Acrobatics +5, Stealth +5 + darkvision 60 ft. + 11 + Common, Lemurfolk + 4 + + Silent Glide + The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. + + + Sneak Attack (1/Turn) + The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll. + + + Spellcasting + The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared: + Cantrips (at will): light, mage hand, minor illusion, poison spray, resistance + 1st Level (4 slots): mage armor, sleep + 2nd Level (3 slots): detect thoughts, misty step + 3rd Level (2 slots): lightning bolt + + + Kukri Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage. + Kukri Dagger|5|1d4 + 3 + + + Blowgun + Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. + Blowgun|5|1d4 + 3 + + + + Leshy + M + monstrosity,tome of Beasts + chaotic neutral + 14 (natural armor) + 84 (13d8 + 26) + 30 ft. + 16 + 12 + 14 + 14 + 15 + 16 + Deception +5, Perception +4, Stealth +3, Survival +4 + darkvision 60 ft. + 14 + Common, Elvish, Sylvan + 1 + + Innate Spellcasting + The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: animal friendship, pass without trace, speak with animals + 1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter + + + Camouflage + A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage. + + + Mimicry + A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature).DM's choice.realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice. + + + Multiattack + The leshy makes two club attacks. + + + Change Size + The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change. + + + Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. + Club|5|1d6 + 3 + + + + Library Automaton + S + construct,tome of Beasts + lawful neutral + 13 (natural armor) + 7 (2d6) + 30 ft. + 8 + 13 + 10 + 14 + 12 + 8 + History +4, Investigation +4 + poison + charmed, poisoned + blindsight 60 ft., truesight 10 ft. + 11 + Common, Machine Speech + 1/2 + + Extra-Dimensional Book Repository + A small door on the chest of the library automaton opens into an extra.dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like. + + + Gaze of Confusion + The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect. + + + Bibliotelekinesis + This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials. + + + + Lich Hound + M + undead,tome of Beasts + neutral evil + 14 + 119 (14d8 + 56) + 30 ft., fly 50 ft. + 10 + 18 + 18 + 6 + 10 + 16 + Dex +4, Con +4, Cha +3 + Acrobatics +6, Perception +4 + piercing and bludgeoning from nonmagical weapons + poison + exhaustion, poisoned + blindsight 100 ft. + 14 + understands Darakhul + 4 + + Keen Hearing and Smell + The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + Bite|6|1d12 + 4 + + + Ethereal Jaunt + As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Gut Rip + As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early. + + + Howl + The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours. + + + + Likho + M + monstrosity,tome of Beasts + chaotic evil + 15 (natural armor) + 90 (12d8 + 36) + 40 ft. + 16 + 18 + 16 + 13 + 16 + 21 + Dex +7, Cha +8 + Acrobatics +7, Perception +6, Stealth +10 + darkvision 60 ft. + 16 + Common, Goblin, Void Speech + 6 + + Pounce + If the likho 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 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it. + + + Innate Spellcasting + The likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: message + 3/day each: crown of madness, mirror image, ray of enfeeblement + 1/day: bestow curse + + + Magic Resistance + The likho has advantage on saving throws against spells and other magical effects. + + + Multiattack + The likho makes two claw attacks. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. + Claw|6|2d6 + 3 + + + Disruptive Gaze + As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn. + + + + Lindwurm + L + dragon,tome of Beasts + neutral evil + 15 + 136 (16d10 + 48) + 40 ft., swim 20 ft. + 18 + 20 + 16 + 6 + 12 + 8 + Str +7, Dex +8, Con +6 + Acrobatics +8, Athletics +8, Perception +4, Stealth +9 + fire + cold + paralyzed, prone, unconscious + darkvision 60 ft., tremorsense 120 ft. on ice + 14 + 5 + + Lindwurm Fever + A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured. + + + Skittering Skater + Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell. + + + Snake Belly + When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense. + + + Multiattack + The lindwurm makes one bite attack, one claw attack, and one constrict attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever. + Bite|7|2d8 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. + Claws|7|3d8 + 4 + + + Constrict + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target. + Constrict|7|2d8 + 4 + + + + Liosalfar + L + elemental,tome of Beasts + neutral + 17 + 110 (20d10) + fly 60 ft. (hover) + 10 + 25 + 10 + 18 + 18 + 12 + Dex +10, Con +3, Int +7, Wis +7, Cha +4 + Arcana +7, Insight +7, Perception +7 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + poison, psychic, radiant + blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + blindsight 120 ft., truesight 60 ft. + 17 + Common, Celestial, Elemental, Elvish, Giant + 8 + + Alien Mentality + A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round. + + + Darkness Vulnerability + Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful. + + + Incorporeal Movement + The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. + + + Innate Spellcasting + The liosalfar'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 material components: + At Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying + 2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray + 1/day each: hallucinatory terrain, plane shift, sunbeam + + + Lightform + Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form. + + + Prismatic Glow + Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness. + + + Multiattack + The liosalfar makes two Disrupting Touch attacks. + + + Disrupting Touch + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round. + Disrupting Touch|10|4d12 + + + + Living Wick + S + construct,tome of Beasts + unaligned + 13 (natural armor) + 28 (8d6) + 20 ft. + 10 + 10 + 10 + 5 + 5 + 5 + fire + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious + sight 20 ft. (blind beyond the radius of its own light) + 10 + shares a telepathic link with the individual that lit its wick + 1/4 + + Controlled + Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them. + + + Light + Activated living wicks produce light as a torch. + + + Melting + A living wick loses one hit point for every 24 hours it remains lit. + + + Slam + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. + Slam|2|1d6 + + + Consume Self + A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax. + + + + Lorelei + M + fey,tome of Beasts + chaotic evil + 15 (18 mage armor) + 76 (9d8 + 36) + 30 ft., swim 30 ft. + 10 + 21 + 18 + 16 + 16 + 23 + Dex +8, Cha +9 + Deception +9, Performance +9, Persuasion +9 + darkvision 60 ft. + 13 + Common, Sylvan + 5 + + Alluring Presence + All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours. + + + Unearthly Grace + A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier. + + + Water Spirit + The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water. + + + Spellcasting + The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared: + Cantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation + 1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness + 2nd level (3 slots): hold person, misty step, suggestion + 3rdlevel (3 slots): hypnotic pattern, gaseous form, water walk + 4th level (2 slots): dominate beast, ice storm + + + Dagger + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. + Dagger|8|1d4 + 5 + + + Charm + The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + + Stunning Glance + The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours. + + + + Loxoda + H + monstrosity,tome of Beasts + neutral evil + 13 (natural armor) + 147 (14d12 + 56) + 40 ft. + 19 + 12 + 19 + 12 + 14 + 10 + Survival +5 + + 12 + Loxodan + 6 + + Trampling Charge + If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone. + + + Multiattack + The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack. + + + Maul + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage. + Maul|7|6d6 + 4 + + + Stomp + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. + Stomp|7|3d10 + 4 + + + Javelin + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage. + Javelin|7|3d6 + 4 + + + + Mahoru + L + monstrosity,tome of Beasts + unaligned + 15 (natural armor) + 91 (14d8 + 28) + 10 ft., swim 60 ft. + 18 + 19 + 14 + 3 + 12 + 7 + Perception +3, Stealth +6 + darkvision 60 ft. + 13 + - + 3 + + Amphibious + The mahoru can breathe air and water. + + + Keen Sight and Smell + The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Blood Frenzy + The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. + Bite|6|3d10 + 4 + + + Roar + When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours. + + + Vorpal Bite + A mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result: + 1-2: right hand + 3-4: left hand + 5-6: right food + 7-8: left foot + 9: right forearm + 10: left forearm + 11: right lower leg + 12: left lower leg + + + + Mallqui + M + undead,tome of Beasts + lawful neutral + 14 (natural armor) + 120 (16d8 + 48) + 20 ft. + 16 + 9 + 16 + 11 + 16 + 14 + Int +3, Cha +5 + History +3, Insight +6, Religion +3 + cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 13 + the languages it knew in life + 8 + + Regeneration + The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Innate Spellcasting + The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components: + At will: druidcraft, produce flame + 4/day each: create or destroy water, entangle + 2/day: locate animals or plants + 1/day each: dispel magic, plant growth, wind wall + + + Water Sensitivity + The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways: + - Splashed with a waterskin or equivalent: 1d10 damage + - Attacked by creature made of water: Normal damage plus an extra 1d10 damage + - Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half) + - Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half) + Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above + + + Multiattack + The mallqui can use its xeric aura and makes two attacks with its desiccating touch. + + + Desiccating Touch + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. + Desiccating Touch|7|5d6 + 3 + + + Xeric Aura + All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it. + + + Xeric Blast + Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage. + Xeric Blast|7|3d6 + 3 + + + + Malphas (Storm Crow) + M + fey,tome of Beasts + neutral evil + 16 (studded leather) + 120 (16d8 + 48) + 40 ft., fly 30 ft. + 19 + 19 + 16 + 14 + 13 + 14 + Dex +7, Con +6, Wis +4, Cha +5 + Perception +4 + darkvision 60 ft. + 14 + Common, Giant, Ravenfolk, Sylvan + 6 + + Innate Spellcasting + The storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + At will: magic missile + 1/day: haste + + + Sunlight Sensitivity + While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Night Terror (1/round) + As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target. + + + Swordtrained + Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons. + + + Multiattack + The malphas makes three longsword attacks. + + + Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. + Longsword|7|1d8 + 4 + + + Shadow Call + A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack. + + + + Mamura + S + aberration (fey),tome of Beasts + neutral evil + 16 (natural armor) + 97 (13d6 + 52) + 20 ft., fly 30 ft. + 8 + 18 + 19 + 17 + 11 + 16 + Dex +7, Con +7, Cha +6 + Acrobatics +7, Perception +6, Stealth +7 + bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 60 ft. + 16 + Common, Elvish, Goblin, Sylvan, Void Speech + 6 + + All-Around Vision + Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies. + + + Magic Resistance + The mamura has advantage on saving throws against spells and other magical effects. + + + Friend to Darkness + In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness. + + + Distraction + Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura. + + + Flyby + The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Multiattack + The mamura makes three claw attacks and one whiptail sting attack. + + + Claw + Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws. + Claw|7|1d8 + 4 + + + Whiptail Stinger + Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect. + Whiptail Stinger|7|1d8 + 4 + + + + Mask Wight + M + undead,tome of Beasts + neutral evil + 19 (natural armor) + 207 (18d8 + 126) + 40 ft. + 22 + 18 + 24 + 15 + 16 + 18 + Str +11, Dex +9, Con +12, Int +7, Wis +8, Cha +9 + radiant + acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious + darkvision 60 ft., truesight 30 ft. + 13 + Common, Giant, Infernal + 13 + + Innate Spellcasting + The wight'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 + 1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues + 1/week: gate + + + Single-minded Purpose + The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself. + + + Multiattack + The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack. + + + Khopesh of Oblivion + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight. + Khopesh of Oblivion|11|3d8 + 6 + + + Enervating Spiked Gauntlet + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest. + Enervating Spiked Gauntlet|11|2d12 + 6 + + + Wail of the Forgotten (Recharge 6) + The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated.the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death. + + + + Mavka + M + undead,tome of Beasts + chaotic evil + 17 (natural armor) + 170 (20d8 + 80) + 30 ft. + 20 + 15 + 18 + 13 + 13 + 18 + Str +9, Dex +6, Con +8, Cha +8 + Athletics +9, Nature +5, Perception +5 + acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons + cold, lightning + darkvision 90 ft. + 15 + Common, Infernal, Sylvan + 12 + + Innate Spellcasting + The mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + Constant: protection from evil and good + At will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt + 3/day each: darkness, hold person, inflict wounds, invisibility, silence + 1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch + + + Nightmare Mount + A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time. + + + Sunlight Hypersensitivity + The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. + + + Multiattack + The mavka makes two slam attacks. + + + Slam + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage. + Slam|9|4d8 + 5 + + + + Mi-Go + M + plant,tome of Beasts + neutral evil + 17 (natural armor) + 76 (8d8 + 40) + 30 ft., fly 60 ft. + 16 + 19 + 21 + 25 + 15 + 13 + Str +6, Con +8, Cha +4 + Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 + radiant, cold + blindsight 30 ft., darkvision 240 ft. + 15 + Common, Mi-go, Void Speech + 5 + + Astral Travelers + Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right. + + + Sneak Attack (1/Turn) + The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll. + + + Disquieting Technology + The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi.go item. + + + Multiattack + The mi-go makes two attacks with its claws. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage. + Claw|7|3d6 + 4 + + + Spore Release + When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. + + + + Millitaur + L + monstrosity,tome of Beasts + neutral + 14 (natural armor) + 85 (10d10 + 30) + 40 ft., burrow 20 ft., climb 30 ft. + 18 + 14 + 16 + 8 + 12 + 10 + Acrobatics +4 + poison; bludgeoning and slashing from nonmagical weapons + prone + darkvision 60 ft., tremorsense 30 ft. + 11 + Common + 3 + + Multiattack + The millitaur makes two handaxe attacks. + + + Handaxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage. + Handaxe|6|2d6 + 4 + + + + Map Mimic + T + aberration (shapechanger),tome of Beasts + neutral + 14 (natural armor) + 32 (5d8 + 10) + 30 ft., fly 15 ft. + 10 + 15 + 14 + 13 + 15 + 16 + acid + prone + darkvision 60 ft. + 14 + - + 1/4 + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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. + + + Constrict Face + When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Mimic Page + The mimic can disguise itself as any tiny, flat object.a piece of leather, a plate.not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait. + Pseudopod|4|1d6 + 2 + + + + Mindrot Thrall + M + plant,tome of Beasts + neutral + 15 (natural armor) + 82 (11d8 + 33) + 30 ft. + 15 + 14 + 17 + 11 + 14 + 6 + Con +5 + bludgeoning and piercing from nonmagical weapons + acid, poison + charmed, frightened, poisoned + tremorsense 30 ft. + 12 + understands Common but cannot speak + 3 + + Fungal Aura + A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores. + + + Multiattack + The mindrot thrall makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. + Claw|4|2d6 + 2 + + + Acid Breath (Recharge 4-6) + The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores. + + + Mindrot Spores + Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed. + + + + Mirager + M + fey (shapechanger),tome of Beasts + neutral evil + 13 + 78 (12d8 + 24) + 30 ft. + 12 + 16 + 14 + 10 + 14 + 20 + Deception +7, Performance +9, Perception +4 + darkvision 60 ft. + 14 + Common, Sylvan + 3 + + Shapechanger + The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its 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. + + + Innate Spellcasting + The mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + 3/day: charm person + 1/day each: hallucinatory terrain, suggestion + + + Enthralling Mirage + When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled. + + + Multiattack. + The mirager makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. + Slam|5|1d6 + 3 + + + Thirst Kiss + The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check. + + + Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only) + The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours. + + + + Miremal + S + fey,tome of Beasts + chaotic evil + 13 + 22 (5d6 + 5) + 30 ft., swim 30 ft. + 10 + 16 + 12 + 10 + 12 + 8 + Perception +3, Stealth +5, Survival +3 + darkvision 60 ft. + 13 + Sylvan, Umbral + 1/2 + + Amphibious + The miremal can breathe air and water. + + + Swamp Camouflage + The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Savage Move + If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack. + + + Multiattack + The miremal makes two attacks, one of which must be a claw attack. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Claws|5|1d6 + 3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + Bog Spew (Recharge 5-6) + The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds. + + + Muddled Escape (1/Day) + If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point. + + + + Mngwa + M + aberration,tome of Beasts + neutral evil + 16 + 91 (14d8 + 28) + 40 ft. + 19 + 17 + 15 + 11 + 17 + 17 + Perception +5, Stealth +7 + darkvision 60 ft. + 15 + Common, Sylvan, can speak with felines + 4 + + Keen Smell + The mngwa has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Running Leap + With a 10-foot running start, the mngwa can long jump up to 25 feet. + + + Feline Empathy + The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines. + + + Ethereal Coat + The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation. + + + Multiattack + The mngwa makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. + Bite|6|1d8 + 4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Claw|6|1d6 + 4 + + + + Monolith Champion + L + construct,tome of Beasts + unaligned + 17 (natural armor) + 102 (12d10 + 36) + 40 ft. + 19 + 12 + 16 + 10 + 10 + 10 + poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 10 + Elvish, Umbral + 8 + + Blatant Dismissal + While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function. + + + Fey Flame + The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs. + + + Multiattack + The champion makes two greatsword attacks or two slam attacks. + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage. + Greatsword|7|3d6 + 4 + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage. + Slam|7|2d6 + 4 + + + + Monolith Footman + L + construct,tome of Beasts + unaligned + 14 (natural armor) + 60 (8d10 + 16) + 40 ft. + 18 + 12 + 14 + 10 + 10 + 10 + poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 10 + Elvish, Umbral + 3 + + Blatant Dismissal + While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function. + + + Fey Flame + The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs. + + + Simple Construction + Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage. + Longsword|6|2d6 + 4 + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage. + Slam|6|1d8 + 4 + + + + Mordant Snare + G + aberration,tome of Beasts + chaotic evil + 18 (natural armor) + 264 (16d20 + 96) + 10 ft., burrow 20 ft. + 23 + 16 + 22 + 15 + 14 + 6 + Deception +8 + bludgeoning from nonmagical weapons + acid + prone + darkvision 60 ft., tremorsense 60 ft. + 12 + Common, Primordial + 15 + + Magic Resistance + The mordant snare has advantage on saving throws against spells and other magical effects. + + + Absorb Channeled Energy + If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60. + + + Buried + Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible. + + + Mordant Puppets + A mordant snare can control up to four bodies per tentacle. These "puppets" look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage. + + + Multiattack + The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn. + + + Spike + Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. + Spike|8|2d8 + 3 + + + Tentacle + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage. + Tentacle|11|2d10 + 6 + + + Filaments + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained. + Filaments|11|3d10 + 6 + + + + Morphoi + M + plant (shapechanger),tome of Beasts + chaotic evil + 13 (may be higher with armor) + 33 (6d8 + 6) + 30 ft., swim 30 ft. + 11 + 16 + 13 + 14 + 10 + 15 + darkvision 60 ft. + 10 + Common + 1/2 + + Amphibious + The morphoi can breathe air and water. + + + Immunity to Temporal Effects + The morphoi is immune to all time-related spells and effects. + + + Shapeshifter + The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. + Claws|5|1d8 + 3 + + + Trident + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown. + Trident|2|1d8 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Shortbow|5|1d6 + 3 + + + + Moss Lurker + S + humanoid,tome of Beasts + chaotic neutral + 15 (natural armor) + 45 (10d6 + 10) + 30 ft. + 14 + 14 + 12 + 12 + 10 + 10 + Str +4, Dex +4 + Perception +2, Stealth +4 + fire, poison + blind, poisoned + blindsight 60 ft. + 12 + Giant, Sylvan, Trollkin + 1 + + Camouflage + A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain. + + + Love of Heavy Weapons + While moss lurkers can use heavy weapons, they have disadvantage while wielding them. + + + Keen Hearing and Smell + The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Poisoned Gifts + A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claw|4|1d6+2 + + + Great Sword or Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage. + Great Sword or Maul|4|2d6 + 2 + + + Mushroom-Poisoned Javelin + Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning. + Mushroom-Poisoned Javelin|4|1d6 + 2 + + + Dropped Boulder + Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage. + Dropped Boulder|4|vertically + + + + Venomous Mummy + M + undead,tome of Beasts + lawful evil + 11 (natural armor) + 58 (9d8 + 18) + 20 ft. + 16 + 8 + 15 + 7 + 10 + 14 + Wis +2 + fire + bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 10 + the languages it knew in life + 3 + + Selket's Venom + The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic. + + + Toxic Smoke + The venomous mummy's poisonimbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw. + + + Venomous Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above). + Venomous Fist|5|2d6 + 3 + + + + Deathcap Myconid + M + plant,tome of Beasts + neutral evil + 15 (natural armor) + 90 (12d8 + 36) + 20 ft. + 12 + 10 + 16 + 10 + 11 + 9 + darkvision 60 ft. + 10 + - + 4 + + Distress Spores + When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Multiattack + The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage. + Fist|3|4d4 + 1 + + + Deathcap Spores (3/day) + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Slumber Spores (3/day) + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake. + + + + Myling + S + undead,tome of Beasts + chaotic evil + 13 (natural armor) + 45 (10d6 + 10) + 30 ft., burrow 10 ft. + 15 + 10 + 12 + 10 + 12 + 10 + Stealth +4 + bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + necrotic, poison + charmed, frightened, poisoned, stunned, unconscious + darkvision 60 ft. + 11 + Common + 2 + + Multiattack + The myling makes one bite and two claw attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically. + Bite|4|2d4 + 2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. + Claw|4|2d6 + 1 + + + Buried Alive + If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger. + + + + Naina + L + dragon (shapechanger),tome of Beasts + lawful evil + 17 (natural armor) + 231 (22d10 + 110) + 40 ft., fly 120 ft. + 20 + 16 + 21 + 15 + 18 + 18 + Dex +7, Con +9, Int +6, Wis +8, Cha +8 + Arcana +6, Deception +8, Insight +8, Perception +8, + bludgeoning, piercing, and slashing from nonmagical weapons + paralyzed, poisoned, unconscious + darkvision 60 ft. + 18 + Common, Darakhul, Draconic, Elvish, Sylvan + 11 + + Magic Sensitive + The naina detects magic as if it were permanently under the effect of a detect magic spell. + + + Spellcasting + The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared: + Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image + 1st level (4 slots): charm person, thunderwave, witch bolt + 2nd level (3 slots): darkness, invisibility, locate object + 3rd level (3 slots): dispel magic, hypnotic pattern + 4th level (3 slots): dimension door + 5th level (1 slot): dominate person + + + Shapechanger + The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form. + + + Multiattack + The naina makes two claw attacks and one bite attack. + + + Bite (drake form only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage. + Bite (drake form only)|9|drake form only + + + Claw (drake form only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. + Claw (drake form only)|9|drake form only + + + Poison Breath (Recharge 5-6) + While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas. + + + Poison + A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends. + + + Paralysis + A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis. + + + Sleep + A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully. + + + + Nichny + M + fey,tome of Beasts + neutral evil + 17 (natural armor) + 112 (15d8 + 45) + 30 ft., climb 30 ft. + 17 + 19 + 17 + 18 + 18 + 19 + Dex +7 + Acrobatics +7, Insight +7, Perception +7 + acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + poison + charmed, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + 17 + Elvish, Primordial, Sylvan, Void Speech + 6 + + Freedom of Movement + A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack. + + + Imbue Luck (1/Day) + Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours. + + + Innate Spellcasting + The nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At Will: detect magic, invisibility, magic missile, ray of frost + 3/day each: blink, dimension door, haste, polymorph (self only) + 1/day each: teleport, word of recall + + + Luck Aura + A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action. + + + Magic Resistance + The nichny has advantage on saving throws against spells and other magical effects. + + + Soothsaying + Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true. + + + Multiattack + The nichny makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. + Claw|7|2d12 + 4 + + + + Nightgarm + L + monstrosity,tome of Beasts + chaotic evil + 15 (natural armor) + 114 (12d10 + 48) + 20 ft. (bipedal), 40 ft. (quadrupedal) + 20 + 14 + 18 + 10 + 15 + 16 + Perception +5, Stealth +5 + radiant; silvered weapons + lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + darkvision 60 ft. + 15 + Common, Giant, Goblin, telepathy 200 ft. (with falsemen only) + 6 + + Spawn Falseman + If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a "falseman," this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet. + + + Distending Maw + Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size. + + + Superstitious + A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn. + + + Innate Spellcasting + The nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + 3/day each: darkness, dissonant whispers, hold person + 1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only) + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. + Bite|8|4d10+5 + + + + Nkosi + M + humanoid (shapechanger,tome of Beasts + nkosi), lawful neutral + 15 (studded leather) + 11 (2d8 + 2) + 30 ft. + 16 + 16 + 12 + 10 + 10 + 8 + Survival +2 + darkvision 60 ft. + 10 + Common + 1/2 + + Shapechanger + The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics 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. + + + Keen Smell + The nkosi has advantage on Wisdom (Perception) checks that rely on smell. + + + Hunter's Maw + If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar 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 nkosi can immediately make one bite attack against it as a bonus action. + + + Scimitar (Nkosi Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Scimitar (Nkosi Form Only)|5|Nkosi Form Only + + + Mambele Throwing Knife (Nkosi Form Only) + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Mambele Throwing Knife (Nkosi Form Only)|5|Nkosi Form Only + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + + Nkosi Pridelord + M + humanoid (shapechanger,tome of Beasts + nkosi), lawful neutral + 16 (studded leather) + 93 (17d8 + 17) + 30 ft. + 18 + 18 + 12 + 10 + 10 + 14 + Survival +2 + darkvision 60 ft. + 10 + Common + 4 + + Shapechanger + The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics 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. + + + Keen Smell + The nkosi has advantage on Wisdom (Perception) checks that rely on smell. + + + Brute + A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack). + + + Hunter's Maw + If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action. + + + Multiattack + The pridelord makes two attacks with its scimitar or with its mambele throwing knife. + + + Scimitar (Nkosi Form Only) + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Scimitar (Nkosi Form Only)|6|Nkosi Form Only + + + Mambele Throwing Knife (Nkosi Form Only) + Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. + Mambele Throwing Knife (Nkosi Form Only)|6|Nkosi Form Only + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. + Bite|6|2d6 + 4 + + + Pridelord's Roar (Recharges after a Short or Long Rest) + Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action. + + + + Nkosi War Ostrich + L + beast,tome of Beasts + unaligned + 11 + 42 (5d10 + 15) + 60 ft. + 15 + 12 + 16 + 2 + 10 + 5 + + 10 + - + 1/2 + + Standing Leap + The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start. + + + Battle Leaper + If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn. + + + Multiattack + The ostrich makes two kicking claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. + Claw|4|1d8 + 2 + + + + Noctiny + M + humanoid (noctiny),tome of Beasts + neutral evil + 13 (studded leather armor) + 52 (8d8 + 16) + 30 ft. + 12 + 13 + 14 + 10 + 11 + 16 + frightened + + 10 + Common, plus the language spoken by the noctini's fext master + 2 + + Magic Resistance + The noctiny has advantage on saving throws against spells and other magical effects. + + + Pact Wrath + One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below). + + + Spellcasting + The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells. + Cantrips (at will): chill touch, eldritch blast, poison spray + 1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex + 2nd level (2 slots): crown of madness, misty step + + + Multiattack + The noctiny makes two melee attacks. + + + Pact Staff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands. + Pact Staff|3|1d6 + 4 + + + + Oculo Swarm + L + swarm of Tiny aberrations,tome of Beasts + neutral evil + 15 + 110 (13d10 + 39) + 5 ft., fly 40 ft. (hover) + 10 + 20 + 16 + 8 + 15 + 17 + Insight +6, Perception +6, Stealth +7 + bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 16 + understands Common but can't speak + 4 + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points. + + + Eye Extraction + Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability. + + + Gaze (recharge 5-6) + The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds. + + + + Oozasis + G + ooze,tome of Beasts + unaligned + 7 + 217 (14d20 + 70) + 20 ft., climb 20 ft., swim 20 ft. + 18 + 5 + 20 + 12 + 22 + 18 + Int +5, Wis +10, Cha +8 + Deception +8, History +5, Insight +10, Perception +10 + thunder + fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + acid + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft. + 20 + understands all languages but can't speak, telepathy 120 ft. + 9 + + Amorphous + The oozasis can move through a space as narrow as 1 inch wide without squeezing. + + + Mirage + As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled. + + + Waters of Unfathomable Compulsion + Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream. + + + Multiattack + The oozasis makes two pseudopod attacks. + + + Pseudopod + Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time. + Pseudopod|8|2d8 + 4 + + + Engulf + The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis. + + + Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest) + The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures. + + + + Corrupting Ooze + L + ooze,tome of Beasts + neutral evil + 12 (natural armor) + 115 (10d10 + 60) + 20 ft., swim 30 ft. + 16 + 10 + 22 + 4 + 2 + 1 + Stealth +3 + slashing, bludgeoning + acid, fire, poison + exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft., tremorsense 60 ft. + 5 + - + 5 + + Corrupting Touch + When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw. + + + Strong Swimmer + A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13). + Slam|6|2d8 + 3 + + + + Ostinato + M + aberration,tome of Beasts + chaotic neutral + 15 + 39 (6d8 + 12) + fly 50 ft. (hover) + 1 + 20 + 15 + 5 + 12 + 17 + Perception +3 + thunder + acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 13 + telepathy 200 ft. + 4 + + Incorporeal Movement + The ostinato 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. + + + Invisibility + The ostinato is invisible as per a greater invisibility spell. + + + Magic Resistance + The ostinato has advantage on saving throws against spells and other magical effects. + + + Multiattack + The ostinato makes two cacophony ray attacks. + + + Cacophony Ray + Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage. + Cacophony Ray|7|3d6 + + + Aural Symbiosis (1/Day) + One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends. + + + Voracious Aura (1/Day) + While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source. + + + + Pombero + M + fey,tome of Beasts + chaotic neutral + 15 (natural armor) + 90 (12d8 + 36) + 30 ft. + 17 + 16 + 16 + 8 + 10 + 14 + Athletics +5, Sleight of Hand +5, Stealth +5 + darkvision 60 ft. + 10 + Sylvan + 3 + + Beast's Voice + The pombero can magically speak with any beast and can perfectly mimic beast sounds. + + + Twisted Limbs + The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain. + + + Sneak Attack (1/turn) + The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll. + + + Soft Step + The pombero has advantage on Dexterity (Stealth) checks in forest terrain. + + + Multiattack + The pombero uses Charming Touch if able, and makes two fist attacks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). + Fist|5|2d6 + 3 + + + Charming Touch (recharge 5-6) + The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately. + + + Invisibility + The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks. + + + + Possessed Pillar + L + construct,tome of Beasts + unaligned + 14 (natural armor) + 95 (10d10 + 40) + 20 ft. + 20 + 8 + 19 + 3 + 11 + 1 + poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 7 + + Immutable Form + The pillar is immune to any spell or effect that would alter its form. + + + Magic Resistance + The pillar has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The pillar's weapon attacks are magical. + + + Steal Weapons + The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple. + + + False Appearance + While the pillar remains motionless, it is indistinguishable from a statue or a carved column. + + + Multiattack + The pillar makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. + Slam|8|3d8 + 5 + + + + Putrid Haunt + M + undead,tome of Beasts + neutral evil + 13 (natural armor) + 44 (8d8 + 8) + 30 ft. + 17 + 8 + 13 + 6 + 11 + 6 + bludgeoning and piercing from nonmagical weapons + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 10 + - + 2 + + Dead Still + Treat a putrid haunt as invisible while it's buried in swamp muck. + + + Swamp Shamble + Putrid haunts suffer no movement penalties in marshy terrain. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. + Slam|5|2d8 + 3 + + + Vomit Leeches (Recharge 6) + A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally. + + + + Qwyllion + M + aberration,tome of Beasts + neutral evil + 16 (natural armor) + 110 (13d8 + 52) + 30 ft. + 12 + 20 + 19 + 12 + 13 + 16 + Dex +8, Cha +6 + Acrobatics +11, Perception +4 + acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 60 ft. + 14 + Common, Goblin, Infernal, Sylvan, Void Speech + 8 + + Disruptive + Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion. + + + Nauseating Aura + The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect. + + + Multiattack + The qwyllion uses its deadly gaze if it can, and makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. + Claw|8|3d12 + 5 + + + Deadly Gaze (recharge 5-6) + The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control. + + + Innate Spellcasting + The qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: + 3/day each: dominate person (range 20 feet), shatter + + + + Ramag + M + humanoid (ramag),tome of Beasts + neutral + 13 (leather armor) + 27 (6d8) + 30 ft. + 9 + 14 + 10 + 16 + 12 + 11 + Arcana +5, Investigation +5 + + 11 + Common + 1/4 + + Magic Resistance + The ramag has advantage on saving throws against spells or other magical effects. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. + Scimitar|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 + + + + Rat King + M + monstrosity,tome of Beasts + chaotic evil + 14 (natural armor) + 76 (9d8 + 36) + 30 ft., burrow 20 ft. + 6 + 16 + 18 + 11 + 15 + 16 + Stealth +6 + bludgeoning, piercing, slashing + poison + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 12 + Common, Thieves' Cant + 5 + + Keen Smell + The rat king has advantage on Wisdom (Perception) checks that rely on smell. + + + Plague of Ill Omen + The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result. + + + Multiattack + The rat king makes four bite attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest. + Bite|6|2d6 + 3 + + + Summon Swarm (1/Day) + The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies. + + + Absorption + When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm. + + + + Ratatosk + T + celestial,tome of Beasts + chaotic neutral + 14 + 42 (12d4 + 12) + 20 ft., climb 20 ft. + 4 + 18 + 12 + 17 + 10 + 18 + Wis +4, Cha +6 + Deception +6, Persuasion +6, Stealth +6 + bludgeoning, piercing, and slashing damage from nonmagical weapons + darkvision 60 ft. + 10 + Celestial, Common; telepathy 100 ft. + 4 + + Innate Spellcasting + The ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components: + At will: animal messenger, message, vicious mockery + 1/day each: commune, mirror image + 3/day each: sending, suggestion + + + Skitter + The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe. + Gore|6|4d6 + + + Divisive Chatter (recharge 5-6) + Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Desperate Lies + A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect. + + + + Ratfolk + S + humanoid (ratfolk),tome of Beasts + neutral + 14 (studded leather armor) + 7 (2d6) + 25 ft., swim 10 ft. + 7 + 15 + 11 + 14 + 10 + 10 + Perception +2 + darkvision 60 ft. + 12 + Common + 1/4 + + Nimbleness + The ratfolk can move through the space of any creature size Medium or larger. + + + Pack Tactics + The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dagger|4|1d4 + 2 + + + Light crossbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. + Light crossbow|4|1d8 + 2 + + + + Ratfolk Rogue + S + humanoid (ratfolk),tome of Beasts + neutral + 15 (studded leather armor) + 18 (4d6 + 4) + 25 ft., swim 10 ft. + 7 + 16 + 12 + 14 + 10 + 10 + Acrobatics +5, Perception +2, Stealth +7 + darkvision 60 ft. + 12 + Common, Thieves Cant + 1 + + Cunning Action + A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide. + + + Nimbleness + A ratfolk rogue can move through the space of any creature size Medium or larger. + + + Pack Tactics + A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking. + + + Sneak Attack (1/Turn) + A ratfolk rogue deals an extra 3 (1d6) 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 one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Dagger|5|1d4 + 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 + + + Rat Dagger Flurry + Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage. + Rat Dagger Flurry|5|1d4 + 3 + + + + Ravenala + L + plant,tome of Beasts + unaligned + 15 (natural armor) + 126 (12d10 + 60) + 30 ft. + 20 + 10 + 20 + 12 + 16 + 12 + Wis +6, Cha +4 + fire, cold + bludgeoning, piercing + blinded, deafened + + 13 + Common, Druidic, Elvish, Sylvan + 5 + + Magic Resistance + The ravenala has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: entangle, sleep + 1/day each: heal, wall of thorns + + + Green Walk + The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement. + + + Multiattack + The ravenala makes two slam attacks or two bursting pod attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. + Slam|8|2d6+5 + + + Bursting Pod + Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw. + Bursting Pod|8|1d6 + 5 + + + Lamenting Engulfment + The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala. + + + + Ravenfolk Scout + M + humanoid (kenku),tome of Beasts + neutral + 14 (studded leather armor) + 21 (6d8 . 6) + 30 ft. + 10 + 14 + 8 + 10 + 15 + 12 + Dex+4, Con +1, Wis +4, Cha +3 + Deception +3, Perception +6, Stealth +6 + darkvision 120 ft. + 16 + Common, Feather Speech, Huginn + 1/2 + + Mimicry + Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. + + + Multiattack + The ravenfolk scout makes one peck attack and one other melee or ranged attack. + + + Ghost Wings + The ravenfolk scout furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. + + + Longbow + Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage. + + + Peck + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Peck|4|1d4 + 2 + + + Rapier + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage. + Rapier|4|1d8+ 2 + + + + Ravenfolk Warrior + M + humanoid (kenku),tome of Beasts + neutral + 15 (studded leather armor) + 78 (12d8 + 24) + 30 ft. + 12 + 16 + 14 + 10 + 13 + 10 + Dex+5, Wis +3, Cha +2 + Deception +2, Perception +5, Stealth +5 + darkvision 120 ft. + 15 + Common, Feather Speech, Huginn + 3 + + Rune Weapons + Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand. + + + Mimicry + Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. + + + Multiattack + A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack. + + + Ghost Wings + The ravenfolk warrior furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. + + + Longbow + Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. + + + Peck + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. + Peck|5|1d4 + 3 + + + Radiant Runespear + Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage. + Radiant Runespear|3|1d12 + 1 + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. + Rapier|5|1d8 + 3 + + + Odin's Call + A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less. + + + + Ravenfolk Doom Croaker + M + humanoid (kenku),tome of Beasts + neutral + 14 (studded leather armor) + 88 (16d8 + 16) + 30 ft. + 10 + 14 + 12 + 12 + 18 + 14 + Str +3, Dex+5, Wis +7 + Intimidate +5, Perception +10 + darkvision 120 ft. + 20 + Common, Feather Speech, Huginn + 5 + + Mimicry + Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. + + + Magic Resistance + The doom croaker has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: comprehend languages + 3/day each: counterspell, fear, phantom steed + 1/day each: blight, call lightning, clairvoyance, insect plague + 1/week: legend lore + + + Ghost Wings + The ravenfolk doom croaker furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn. + + + Radiant Runestaff + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage. + Radiant Runestaff|3|1d8 + + + + Redcap + M + fey,tome of Beasts + neutral evil + 15 (natural armor) + 105 (14d8 + 42) + 40 ft. + 20 + 10 + 17 + 11 + 13 + 8 + Con +6 + Athletics +8, Intimidation +5 + bludgeoning, piercing, and slashing damage from nonmagical weapons + charmed, frightened + darkvision 60 ft. + 11 + Common, Sylvan, Undercommon + 6 + + Clomping Boots + The redcap has disadvantage on Dexterity (Stealth) checks. + + + Red Cap + The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust. + + + Solid Kick + The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone. + + + Multiattack + The redcap makes two pike attacks and one bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect. + Bite|8|2d8 + 5 + + + Pike + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. + Pike|8|1d10 + 5 + + + + Rift Swine + L + aberration,tome of Beasts + chaotic neutral + 15 (natural armor) + 110 (13d10 + 39) + 40 ft. + 18 + 10 + 17 + 4 + 12 + 5 + force, poison + darkvision 60 ft. + 11 + - + 5 + + 360-Degree Vision + The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight. + + + Chaos mutations + 50% of rift swine have additional mutant features. Choose or roll on the table below. + 1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage. + 2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14). + 3 - Covered in Slime:Increase the rift swine's AC by 1. + 4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage. + 5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage. + 6 - Roll Twice + + + Multiattack + The rift swine makes one tusks attack and two tentacle attacks. + + + Tusks + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. + Tusks|7|2d8 + 4 + + + Tentacle + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target. + Tentacle|7|2d6 + 4 + + + + Adult Rime Worm + L + elemental,tome of Beasts + neutral + 15 (natural armor) + 105 (10d10 + 50) + 30 ft., swim 30 ft, burrow (snow, ice) 30 ft. + 20 + 14 + 20 + 6 + 14 + 3 + Str +8, Con +8 + cold, necrotic + darkvision 200 ft. + 12 + - + 6 + + Born of Rime + A rime worm can breathe air or water with equal ease. + + + Ringed by Ice and Death + A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately. + + + Multiattack + The rime worm makes two tendril attacks. + + + Tendril + Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled. + Tendril|8|1d6 + 5 + + + + Devour + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage. + Devour|8|2d12 + 5 + + + Black Ice Spray (Recharge 5-6) + The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. + + + + Rime Worm Grub + M + elemental,tome of Beasts + neutral + 13 (natural armor) + 45 (6d8 + 18) + 30 ft., swim 30 ft, burrow (snow, ice) 20 ft. + 16 + 12 + 16 + 4 + 12 + 3 + Str +5, Con +5 + cold + darkvision 200 ft. + 11 + - + 1 + + Born of Rime + A rime worm grub can breathe air or water with equal ease. + + + Ravenous + At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage. + + + Multiattack + The rime worm makes one tendril attack and one gnash attack. + + + Tendril + Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. + Tendril|5|1d6 + 3 + + + Gnash + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + Gnash|5|2d8 + 3 + + + + Risen Reaver + L + undead,tome of Beasts + chaotic evil + 15 (studded leather) + 168 (16d10 + 80) + 40 ft. + 19 + 16 + 20 + 9 + 7 + 6 + Dex +6 + Perception +1 + darkvision 120 ft. + 11 + any languages it knew in life + 7 + + Life Sense + The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead. + + + Pounce + When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack. + + + Infused Arsenal + As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3). + + + Skitter + The risen reaver can take the Dash action as a bonus action. + + + Multiattack + The risen reaver makes three blade attacks. + + + Blade + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage. + Blade|7|2d10 + 4 + + + + Roachling Skirmisher + S + humanoid (roachling),tome of Beasts + chaotic neutral + 13 (natural armor) + 7 (2d6) + 25 ft. + 10 + 14 + 11 + 10 + 9 + 8 + Dexterity +4, Constitution +2 + Acrobatics +4, Stealth +6 + darkvision 60 ft., tremorsense 10 ft. + 9 + Common + 1/4 + + Resistant + The roachling skirmisher has advantage on Constitution saving throws. + + + Unlovely + The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Shortsword|4|1d6 + 2 + + + Dart + Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dart|4|1d4 + 2 + + + + Roachling Lord + S + humanoid (roachling),tome of Beasts + chaotic neutral + 15 (natural armor) + 63 (14d6 + 14) + 25 ft. + 10 + 16 + 12 + 10 + 10 + 10 + Dexterity +5, Constitution +3 + Acrobatics +5, Stealth +7 + darkvision 60 ft., tremorsense 10 ft. + 9 + Common + 2 + + Resistant + The roachling skirmisher has advantage on Constitution saving throws. + + + Unlovely + The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings. + + + Multiattack + The roachling lord makes two melee attacks or throws two darts. + + + Begrimed Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. + Begrimed Shortsword|5|1d6 + 3 + + + Begrimed Dart + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. + Begrimed Dart|5|1d4 + 2 + + + + Rotting Wind + L + undead,tome of Beasts + neutral evil + 15 + 82 (11d10 + 22) + 0 ft., fly 60 ft. (hover) + 14 + 20 + 15 + 7 + 12 + 10 + bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious + blindsight 60 ft. (blind beyond this) + 10 + - + 6 + + Air Form + The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Befouling Presence + All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable. + + + Invisibility + The rotting wind is invisible as per a greater invisibility spell. + + + Wind of Decay + Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb 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 comparable magic. + Wind of Decay|8|2d6 + 5 + + + + Rusalka + M + undead,tome of Beasts + chaotic evil + 14 (natural armor) + 88 (16d8 + 16) + 30 ft., swim 40 ft. + 17 + 13 + 12 + 11 + 15 + 18 + necrotic, poison; piercing and slashing damage from nonmagical weapons + charmed, frightened, paralyzed, poisoned + darkvision 60 ft. + 12 + Common + 6 + + Withered Tresses + If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed. + + + Innate Spellcasting + The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: + At will: control water, suggestion, tongues, water walk (can be ended freely at will) + 1/day: dominate person + + + Watery Camouflage + In dim light or darkness, a rusalka that's underwater is invisible. + + + Breathless Kiss + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating. + Breathless Kiss|6|escape DC 13 + + + Drowning Hair (1/Day) + The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple. + + + + Sand Silhouette + M + undead,tome of Beasts + neutral evil + 15 (natural armor) + 105 (14d8 + 42) + 30 ft., burrow 30 ft. + 18 + 12 + 17 + 7 + 12 + 10 + bludgeoning, piercing, and slashing from nonmagical weapons + necrotic, poison + charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft., tremorsense 60 ft. + 11 + all languages it knew in life + 6 + + Camouflage + While in desert environments, the sand silhouette can use the Hide action even while under direct observation. + + + Sand Form + The sand silhouette can move through a space as narrow as 1 inch wide without squeezing. + + + Sand Glide + The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way. + + + Vulnerability to Water + For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage. + + + Multiattack + The sand silhouette makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it. + Slam|7|3d6 + 4 + + + Engulf + The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time. + + + Haunted Haboob (Recharge 4-6) + The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + Sandman + M + celestial,tome of Beasts + chaotic neutral + 14 + 82 (11d8 + 33) + 40 ft. + 11 + 19 + 16 + 13 + 14 + 19 + Dex +7, Cha +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons + poison, psychic + charmed, exhaustion, frightened, poisoned, unconscious + truesight 60 ft. + 12 + Common, Celestial, Giant, Infernal, Umbral + 5 + + Eye-Closer's Curse + If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic. + + + Innate Spellcasting + The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8) + 3/day each: hypnotic pattern, major image + 1/day each: dream, phantasmal killer (5d10) + + + Stuff of Dreams + Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage. + + + Surprise Attack + If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack. + + + Multiattack + The sandman makes two claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Claw|7|2d6 + 4 + + + + Sandwyrm + L + dragon,tome of Beasts + unaligned + 15 (natural armor) + 142 (15d10 + 60) + 20 ft., burrow 40 ft. + 20 + 12 + 18 + 5 + 13 + 8 + Perception +7, Stealth +4 + darkvision 60 ft., tremorsense 120 ft. + 17 + 6 + + Spine Trap + When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait. + + + Multiattack + The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. + Bite|8|2d6 + 5 + + + Gore + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. + Gore|8|1d12 + 5 + + + Stinger + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis. + Stinger|8|2d6 + 5 + + + + Sap Demon + S + ooze,tome of Beasts + chaotic evil + 13 (natural) + 67 (15d6 + 15) + 20 ft., climb 20 ft. + 14 + 6 + 12 + 10 + 14 + 10 + piercing and slashing from nonmagical weapons + bludgeoning; acid, lightning + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 90 ft. (blind beyond this radius) + 12 + none in its natural form; knows the same languages as a creature it dominates + 4 + + Amorphous + The sap demon can move through a space as narrow as 1 inch wide without squeezing. + + + Season's Change + If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn. + + + Multiattack + The sap demon makes two slam attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action. + Slam|4|2d8 + 2 + + + Soul Sap + The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour. + + + + Sarcophagus Slime + M + undead,tome of Beasts + neutral evil + 11 + 105 (14d8 + 42) + 20 ft. + 14 + 12 + 18 + 3 + 12 + 12 + Wis +4, Cha +4 + Stealth +4 + acid, necrotic + poison + blinded, charmed, deafened, exhaustion, frightened, poisoned, prone + blindsight 60 ft. (blind beyond this radius) + 11 + understands the languages of its creator but can't speak + 5 + + Amorphous + The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks. + + + Slam + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage. + Slam|5|2d6 + 2 + + + Frightful Presence + Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 sarcophagus slime's Frightful Presence for the next 24 hours. + + + Corrupting Gaze + The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic. + + + + Sathaq Worm + H + elemental,tome of Beasts + neutral evil + 16 (natural armor) + 172 (15d12 + 75) + 20 ft., burrow 20 ft., swim 20 ft. + 22 + 6 + 20 + 5 + 12 + 9 + Perception +5, Stealth +2 (+6 in sand, mud, or + thunder + fire; bludgeoning, piercing, and slashing from nonmagical weapons + acid, poison + exhaustion, paralyzed, petrified, poisoned, unconscious + tremorsense 60 ft. + 15 + understands Deep Speech and Terran, but can't speak + 10 + + Agonizing Aura + The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours. + + + Earth Glide + The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + + + Siege Monster + The sathaq worm deals double damage to objects and structures. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. + Bite|10|4d8 + 6 + + + + Savager + L + beast,tome of Beasts + neutral evil + 17 (natural armor) + 115 (1d10 + 60) + 40 ft., climb 20 ft. + 22 + 14 + 22 + 2 + 10 + 13 + Dex +5, Con +9 + Perception +3 + bludgeoning, piercing, and slashing from nonmagical weapons + charmed, frightened + darkvision 60 ft. + 13 + 8 + + Mighty Swing + When a savager attacks without moving during its turn, it makes its claw attack with advantage. + + + Quills + A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager. + + + Multiattack + The savager makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. + Bite|9|2d12 + 6 + + + Claw + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage. + Claw|9|5d12 + 6 + + + + Scheznyki + S + fey,tome of Beasts + chaotic evil + 16 (natural armor) + 153 (18d6 + 72) + 20 ft., climb 15 ft. + 19 + 15 + 18 + 15 + 16 + 16 + Str +10, Con +10 + unconscious + darkvision 60 ft. + 13 + Common, Darakhul, Elvish + 6 + + Innate Spellcasting + The scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat) + 5/day each: magic missile, ray of enfeeblement, silent image + 3/day each: locate object (radius 3,000 ft to locate a vanisher hat), hideous laughter, web + 1/day each: dispel magic, dominate person, hold person + + + Magic Resistance + The scheznyki has advantage on saving throws against spells and other magical effects. + + + Multiattack + The scheznyki makes four war pick attacks or two hand crossbow attacks. + + + Heavy Pick + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. + Heavy Pick|7|1d8 + 4 + + + Hand Crossbow + Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. + Hand Crossbow|5|1d6 + 2 + + + + Night Scorpion + L + beast,tome of Beasts + unaligned + 14 (natural armor) + 90 (12d10 + 24) + 40 ft. + 15 + 14 + 14 + 1 + 9 + 3 + blindsight 60 ft. + 9 + - + 3 + + Multiattack + The scorpion makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target. + Claw|4|1d8+2 + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + Sting|4|1d10 + 2 + + + + Stygian Fat-Tailed Scorpion + T + beast,tome of Beasts + unaligned + 14 (natural armor) + 10 (4d4) + 30 ft., climb 20 ft. + 3 + 16 + 10 + 1 + 10 + 2 + darkvision 60 ft. + 10 + - + 3 + + Multiattack + The scorpion makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. + Claw|5|1 + + + Sting + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects. + Sting|5|6d6+1 + + + + Selang + M + fey,tome of Beasts + chaotic evil + 15 (natural armor) + 76 (9d8 + 36) + 40 ft. + 18 + 15 + 18 + 12 + 14 + 19 + Dex +4, Con +6, Cha +6 + Perception +6, Performance +8 + bludgeoning, piercing, and slashing from nonmagical weapons + acid, lightning + darkvision 60 ft. + 16 + Common, Elvish, Sylvan, Void Speech + 4 + + Innate Spellcasting + The selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: + At will: dancing lights, minor illusion + 3/day each: alter self, fear, sleep, suggestion + + + Multiattack + The selang makes two dagger attacks or two short bow attacks. + + + 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, plus sleep poison. + Dagger|6|1d4 + 4 + + + Short Bow + Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison. + Short Bow|4|1d6 + 2 + + + Sleep Poison + An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake. + + + Alien Piping + A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day. + + + + Serpopard + L + beast,tome of Beasts + unaligned + 15 (natural armor) + 85 (10d10 + 30) + 40 ft., swim 30 ft. + 17 + 16 + 16 + 2 + 12 + 6 + Perception +3, Stealth +5 + poison + poisoned + darkvision 60 ft. + 13 + - + 4 + + Swamp Stealth + The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain. + + + Sinuous Strikeback + The serpopard can take any number of reactions in a round, but it can react only once to each trigger. + + + Multiattack + The serpopard makes two bite attacks and two claw attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. + Bite|5|2d6 + 3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + Claw|5|2d8 + 3 + + + Musk (Recharges after a Short or Long Rest) + The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap. + + + + Shabti + M + construct,tome of Beasts + unaligned + 17 (natural armor) + 102 (12d8 + 48) + 40 ft. + 14 + 20 + 18 + 6 + 11 + 6 + poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 8 + + Immutable Form + The shabti is immune to spells and effects that would alter its form. + + + Magic Resistance + The shabti has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The shabti's weapon attacks are magical. + + + Serpentine Armlets + As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures. + + + Multiattack + The shabti uses Telekinesis and makes two attacks with its nabboot. + + + Nabboot + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) 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 comparable magic. + Nabboot|8|1d4 + 5 + + + Telekinesis + The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn. + + + + Shadhavar + L + monstrosity,tome of Beasts + neutral + 14 (natural) + 97 (13d10 + 26) + 50 ft. + 14 + 15 + 14 + 8 + 10 + 16 + Stealth +4 + darkvision 60 ft. + 12 + understands Elvish and Umbral but can't speak + 2 + + Innate Spellcasting + A shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components: + At will: disguise self (as horse or unicorn only) + 2/day: darkness (centered on itself, moves with the shadhavar) + + + Magic Weapons + A shadhavar's gore attacks are magical. + + + Plaintive Melody (3/day) + As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it. + + + Shadesight + A shadhavar's darkvision functions in magical darkness. + + + Multiattack + A shadhavar makes one gore attack and one hooves attack. + + + Gore + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. + Gore|4|1d8 + 2 + + + Hooves + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage. + Hooves|4|3d6 + 2 + + + + Shadow Beast + M + fey,tome of Beasts + chaotic evil + 14 + 135 (18d8 + 54) + 0 ft., fly 40 ft. (hover) + 20 + 18 + 17 + 14 + 14 + 19 + Dex +7, Con +6 + Stealth +7 + darkvision 60 ft. + 12 + Common, Elvish, Umbral, Void Speech + 7 + + Amorphous + The shadow beast can move through a space as narrow as 1 inch wide without squeezing. + + + Incorporeal Movement + The shadow beast 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 shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: + 3/day each: fear, telekinesis + + + Magic Resistance + The beast has advantage on saving throws against spells and other magical effects. + + + Sunlight Sensitivity + While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The shadow beast makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. + Bite|8|2d8 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. + Claw|8|2d10 + 5 + + + Shadow Push (Recharge 5-6) + The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone. + + + + Shellycoat + M + fey,tome of Beasts + neutral evil + 14 (natural armor) + 75 (10d8 + 30) + 30 ft., swim 20 ft. + 17 + 15 + 16 + 13 + 9 + 7 + Perception +1, Stealth +4 + charmed, unconscious + Darkvision 60 ft. + 11 + Giant, Sylvan + 2 + + Innate Spellcasting + The shellycoat can cast the following spells innately, requiring no components: + 1/day each: darkness, fog cloud + 1/day (if in possession of its coat): water breathing + + + Regeneration + The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Stealthy Observer + The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing. + + + Sunlight Sensitivity + The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight. + + + Multiattack + The shellycoat makes one bite attack and one claws attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. + Bite|5|1d6 + 3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature. + Claws|5|2d8 + 3 + + + + Shoggoth + H + aberration,tome of Beasts + chaotic neutral + 18 (natural armor) + 387 (25d12 + 225) + 50 ft., climb 30 ft., swim 30 ft. + 26 + 14 + 28 + 12 + 16 + 13 + Perception +9 + fire, bludgeoning, piercing + cold, thunder, slashing + blinded, deafened, prone, stunned, unconscious + darkvision 120 ft., tremorsense 60 ft. + 19 + Void Speech + 19 + + Anaerobic + A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space. + + + Absorb Flesh + The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body. + + + Amorphous + A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing. + + + Hideous Piping + The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round. + + + Keen Senses + A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Rolling Charge + If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth. + + + Multiattack + The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns. + + + Slam + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks. + Slam|14|4d10 + 8 + + + + Shroud + M + undead,tome of Beasts + neutral evil + 13 (natural armor) + 9 (2d8) + 0 ft., fly 30 ft. (hover) + 4 + 13 + 10 + 2 + 10 + 8 + Stealth +3 + radiant + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + necrotic, poison + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + Common + 1/8 + + Amorphous + The shroud can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Evolution + Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities. + + + Shroud Stealth + When in dim light or darkness, the shroud can take the Hide action as a bonus action. + + + Sunlight Weakness + While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws. + + + Strength Drain + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. + Strength Drain|3|1d4 + 1 + + + + Skein Witch + M + celestial,tome of Beasts + neutral + 20 (natural armor) + 162 (25d8 +50) + 30 ft., fly 30 ft. + 6 + 12 + 14 + 16 + 20 + 20 + Int +8, Wis +10, Cha +10 + History +8, Insight +15, Perception +15 + radiant + fire, lightning, psychic + truesight 60 ft. + 25 + Celestial, telepathy (100 ft.) + 12 + + Bend Fate (3/day) + If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage. + + + Fear All Cards + If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates. + + + Magic Resistance + The skein witch has advantage on saving throws against spells and other magical effects. + + + Misty Step (At Will) + The skein witch can step between places as a bonus action. + + + Sealed Destiny (1/Day) + The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important. + + + Multiattack + The skein witch makes two Inexorable Thread attacks. + + + Inexorable Threads + Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is "one step closer to death." If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest. + Inexorable Threads|9|5d8 + 5 + + + Bind Fates (1/Day) + One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding. + + + Destiny Distortion Wave (Recharge 5-6) + The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws. + + + + Sharkjaw Skeleton + L + undead,tome of Beasts + lawful evil + 13 (natural armor) + 45 (6d10 + 12) + 30 ft., swim 30 ft. + 16 + 10 + 15 + 6 + 8 + 4 + Perception +1, Stealth +2 + bludgeoning + cold, necrotic, poison + exhaustion, poisoned + darkvision 60 ft., blindsense 30 ft. + 11 + understands the languages of its creator but can't speak + 1 + + Multiattack + The sharkjaw skeleton makes one bite attack and one claw attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so. + Bite|5|1d8 + 3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + Claw|5|2d8 + 3 + + + + Vine Troll Skeleton + L + plant,tome of Beasts + unaligned + 16 (natural armor) + 119 (14d10 + 42) + 30 ft. + 20 + 12 + 16 + 6 + 8 + 5 + Con +12 + bludgeoning, + poison + deafened, exhaustion, poisoned + darkvision 60 ft. + 12 + - + 9 + + Regeneration + The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed. + + + Multiattack + The skeleton makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. + Bite|8|3d10 + 5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. + Claw|8|3d8 + 5 + + + + Skitterhaunt + L + ooze,tome of Beasts + unaligned + 14 (natural armor) + 95 (10d10 + 40) + 30 ft. + 15 + 11 + 19 + 1 + 7 + 1 + acid + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + - + 4 + + Broken Shell + A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Infest Vermin + If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze. + + + Multiattack + The skitterhaunt makes two claw attacks and one sting attack. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target. + Claw|4|1d8 + 2 + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage. + Sting|4|1d10 + 2 + + + Acid Spray (Recharge 6) + The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw. + + + + Slow Storm + H + elemental,tome of Beasts + chaotic neutral + 19 + 225 (18d12 + 108) + 0 ft., fly 60 ft. (hover) + 20 + 19 + 22 + 11 + 16 + 11 + Dex +9, Con +11 + acid, cold, fire + lightning + prone + blindsight 30 ft., darkvision 120 ft. + 13 + Common, Primordial + 15 + + Bone Wrack + When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity. + + + Innate Spellcasting + The slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: + At will: lightning bolt + 3/day: chain lightning + + + Storm Form + A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind. + + + Slam + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage. + Slam|10|4d12 + 5 + + + Static Shock (Recharge 5-6) + The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack. + + + + Swamp Adder + S + beast,tome of Beasts + unaligned + 13 + 18 (4d6 + 4) + 30 ft. + 4 + 16 + 12 + 1 + 10 + 4 + blindsight 10 ft. + 10 + - + 1/4 + + Swamp Camouflage + The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. + Bite|5|1d6 + + + + Zanskaran Viper + L + beast,tome of Beasts + unaligned + 14 (natural armor) + 38 (4d10 + 16) + 30 ft., climb 10 ft., swim 30 ft. + 12 + 11 + 18 + 2 + 13 + 2 + darkvision 60 ft. + 11 + - + 1 + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. + Bite|3|2d8 + 1 + + + + Son Of Fenris + H + monstrosity,tome of Beasts + chaotic evil + 17 (natural armor) + 175 (14d12 + 84) + 60 ft., burrow 15 ft. (30 ft. in ice or snow) + 26 + 16 + 23 + 16 + 18 + 14 + Dex +7, Con +10, Wis +8 + Arcana +7, Intimidation +6, Religion +12 + psychic, radiant + cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + truesight 60 ft., tremorsense 100 ft. + 14 + Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft. + 12 + + Keen Hearing and Smell + The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Magic Weapons + The son of Fenris' weapon attacks are magical. + + + Spellcasting + The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared: + Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy + 1st level (4 slots): bane, command, guiding bolt, sanctuary + 2nd level (3 slots): blindness/deafness, hold person, silence + 3rd level (3 slots): animate dead, bestow curse, dispel magic + 4th level (3 slots): banishment, death ward, locate creature + 5th level (2 slots): contagion, scrying + 6th level (1 slot): harm + 7th level (1 slot): plane shift + 8th level (1 slot): earthquake + + + Trampling Charge + If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action. + + + Multiattack + The son of Fenris makes one bite attack and one slam attack. + + + Bite + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. + Bite|12|2d10 + 8 + + + Slam + Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. + Slam|12|2d10 + 8 + + + Acid Breath (Recharge 5-6) + The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw. + + + + Soul Eater + M + fiend,tome of Beasts + neutral evil + 16 + 104 (16d8 + 32) + 30 ft., fly 100 ft. + 13 + 22 + 14 + 12 + 11 + 11 + Dex +9, Con +5, Cha +3 + Intimidation +3, Perception +3, Stealth +9 + bludgeoning, piercing, and slashing from nonmagical weapons + poison + paralyzed, poisoned, stunned, unconscious + darkvision 60 ft. + 13 + Infernal + 7 + + Caster Link + When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer. + + + Find Target + When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name. + + + Multiattack + The soul eater makes two claw attacks. + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw. + Claw|9|2d6 + 6 + + + Soul Drain + If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points. + + + + Spark + T + elemental,tome of Beasts + chaotic neutral + 16 (natural armor) + 84 (13d4 + 52) + 10 ft., fly 60 ft. (hover) + 4 + 20 + 18 + 10 + 12 + 17 + Dex +8 + lightning + acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 11 + Common, Primordial + 7 + + Innate Spellcasting + The spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: shocking grasp + 3/day: lightning bolt + 1/day: call lightning + + + Inhabit + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled. + + + + Spectral Guardian + M + undead,tome of Beasts + neutral evil + 14 + 110 (13d8 + 52) + 0 ft., fly 60 ft. (hover) + 6 + 18 + 18 + 11 + 16 + 18 + Dex +7, Wis +6 + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + blindsight 10 ft., darkvision 60 ft. + 13 + understands the languages it knew in life but can't speak + 6 + + Incorporeal Movement + The spectral guardian 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. + + + Tomb Bound + The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect. + + + Withering Miasma + A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. + + + Variant: Arcane Guardian + Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components: + Cantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost + 1st level (4 slots): mage armor, ray of sickness + 2nd level (3 slots): darkness, scorching ray + 3rd level (3 slots): fear, slow, stinking cloud + 4th level (3 slots): blight, ice storm + 5th level (1 slot): cone of cold + + + Multiattack + The spectral guardian makes two spectral rend attacks. + + + Spectral Rend + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn. + Spectral Rend|7|2d8 + 4 + + + + Gypsosphinx + L + monstrosity,tome of Beasts + neutral evil + 17 (natural armor) + 171 (18d10 + 72) + 40 ft., fly 70 ft. + 20 + 14 + 18 + 18 + 18 + 18 + Arcana +9, History +9, Perception +9, Religion +9 + bludgeoning, piercing, and slashing from nonmagical weapons + psychic, poison + poisoned + truesight 90 ft. + 19 + Abyssal, Common, Darakhul, Sphinx + 14 + + Inscrutable + The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. + + + Magic Weapons + The sphinx's weapon attacks are magical. + + + Mystic Sight + A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it," is a favorite bluff). + + + Spellcasting + The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + Cantrips: (at will): mage hand, mending, minor illusion, poison spray + 1st level (4 slots): comprehend languages, detect magic, identify + 2nd level (3 slots): blur, darkness, locate object + 3rd level (3 slots): dispel magic, glyph of warding, major image + 4th level (3 slots): blight, greater invisibility + 5th level (1 slot): cloudkill + + + Multiattack + The sphinx makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. + Bite|10|3d10 + 5 + + + Claws + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage. + Claws|10|6d8 + 5 + + + Rake + If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage. + + + The sphinx can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn. + + + Bite Attack + The sphinx makes one bite attack. + + + Teleport (Costs 2 Actions) + The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Cast a Spell (Costs 3 Actions) + The sphinx casts a spell from its list of prepared spells, using a spell slot as normal. + + + + Ghostwalk Spider + L + monstrosity,tome of Beasts + neutral evil + 15 + 119 (14d10 + 42) + 50 ft., climb 50 ft. + 15 + 20 + 17 + 9 + 14 + 8 + Dex +9, Cha +3 + Perception +6 + poison + poisoned + blindsight 10 ft., darkvision 60 ft. + 16 + understands Undercommon but can't speak + 9 + + Ghostwalk + As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies + + + Incorporeal Movement (During Ghostwalk Only) + The ghostwalk spider 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. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Multiattack + The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites. + + + Bite + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below). + Bite|9|2d10 + 5 + + + Ghostly Snare (During Ghostwalk Only, Recharge 5-6) + Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5). + + + + J'ba Fofi Spider + L + beast,tome of Beasts + unaligned + 18 (natural armor) + 75 (10d10 + 20) + 40 ft., climb 40 ft. + 17 + 17 + 15 + 4 + 13 + 6 + Stealth +5 + blindsight 10 ft., darkvision 60 ft. + 11 + 3 + + Jungle Stealth + The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain. + + + Camouflaged Webs + It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage). + + + Spider Climb + The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Spider Symbiosis + No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi). + + + Web Sense + While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web. + + + Web Walker + The j'ba fofi ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. + Bite|5|1d10 + 3 + + + + Red-Banded Line Spider + T + beast,tome of Beasts + unaligned + 13 + 2 (1d4) + 30 ft., climb 30 ft. + 4 + 16 + 10 + 1 + 10 + 2 + Perception +2, Stealth +5 + psychic + charmed, frightened + darkvision 60 ft. + 12 + - + 1/4 + + Spider Climb + The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way. + Bite|5|1d6 + + + Swingline + Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away. + Swingline|5|up to 60 feet + + + + Sand Spider + L + beast,tome of Beasts + unaligned + 15 (natural armor) + 105 (14d10 + 28) + 30 ft., burrow 20 ft. + 20 + 17 + 14 + 4 + 12 + 4 + Perception +4, Stealth +6 + darkvision 60 ft., tremorsense 60 ft. + 14 + - + 7 + + Sand Stealth + The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain. + + + Spider Climb + The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Ambusher + The sand spider has advantage on attack rolls against surprised targets. + + + Multiattack + The sand spider makes two attacks with its impaling legs and one bite attack. + + + Impaling Leg + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage. + Impaling Leg|8|1d12 + 5 + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw. + Bite|8|2d10 + 5 + + + Trapdoor Ambush + When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check. + + + + Spider Of Leng + L + aberration,tome of Beasts + chaotic evil + 15 (natural armor) + 144 (17d10 + 51) + 30 ft., climb 20 ft. + 14 + 16 + 16 + 17 + 10 + 10 + Dex +6, Con +6, Int +6 + Athletics +5, Perception +3, Stealth +6 + poison + charmed, poisoned, unconscious + darkvision 240 ft. + 13 + Common, Void Speech + 7 + + Eldritch Understanding + A spider of Leng can read and use any scroll. + + + Innate Spellcasting + The spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: comprehend languages, detect magic, shocking grasp + 3/day each: shield, silence + 1/day each: arcane eye, confusion, hypnotic pattern, stoneskin + + + Poisonous Blood + An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn. + + + Shocking Riposte + When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction. + + + Multiattack + A spider of Leng makes two claw attacks, two staff attacks, or one of each. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage. + Claw|6|2d10 + 3 + + + Spit Venom + Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. + Spit Venom|6|3d8 + 3 + + + Staff of Leng + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn. + Staff of Leng|5|2d6 + 2 + + + Ancient Hatred + When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying. + + + + Spider Thief + S + construct,tome of Beasts + unaligned + 13 (natural armor) + 54 (12d6 + 12) + 30 ft., climb 20 ft. + 10 + 12 + 12 + 3 + 10 + 1 + Stealth +3 + fire + poison, psychic + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands Common but can't speak + 2 + + Immutable Form + The spider thief is immune to any spell or effect that would alter its form. + + + Magic Resistance + The spider thief has advantage on saving throws against spells and other magical effects. + + + Wire-Assisted Jump + If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack. + + + Multiattack + The spider thief makes two sickle claw attacks. + + + Sickle Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage. + Sickle Claw|3|2d8 + 1 + + + Razor Line (Recharge 5-6) + Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet. + Razor Line (Recharge 5-6)|3|Recharge 5-6 + + + + Spire Walker + T + fey,tome of Beasts + chaotic neutral + 16 (natural armor) + 38 (11d4 + 22) + 20 ft. + 3 + 18 + 14 + 11 + 10 + 14 + Dex +7 + piercing from nonmagical weapons + lightning, thunder + + 10 + Common, Sylvan + 3 + + Energized Body + A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage. + + + Innate Spellcasting + The spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components: + At will: produce spark (as the cantrip produce flame, but it does lightning damage) + 3/day each: dancing lights, feather fall, invisibility + 1/day each: faerie fire, thunderwave + + + Steeple Step + The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature. + + + Lightning Dart + Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw. + Lightning Dart|6|2d8 + + + + Star Spawn Of Cthulhu + L + fiend,tome of Beasts + chaotic evil + 17 (natural armor) + 187 (15d10 + 105) + 30 ft., swim 30 ft., fly 50 ft. + 25 + 15 + 24 + 30 + 18 + 23 + Str +12, Con +12, Int +15, Wis +9 + Arcana +15, Perception +14 + bludgeoning, piercing, slashing + cold, fire, lightning, poison, psychic + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 300 ft. + 24 + Common, Infernal, Void Speech + 15 + + Interdimensional Movement + A star spawn of Cthulhu can use misty step as a bonus action once per round. + + + Psychic Tower + When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's. + + + Void Traveler + The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids. + + + Multiattack + The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack. + + + Crushing Claws + Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage. + + + Disintegrating Gaze (Recharge 5-6) + Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work. + Disintegrating Gaze (Recharge 5-6)|15|Recharge 5-6 + + + Dimensional Stomp + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature. + Dimensional Stomp|12|2d20 + 7 + + + + Stryx + T + monstrosity,tome of Beasts + neutral + 13 + 10 (4d4) + 10 ft., fly 60 ft. + 3 + 17 + 11 + 8 + 15 + 6 + Perception +4, Stealth +5 + darkvision 120 ft. + 14 + Common, Elvish + 1/8 + + False Appearance + Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl. + + + Flyby + The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Innate Spellcasting + The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components: + 3/day: comprehend languages + + + Keen Hearing and Sight + The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Talons|5|1 + + + + Stuhac + M + fiend,tome of Beasts + neutral evil + 18 (natural armor) + 190 (20d8 + 100) + 40 ft., climb 40 ft. + 22 + 18 + 20 + 12 + 16 + 15 + Str +11, Dex +9, Con +10, Cha +7 + Deception +12 + acid, fire; bludgeoning and piercing from nonmagical weapons + cold, poison + poisoned + darkvision 60 ft. + 13 + Common, Infernal; telepathy 100 ft. + 13 + + Mountain Stride + Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance. + + + Powerful Leap + The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start. + + + Shapechanger + The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form. + + + Multiattack + The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble. + + + Bite + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. + Bite|11|4d6 + 6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage. + Claw|11|5d8 + 6 + + + Hobble + A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting. + + + + Subek + L + humanoid (subek),tome of Beasts + lawful neutral + 17 (natural armor) + 76 (8d10 + 32) + 30 ft., swim 20 ft. + 19 + 10 + 18 + 14 + 13 + 13 + History +5, Investigation +5 + darkvision 60 ft. + 11 + Common + 5 + + Hold Breath + The subek can hold its breath for 15 minutes. + + + Flood Fever + During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation. + + + Blood Frenzy + The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Multiattack + The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. + Bite|7|2d6 + 4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. + Claws|7|4d8 + 4 + + + Thrash + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage. + Thrash|7|2d10 + + + + Suturefly + T + beast,tome of Beasts + unaligned + 14 + 7 (3d4) + 10 ft., fly 40 ft. (hover) + 1 + 19 + 10 + 1 + 12 + 4 + Stealth +6 + darkvision 60 ft. + 11 + - + 1/4 + + Camouflage + A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks. + + + Detect Blasphemy + The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw. + + + Sew + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn. + Sew|6|1 + + + + Fire Dancer Swarm + M + swarm of Tiny elementals,tome of Beasts + neutral evil + 15 + 90 (12d8 + 36) + 30 ft., fly 30 ft. (hover) + 10 + 20 + 16 + 6 + 10 + 7 + bludgeoning, piercing, and slashing + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious + darkvision 60 ft. + 10 + Ignan + 7 + + Fire Form + A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. + + + Illumination + The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet. + + + 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 creature. The swarm can't regain hit points or gain temporary hit points. + + + Water Susceptibility + For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. + + + Swarm + Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points. + Swarm|8|6d6 + + + + Manabane Scarab Swarm + M + swarm of Tiny beasts,tome of Beasts + unaligned + 15 (natural armor) + 75 (10d8 + 30) + 20 ft., burrow 5 ft., climb 20ft. + 3 + 16 + 16 + 1 + 13 + 2 + Perception +3, Stealth +5 + bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft. + 13 + - + 4 + + 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 insect. The swarm can't regain hit points or gain temporary hit points. + + + Magic Immunity + The manabane scarab swarm is immune to spells and other magical effects. + + + Scent Magic + The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet. + + + Mana Erosion + The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability). + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature 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. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended. + Bites|5|4d6 + + + + Prismatic Beetle Swarm + M + swarm of Tiny beasts,tome of Beasts + unaligned + 13 + 38 (7d8 + 7) + 20 ft., burrow 5 ft., fly 30 ft. + 3 + 16 + 12 + 1 + 13 + 2 + Perception +3, Stealth +5 + bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft., darkvision 30 ft. + 13 + - + 3 + + 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 insect. The swarm can't regain hit points or gain temporary hit points. + + + Glittering Carapace + The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws. + Bites|5|4d4 + + + + Sluagh Swarm + M + swarm of Tiny fey,tome of Beasts + chaotic evil + 13 + 54 (12d8) + 30 ft., fly 50 ft. + 6 + 16 + 11 + 6 + 13 + 10 + Stealth +5 + fire + cold; bludgeoning, piercing, and slashing + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 11 + Common, Sylvan + 3 + + Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage + They travel in swarms for a reason. + + + 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 fey. The swarm can't regain hit points or gain temporary hit points. + + + Shadowy Stealth + While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action. + + + Sunlight Weakness + While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws. + + + Chilling Touch + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic. + Chilling Touch|5|8d6 + + + + Wolf Spirit Swarm + L + swarm of Medium undead,tome of Beasts + neutral evil + 16 (natural armor) + 97 (15d10 + 15) + 50 ft., fly 50 ft. (hover) + 14 + 16 + 12 + 4 + 10 + 12 + Str +5, Dex +6 + Perception +3, Stealth +6 + necrotic; bludgeoning, piercing, slashing + cold + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 13 + understands Common + 6 + + Speed Over Snow + A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions. + + + Multiattack + A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit. + Bite|5|2d4+3 + + + Icy Doom (Recharge 5-6) + All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn. + + + Chilling Howl + As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn. + + + + Temple Dog + M + celestial,tome of Beasts + good + 15 (natural armor) + 97 (15d8 + 30) + 30 ft. + 18 + 14 + 15 + 8 + 14 + 10 + Str +7, Con +5, Int +2, Wis +5 + Perception +5 + bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 60 ft. + 15 + understands Celestial and Common but can't speak + 5 + + Magic Resistance + The temple dog has advantage on saving throws against spells and other magical effects. + + + Protector's Initiative + If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll. + + + Rushing Slam + If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn. + Bite|7|3d8 + 4 + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to. + Slam|7|3d6+4 + + + + Thuellai + H + elemental,tome of Beasts + chaotic neutral + 17 + 149 (13d12 + 65) + 0 ft., fly 100 ft. (hover) + 22 + 24 + 20 + 10 + 11 + 14 + Int +4, Wis +4, Cha +6 + Perception +4 + lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + poison + fire + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 14 + Common, Dwarvish, Primordial + 10 + + Air Mastery + Airborne creatures have disadvantage on attack rolls against the thuellai. + + + Snow Vision + The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness. + + + Multiattack + The thuellai makes two claw attacks. + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. + Claw|10|2d8+6 + + + Freezing Breath (Recharge 5-6) + The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw. + + + Algid Aura + All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn. + + + Howl of the Maddening Wind (3/day) + A thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn. + 1 - Act normally + 2-4 - Do nothing but babble incoherently + 5-6 - Do 1d8 damage + Str modifier to self with item in hand + 7-8 - Attack nearest target; select randomly if more than one + + + Blizzard (1/Day) + The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai. + + + + Ancient Titan + G + celestial (titan),tome of Beasts + neutral good + 15 (breastplate) + 198 (12d20 + 72) + 50 ft. + 27 + 13 + 22 + 16 + 16 + 20 + Con +10, Wis +7, Cha +9 + Athletics +14, Intimidation +9, Perception +7 + bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 120 ft. + 17 + Common, Giant, Primordial, Titan, telepathy 120 ft. + 12 + + Magic Resistance + The ancient titan has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components: + 3/day: power word stun + 1/day: power word kill + + + Multiattack + The ancient titan makes two greatsword attacks or two longbow attacks + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage. + Greatsword|12|8d6 + 8 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage. + Longbow|5|4d8 + 1 + + + Eldritch Singularity (Recharge 5-6) + The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field. + + + + Degenerate Titan + H + giant,tome of Beasts + chaotic evil + 12 (crude armored coat) + 161 (14d12 + 70) + 40 ft. + 24 + 6 + 20 + 6 + 9 + 7 + Intimidation +1, Perception +2 + darkvision 60 ft. + 12 + Titan + 8 + + Magic Resistance + The degenerate titan has advantage on saving throws against spells and other magical effects. + + + Multiattack + The degenerate titan makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. + Greatclub|10|3d8 + 7 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. + Rock|10|4d10 + 7 + + + Earthstrike (Recharge 4-6) + The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone. + + + Shout of the Void (Recharge 4-6) + The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends. + + + + Titanoboa + G + beast,tome of Beasts + unaligned + 14 (natural armor) + 232 (15d20 + 75) + 40 ft., climb 40 ft., swim 40 ft. + 26 + 10 + 20 + 3 + 10 + 3 + Dex +5, Wis +5 + Perception +5 + blindsight 10 ft. + 15 + - + 12 + + Slither + If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing. + + + Sparkling Scales + The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw. + + + Multiattack + The titanoboa makes one bite attack and one constrict attack. + + + Bite + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 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 titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + Bite|13|3d8+8 + + + Constrict + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target. + Constrict|13|3d12 + 8 + + + + Tophet + H + construct,tome of Beasts + neutral evil + 16 (natural armor) + 184 (16d12 + 80) + 30 ft. + 24 + 10 + 20 + 6 + 10 + 10 + Str +10, Con +8, Dex +3 + Perception +3 + necrotic + fire, cold, poison + exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 200 ft. + 13 + Common + 8 + + Fiery Heart + A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet. + + + Burning Belly + Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check. + + + Multiattack + A tophet makes two attacks, no more than one of which can be a gout of flame. + + + Slam + Melee Weapon Attack. +10 to hit, reach 5 ft., one target. + + + Hit: 12 (1d10 + 7) bludgeoning damage + The target is also knocked inside the tophet's burning belly if the attack scores a critical hit. + + + Gout of Flame + The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. + + + + Tosculi Hive-Queen + L + monstrosity,tome of Beasts + lawful evil + 17 + 157 (15d10 + 75) + 40 ft., fly 60 ft. + 17 + 24 + 20 + 16 + 16 + 18 + Dex +12, Con +10, Wis +8, Cha +9 + Perception +8 + poison + charmed, poisoned + darkvision 60 ft. + 18 + Common, Deep Speech, Gnoll, Infernal, Tosculi + 12 + + Legendary Resistance (3/Day) + If the hive-queen fails a saving throw, it can choose to succeed instead. + + + Hive Mind + The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive. + + + Hive Queen Lair + On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects: + - The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points. + - A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. + - The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). + The tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row. + + + Regional Effects + The region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects: + - Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads. + - Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. + If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. + + + Multiattack + The hive-queen makes four scimitar attacks. + + + Scimitar + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. + Scimitar|12|2d6 + 7 + + + Stinger + Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stinger|12|1d6 + 7 + + + Glitter Dust + The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Implant Egg + The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. + + + The hive-queen can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. The hive.queen regains spent legendary actions at the start of its turn. + + + Flight + The hive-queen flies up to half its flying speed. + + + Stinger Attack + The hive-queen makes one stinger attack. + + + Glitter Dust (Costs 2 Actions) + The hive-queen uses Glitter Dust. + + + + Tosculi Warrior + S + monstrosity,tome of Beasts + lawful evil + 15 + 58 (9d6 + 27) + 20 ft., fly 60 ft. + 12 + 20 + 16 + 10 + 12 + 12 + darkvision 60 ft. + 11 + Tosculi + 2 + + Skittering + Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated. + + + Multiattack + The tosculi warrior makes one bite attack, one claws attack, and one stinger attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage. + Bite|7|1d4 + 5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. + Claws|7|2d4 + 5 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Stinger|7|1d4 + 5 + + + Prepare Host + Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.) + Prepare Host|7|2d4 + 5 + + + + Tosculi Drone + S + monstrosity,tome of Beasts + lawful evil + 13 + 22 (4d6 + 8) + 20 ft. + 8 + 16 + 14 + 8 + 12 + 4 + darkvision 60 ft. + 11 + Tosculi + 1/2 + + Gliding Wings + The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. + + + Skittering + Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. + Claws|5|2d4 + 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 + + + + Tosculi Elite Bow Raider + M + humanoid (tosculi),tome of Beasts + lawful evil + 16 (natural armor) + 97 (13d8 + 39) + 30 ft., fly 60 ft. + 14 + 18 + 17 + 12 + 14 + 12 + Perception +6, Stealth +7 + darkvision 60 ft. + 16 + Gnoll, Infernal, Tosculi + 5 + + Deadly Precision + The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below). + + + Evasive + Ranged weapon attacks against the tosculi elite bow raider have disadvantage. + + + Keen Smell + The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell. + + + Skirmisher + The tosculi elite bow raider can Dash as a bonus action. + + + Multiattack + The tosculi elite bow raider makes two longbow attacks or two claws attacks. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Claws|7|1d6 + 4 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage. + Longbow|7|3d8 + 4 + + + + Treacle + T + ooze,tome of Beasts + unaligned + 13 (natural armor) + 22 (4d4 + 12) + 15 ft., climb 10 ft. + 4 + 6 + 17 + 1 + 1 + 10 + Deception +4 + blindsight 60 ft. + 10 + - + 1/4 + + Amorphous + The treacle can move through a space as narrow as 1 inch wide without squeezing. + + + Charming Presence + The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check. + + + Reshape + The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities. + + + Blood Drain (1/hour) + A treacle touching the skin of a warm.blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check. + + + + Weeping Treant + H + plant,tome of Beasts + neutral + 17 (natural armor) + 105 (10d12 + 40) + 30 ft. + 21 + 8 + 20 + 12 + 16 + 11 + bludgeoning and piercing + fire + darkvision 60 ft. + 13 + Common, Druidic, Elvish, Sylvan + 6 + + Siege Monster + The treant deals double damage to objects and structures. + + + Treespeech + A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude. + + + Acidic Tears + Thick tears of dark sap stream continuously down the treant’s face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse. + + + Multiattack + The treant makes three slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage. + Slam|8|3d6 + 5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. + Rock|8|3d10 + 5 + + + + Lake Troll + L + giant,tome of Beasts + chaotic evil + 15 (natural armor) + 126 (12d10 + 60) + 20 ft., swim 40 ft. + 20 + 13 + 20 + 8 + 10 + 6 + Perception +3 + darkvision 60 ft. + 13 + Common, Giant + 7 + + Amphibious + The lake troll can breathe air and water. + + + Keen Smell + The lake troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The lake troll makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. + Bite|8|1d8 + 5 + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest. + Claws|8|2d8+5 + + + + + Trollkin Reaver + M + humanoid (trollkin),tome of Beasts + neutral + 14 (hide armor) + 82 (11d8 + 33) + 30 ft. + 19 + 13 + 16 + 11 + 12 + 13 + Con +5, Wis +3, Cha +3 + Intimidation +5, Survival +3 + darkvision 60 ft. + 11 + Common, Trollkin + 4 + + Regeneration + The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate. + + + Thick Hide + The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC. + + + Multiattack + The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes. + + + 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 + + + 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. Using the battleaxe two-handed prevents using the handaxe. + Battleaxe|6|1d8 + 4 + + + Handaxe + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. + Handaxe|6|1d6 + 4 + + + Howl of Battle (Recharge 6) + Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction. + + + + Tusked Skyfish + L + aberration,tome of Beasts + lawful good + 14 (natural armor) + 102 (12d10 + 36) + 5 ft., fly 20 ft. (hover) + 17 + 12 + 17 + 3 + 14 + 10 + lightning + darkvision 60 ft. + 12 + - + 4 + + Tendril Curtain + When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw. + + + Multiattack + The tusked skyfish makes one gore attack and one tentacles attack. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. + Gore|5|2d8+3 + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it. + Tentacles|5|3d6 + 3 + + + Stench Spray (Recharge 5-6) + The tusked skyfish sprays foul.smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + Uraeus + T + celestial,tome of Beasts + lawful neutral + 14 (natural armor) + 40 (9d4 + 18) + 30 ft., fly 60 ft. + 6 + 15 + 14 + 10 + 14 + 9 + Perception +4 + fire; bludgeoning, piercing, and slashing damage from nonmagical weapons + poison + poisoned + blindsight 10 ft. + 14 + understands Celestial and Common but can't speak + 2 + + Flyby + The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Ward Bond + As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. + Bite|4|1d6 + 2 + + + Searing Breath (Recharge 5-6) + The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. + + + Bonded Savior + When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage. + + + + Urochar (Strangling Watcher) + H + aberration,tome of Beasts + chaotic evil + 19 (natural armor) + 256 (19d12 + 133) + 40 ft., climb 20 ft. + 24 + 15 + 24 + 14 + 14 + 20 + Dex +8, Con +13, Wis +9, Cha +11 + Perception +8, Stealth +8 + cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered + thunder + frightened + truesight 120 ft. + 19 + understands Darakhul and Void Speech + 17 + + Death Throes + When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success. + + + Innate Spellcasting + The watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components: + At will: feather fall + 3/day each: blur, meld into stone, phantasmal killer + 1/day each: black tentacles, eyebite, greater invisibility + + + Spider Climb + The watcher can climb any surface, including upside down on ceilings, without making an ability check. + + + Squeeze + Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities. + + + Multiattack + The watcher makes four attacks with its tentacles. + + + Tentacle + Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target. + Tentacle|13|3d8 + 7 + + + Paralyzing Gaze (Recharge 5-6) + The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours. + + + The urochar can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn. + + + Crush Attack + The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage. + + + Tentacle Attack + The watcher makes one tentacle attack. + + + Tentacle Leap (Costs 2 Actions) + Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar. + + + + Ushabti + L + construct,tome of Beasts + unaligned + 18 (natural armor) + 105 (10d10 + 50) + 30 ft. + 21 + 17 + 20 + 11 + 19 + 9 + Dex +7, Cha +3 + Arcana +4, History +4, Perception +8 + poison; bludgeoning, piercing, and slashing from nonmagical weapons + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 18 + Ancient language of DM's choice + 9 + + Dynastic Aura + A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours. + + + Healing Leech + If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half. + + + Immutable Form + The ushabti is immune to any spell or effect that would alter its form. + + + Magic Resistance + The ushabti has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ushabti's weapon attacks are magical. + + + Multiattack + The ushabti makes one attack with Medjai's scepter and one with its khopesh. + + + Medjai's Scepter + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage. + Medjai's Scepter|9|2d6 + 5 + + + Khopesh + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Khopesh|9|2d6 + 5 + + + + Vaettir + M + undead,tome of Beasts + lawful evil + 15 (chain shirt) + 120 (16d8 + 48) + 30 ft. + 20 + 14 + 16 + 10 + 12 + 14 + Dex +4, Con +5, Wis +3, Cha +4 + necrotic, poison + charmed, frightened, poisoned + truesight 30 ft., darkvision 60 ft. + 11 + the languages it knew in life + 4 + + Covetous Bond + Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane. + + + Deathless + The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet. + + + Innate Spellcasting + The vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + 2/day each: gaseous form, hunter's mark + 1/day each: enlarge/reduce, phantom steed + 1/week each: bestow curse, geas, remove curse + + + Sunlight Sensitivity + Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks. + + + Multiattack + The vaettir makes two greataxe attacks or two longbow attacks. + + + Greataxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage. + Greataxe|7|1d12 + 5 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. + Longbow|4|1d8 + 2 + + + Corpse Breath (Recharge 5-6) + The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds. + + + Maddening Gaze (1/Day) + The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours. + + + + Valkyrie + M + celestial,tome of Beasts + neutral + 16 (chain mail) or 18 (chain mail with shield) + 112 (15d8 + 45) + 30 ft., fly 30 ft. + 18 + 18 + 16 + 12 + 19 + 18 + Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12 + Perception +8 + acid, cold, fire, lightning, thunder + bludgeoning, piercing, and slashing from nonmagical weapons + frightened + truesight 60 ft. + 18 + Common, Dwarvish, Giant, and see Gift of Tongues + 11 + + Asgardian Weapons + The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below). + + + Cloak of Doom + Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will. + + + Gift of Tongues + Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever. + + + Innate Spellcasting + The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy + 5/day each: gentle repose, healing word, warding bond + 3/day each: beacon of hope, mass healing word, revivify + 1/day each: commune, death ward, freedom of movement, geas + + + Longsword + Melee Weapon Attack: +8 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 11 (2d10) radiant damage. + Longsword|8|1d8 + 4 + + + Spear + Melee or Ranged Weapon Attack: +8 to hit, reach 10 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, plus 11 (2d10) radiant damage. + Spear|8|1d6 + 4 + + + A valkyrie can take 3 legendary actions, choosing from the options below + Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn. + + + Cast a Cantrip + The valkyrie casts one spell from her at-will list. + + + Spear or Longsword Attack + The valkyrie makes one longsword or spear attack. + + + Harvest the Fallen (Costs 2 Actions) + A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example). + + + + Umbral Vampire + M + fiend,tome of Beasts + chaotic evil + 14 + 84 (13d8 + 26) + 0 ft., fly 40 ft. (hover) + 1 + 18 + 15 + 14 + 14 + 19 + Dex +7, Cha +7 + Perception +5, Stealth +7 + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons + cold, necrotic, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 15 + Common, Umbral, Void Speech + 7 + + Incorporeal Movement + The umbral vampire 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 umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components: + At will: mirror image, plane shift (plane of shadows only) + 1/day each: bane (when in dim light or darkness only), black tentacles + + + Shadow Blend + When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed. + + + Strike from Shadow + The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target. + + + Sunlight Sensitivity + While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. + + + Umbral Grasp + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later. + Umbral Grasp|7|4d6 + 4 + + + + Vapor Lynx + L + monstrosity,tome of Beasts + chaotic neutral + 14 (natural armor) + 127 (15d10 + 45) + 50 ft., climb 30 ft. + 15 + 18 + 16 + 10 + 13 + 14 + Perception +4, Stealth +7 + darkvision 60 ft. + 14 + Common, Sylvan + 5 + + Innate Spellcasting + The lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components: + 3/day: gaseous form + + + Smoky Constitution + The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud. + + + Multiattack + The vapor lynx makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage. + Bite|7|3d8 + 4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. + Claw|7|2d8 + 4 + + + Poison Breath (Recharge 5-6) + The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds. + + + + Vesiculosa + G + plant,tome of Beasts + unaligned + 15 (natural armor) + 203 (14d20 + 56) + 0 ft., burrow 5 ft. + 20 + 10 + 19 + 2 + 14 + 2 + Perception +6 + fire, bludgeoning, piercing + charmed, blinded, deafened, frightened, prone + tremorsense 60 ft. + 16 + - + 11 + + False Appearance + While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water. + + + Rich Sapphire Heartvine + A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging. + + + Rootlet Swarms + The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours. + + + Sweet Water + The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake. + + + Verdant + The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed. + + + Multiattack + The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed. + + + Entrap + The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target. + + + Reel + Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body. + + + Engulf + The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body. + + + + Vila + M + fey,tome of Beasts + lawful neutral + 15 + 77 (14d8 + 14) + 30 ft. + 12 + 20 + 13 + 11 + 14 + 16 + Dex +8, Con +4, Wis +5, Cha +6 + Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8 + bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 60 ft. + 18 + Common, Sylvan, telepathy 60 ft. (beasts only) + 5 + + Dance of the Luckless (1/Day) + Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non.vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken. + + + Forest Quickness + While in forest surroundings, a vila receives a +4 bonus on initiative checks. + + + Forest Meld + A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell. + + + Innate Spellcasting + The vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: + 3/day: sleep + 1/week: control weather + + + Multiattack + A vila makes two shortsword attacks or two shortbow attacks. + + + +1 Shortsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. + +1 Shortsword|9|1d6 + 6 + + + +1 Shortbow + Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage. + +1 Shortbow|9|1d6 + 6 + + + Fascinate (1/Day) + When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours. + + + Forest Song (1/Day) + The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action. + + + + Vile Barber + S + fey,tome of Beasts + chaotic evil + 15 (leather armor) + 28 (8d6) + 30 ft. + 12 + 18 + 10 + 10 + 8 + 10 + Athletics +3, Stealth +6 + bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron + frightened + 60 ft. + 9 + Common, Goblin, Sylvan, Umbral + 2 + + Close-in Slasher + The vile barber has advantage on attack rolls against any creature in the same space with it. + + + Inhumanly Quick + The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn. + + + Invasive + The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty. + + + Nimble Escape + As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns. + + + Pilfer + As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check. + + + Shadow Step + As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn. + + + Multiattack + The vile barber makes two attacks with its straight razor. + + + Straight Razor + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. + Straight Razor|6|1d4 + 4 + + + Unclean Cut + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds. + Unclean Cut|6|1d4 + 4 + + + + Vine Lord + M + plant,tome of Beasts + lawful neutral + 16 (natural armor) + 105 (14d8 + 42) + 30 ft. + 12 + 20 + 16 + 14 + 16 + 18 + Con +6, Wis +6, Cha +7 + fire + blinded, deafened + blindsight 30 ft. (blind beyond this radius) + 13 + Common + 7 + + Green Strider + The vine lord ignores movement restrictions and damage caused by natural undergrowth. + + + Magic Resistance + The vine lord has advantage on saving throws against spells and other magical effects. + + + Regeneration + The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle. + + + Root Mind + Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised. + + + Multiattack + The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. + Claw|8|1d6 + 5 + + + Spore Sacs (1/week) + The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet. + + + Tendril + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage. + Tendril|8|1d4 + 5 + + + Awaken the Green (1/Day) + The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + + + Vine Lord's Tendril Puppet + M + plant,tome of Beasts + lawful neutral + 13 (studded leather armor) + 34 (4d8 + 16) + 30 ft. + 16 + 12 + 18 + 6 + 6 + 8 + fire + blinded, deafened + blindsight 30 ft. (blind beyond this radius) + 8 + - + 2 + + Poor Vision + Tendril puppets see almost nothing beyond 30 feet away. + + + Regeneration + The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain. + + + Root Mind + Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised. + + + Green Strider + The tendril puppet ignores movement restrictions and damage caused by natural undergrowth. + + + Magic Resistance + The tendril puppet has advantage on saving throws against spells and other magical effects. + + + Assegai + Melee or Ranged Weapon Attack: +5 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. + Assegai|5|1d6 + 3 + + + Hurl Thorns + Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. + Hurl Thorns|5|2d8 + 3 + + + + Voidling + L + aberration,tome of Beasts + chaotic evil + 16 + 110 (20d10) + 0 ft., fly 50 ft. (hover) + 15 + 22 + 10 + 14 + 16 + 10 + Con +4, Int +6, Wis +7, Cha +4 + Stealth +10 + necrotic + exhaustion, petrified, prone + truesight 60 ft. + 13 + telepathy 60 ft. + 11 + + Fed by Darkness + A voidling in magical darkness at the start of its turn heals 5 hit points. + + + Magic Resistance + The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage. + + + Innate Spellcasting + The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, fear + 3/day each: eldritch blast (3 beams), black tentacles + 1/day each: phantasmal force, reverse gravity + + + Natural Invisibility + A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision. + + + Multiattack + The voidling makes 4 tendril attacks. + + + Tendril + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage. + Tendril|10|1d8 + 6 + + + Necrotic Burst (Recharge 5-6) + The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw. + + + + Wampus Cat + M + monstrosity,tome of Beasts + chaotic neutral + 14 + 58 (9d8 + 18) + 40 ft., climb 20 ft., swim 20 ft. + 14 + 18 + 15 + 12 + 14 + 16 + Deception +5, Persuasion +5 + darkvision 60 ft. + 12 + Common + 1 + + Focused Animosity + The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol. + + + Innate Spellcasting + The wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: + At will: disguise self (appearance of a female human), mage hand + 2/day: hex + + + Magic Resistance + The wampus cat has advantage on saving throws against spells and other magical effects. + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. + Claws|6|2d6+4 + + + Yowl (Recharge 5-6) + Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time. + + + + Water Leaper + L + monstrosity,tome of Beasts + unaligned + 14 (natural armor) + 97 (13d10 + 26) + 5 ft., fly 50 ft., swim 40 ft. + 16 + 14 + 15 + 4 + 12 + 5 + darkvision 60 ft. + 11 + - + 4 + + Amphibious + The water leaper can breathe both air and water. + + + Camouflage + The water leaper has advantage on Dexterity (Stealth) checks when underwater. + + + Multiattack + The water leaper uses its shriek and makes one bite attack and one stinger attack. + + + 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 water leaper can't bite another target. + Bite|5|2d6+3 + + + Shriek + The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours. + + + Stinger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. + Stinger|5|1d6 + 3 + + + Swallow + The water leaper 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 target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse. + + + + Wharfling + T + beast,tome of Beasts + unaligned + 13 + 6 (4d4 . 4) + 30 ft., climb 30 ft., swim 20 ft. + 4 + 16 + 8 + 2 + 12 + 8 + Perception +3, Sleight of Hand +5 + darkvision 60 ft. + 13 + - + 1/8 + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically. + Bite|5|1d4+3 + + + Pilfer + A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure. + + + + Wharfling Swarm + L + swarm of Tiny beasts,tome of Beasts + unaligned + 14 (natural armor) + 63 (14d10 . 14) + 30 ft., climb 30 ft., swim 20 ft. + 10 + 16 + 8 + 2 + 12 + 7 + Perception +3, Sleight of Hand +5 + bludgeoning, piercing, slashing + charmed, frightened, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 13 + - + 4 + + 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 wharfling. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|5|6d6 + + + Locking Bite + When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples. + + + Pilfer + A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. + + + + White Ape + L + monstrosity,tome of Beasts + neutral + 14 (natural armor) + 114 (12d10 + 48) + 40 ft., climb 40 ft. + 18 + 16 + 18 + 8 + 14 + 8 + Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6 + darkvision 60 ft. + 15 + Common + 6 + + Hatred for Spellcasters + The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell. + + + Arcane Wasting (Disease) + When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greaterrestoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check. + + + Multiattack + The ape makes one bite attack and two claw attacks. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar). + Bite|7|2d8 + 4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. + Claw|7|2d10+4 + + + Frenzy (1/Day) + When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn. + + + + Witchlight + T + construct,tome of Beasts + neutral + 14 + 10 (4d4) + fly 50 ft. + 1 + 18 + 10 + 10 + 13 + 7 + Perception +3 + poison, radiant + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 13 + understands the language of its creator but can't speak + 1/4 + + Dispel Magic Weakness + Casting dispel magic on a witchlight paralyzes it for 1d10 rounds. + + + Luminance + A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks. + + + Thin As Light + While a witchlight is not incorporeal, it can pass through any opening that light can. + + + Light Ray + Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage. + Light Ray|6|1d4 + 4 + + + Flash (Recharge 5-6) + The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw. + + + + Wormhearted Suffragan + M + undead,tome of Beasts + chaotic evil + 12 + 97 (13d8 + 39) + 30 ft. + 10 + 14 + 16 + 11 + 16 + 8 + Medicine +6, Religion +3 + necrotic; bludgeoning, piercing, and slashing from nonmagical weapons + radiant + darkvision 60 ft. + 13 + the languages it knew in life + 5 + + Innate Spellcasting + The wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: + At will: command, detect evil and good + 4/day: inflict wounds + 2/day each: blindness-deafness, hold person + 1/day each: animate dead, speak with dead + + + Multiattack + The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and makeone helminth infestation attack. + + + Helminth Infestation + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) 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 afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease. + Helminth Infestation|5|2d6 + + + + Xanka + S + construct,tome of Beasts + unaligned + 15 (natural armor) + 18 (4d6 + 4) + 25 ft., climb 15 ft. + 10 + 15 + 12 + 4 + 10 + 7 + charmed, exhaustion, frightened, + blindsight 120 ft. + 10 + Understands the languages of its creator but can't + 1/4 + + Ingest Weapons + When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect. + + + Magic Weapons + The xanka's weapon attacks are magical. + + + Constructed Nature + A xanka doesn't require air, food, drink, or sleep. + + + Absorb + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead. + Absorb|4|1d8+2 + + + + + Xhkarsh + L + aberration,tome of Beasts + neutral evil + 19 (natural and mystic armor) + 133 (14d10 + 56) + 50 ft., climb 30 ft. + 17 + 21 + 18 + 15 + 16 + 15 + Cha +5 + Insight + 6, Perception +6, Stealth +8 + darkvision 60 ft., tremorsense 120 ft. + 16 + Common, Deep Speech, Undercommon + 8 + + Multiattack + The xhkarsh makes two claw attacks and two stinger attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. + Claw|8|2d6 + 5 + + + Stinger + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic. + Stinger|8|2d6 + 5 + + + Seize Strand + The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time. + + + Invisibility + The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it. + + + + Ychen Bannog + G + beast,tome of Beasts + unaligned + 17 (natural armor) + 231 (14d20 + 84) + 50 ft. + 28 + 10 + 23 + 3 + 12 + 10 + bludgeoning + exhaustion + + 11 + - + 11 + + Ever-Sharp Horns + The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack. + + + Overrun + When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action. + + + Peaceful Creature + The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check. + + + Multiattack + The ychen bannog makes one gore attack and one stomp attack. + + + Gore + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. + Gore|13|4d8 + 9 + + + Stomp + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. + Stomp|13|4d10 + 9 + + + Destroying Bellow (Recharge 5-6) + The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw. + + + + Zaratan + G + monstrosity (titan),tome of Beasts + unaligned + 25 (natural armor) + 507 (26d20 + 234) + 10 ft., swim 50 ft. + 30 + 3 + 28 + 10 + 11 + 11 + Int +8, Wis +8, Cha +8 + fire, lightning, thunder; bludgeoning, piercing, slashing + cold, poison + frightened, paralyzed, poisoned + blindsight 120 ft. + 10 + Aquan + 26 + + Fortified Shell + The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait. + + + Endless Breath + The zaratan breathes air, but it can hold its breath for years. + + + False Appearance + While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island. + + + Siege Monster + The zaratan does double damage to objects and structures. + + + Multiattack + The zaratan makes one bite attack and two flipper attacks. + + + Bite + Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target. + Bite|18|3d10 + 10 + + + Flipper + Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan. + Flipper|18|2d8 + 10 + + + Swallow + The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 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 zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone. + + + 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. + + + Move + The zaratan moves up to half its speed. + + + Swipe + The zaratan makes one flipper attack. + + + Consume (2 actions) + The zaratan makes one bite attack or uses Swallow. + + + + Zimwi + M + giant,tome of Beasts + chaotic evil + 17 (natural armor) + 76 (9d8 + 36) + 40 ft. + 13 + 18 + 19 + 6 + 9 + 7 + Perception +1 + darkvision 60 ft. + 11 + Giant + 4 + + Multiattack + The zimwi makes one claws attack and one bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, 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 zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + Bite|6|2d8 + 4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11). + Claws|6|2d6 + 4 + + + + Zmey + H + dragon,tome of Beasts + chaotic evil + 18 (natural armor) + 189 (18d12 + 72) + 30 ft., fly 50 ft., swim 30 ft. + 22 + 13 + 19 + 16 + 16 + 12 + Con +9, Wis +8, Cha +6 + Perception +8 + cold, fire + paralyzed, unconscious + blindsight 60 ft., darkvision 90 ft. + 18 + Common, Draconic, Elvish, Sylvan + 14 + + Amphibious + The zmey can breathe air and water. + + + Lake Leap + A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving. + + + Legendary Resistance (1/Day) + If the zmey fails a saving throw, it can count it as a success instead. + + + Multiheaded + The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies. + + + Regeneration + The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head. + + + Spawn Headling + The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation. + + + Multiattack + The zmey makes one bite attack per head and one claws attack. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage. + Bite|11|2d12 + 6 + + + Claws + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. + Claws|11|2d12 + 6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. + Tail|11|2d8 + 6 + + + Fire Breath (Recharge 5-6) + The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures. + + + The zmey can take 1 legendary action per head, 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 zmey regains spent legendary actions at the start of its turn. + + + Bite + The zmey makes a bite attack. + + + Tail Attack + The zmey makes a tail attack. + + + Trample + The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone. + + + + Zmey Headling + M + dragon,tome of Beasts + chaotic evil + 16 (natural armor) + 105 (14d8 + 42), regeneration 5/round + 30 ft., swim 20 ft. + 16 + 10 + 1 + 8 + 16 + 8 + cold, fire + paralyzed, unconscious + darkvision 60 ft. + 13 + Common, Draconic, Sylvan + 5 + + Amphibious + The zmey headling can breathe air and water. + + + Regeneration + The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate. + + + Multiattack + The zmey headline makes one bite attack and one claws attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. + Bite|6|2d12 + 3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. + Claws|11|2d12 + 6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. + Tail|11|2d8 + 6 + + + Fire Breath (Recharge 5-6) + The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. + + + + Bandit Lord + m + Humanoid (Any Race),tome of Beasts + any non-lawful + 16 (breastplate) + 91 (14d8 + 28) + 30 ft. + 16 + 15 + 14 + 14 + 11 + 14 + Str +5, Dex +4, Wis +2 + Athletics +5, Deception +4, Intimidation +4 + + 10 + any two languages + 4 + + Pack Tactics + The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Multiattack + The bandit lord makes three melee or ranged attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage. + Greatsword|5|2d6 + 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 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated. + + + Parry + The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon. + + + Redirect Attack + When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead. + + + + Black Knight Commander + m + Humanoid (Any Race),tome of Beasts + lawful evil + 18 (plate) + 78 (12d8 + 24) + 30 ft. + 18 + 10 + 14 + 12 + 13 + 15 + Str +7, Wis +4, Cha +5, + Animal Handling + 4, Athletics +7, Intimidation +5 + 11 + any two languages + 5 + + Charge + If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage. + + + Hateful Aura + The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below). + + + Magic Weapons + The black knight commander's weapon attacks are made with magical (+1) weapons. + + + + Multiattack + The black knight commander makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage. + Mace|8|1d6 + 5 + + + Lance + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. + Lance|8|1d12 + 5 + + + Frightful Charge (Recharges after a Short or Long Rest) + The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + City Watch Captian + m + Humanoid (Any Race),tome of Beasts + lawful neutral + 17 (scale mail) + 91 (14d8 + 28) + 30 ft. + 13 + 16 + 14 + 10 + 11 + 13 + Perception +2 + 12 + one language (usually Common) + 4 + + Tactical Insight + The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain. + + + Multiattack + The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack. + + + Rapier + Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage. + Rapier|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 + + + 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 + + + Disarming Attack + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain. + + + Orders to Attack (1/Day) + Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform.and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city. + + + + + Devilbound Gnomish Prince + s + Humanoid (gnome),tome of Beasts + any evil + 12 (15 with mage armor) + 104 (19d6 + 38) + 25 ft. + 10 + 14 + 15 + 16 + 12 + 22 + Con +6, Int +7, Cha +10 + Arcana +7, Deception +10, History +7, Persuasion +10 + cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered + poisoned + darkvision 60 ft. + 11 + Common, Infernal, Gnomish + 9 + + Banishing Word (1/Day) + When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage. + + + Infernal Blessing + The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points. + + + Infernal Tie + The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence. + + + Innate Spellcasting + The devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: detect magic, false life, mage armor + 1/rest each: create undead, forcecage, power word stun + + + Magic Resistance + The devilbound gnomish prince has advantage on all saving throws against spells and magical effects. + + + Spellcasting + The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared: + Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation + 5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. + Dagger|6|1d4 + 2 + + + + Dwarven Ringmage + m + Humanoid (dwarf),tome of Beasts + any + 16 (breastplate) + 82 (15d8+15) + 30 ft. + 10 + 14 + 13 + 18 + 12 + 9 + Int +7, Con +4, Wis +4 + Arcana +7, History +7 + poison + darkvision 60 ft. + 11 + Common, Dwarvish + 7 + + Dwarven Resistance + The dwarven ringmage has advantage on saving throws against poison. + + + Ring Magic + The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell. + + + Ring-Staff Focus + The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued. + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared: + Cantrips (at will): fire bolt, mage hand, shocking grasp, true strike + 1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave + 2nd level (3 slots): misty step, web + 3rd level (3 slots): counterspell, fireball, fly + 4th level (3 slots): greater invisibility, ice storm + 5th level (1 slot): cone of cold + + + Multiattack + The dwarven ringmage makes two melee attacks. + + + Ring-Staff + Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage. + Ring-Staff|3|1d6 + + + + Elvish Veteran Archer + m + Humanoid (elf),tome of Beasts + chaotic good or chaotic neutral + 15 (studded leather) + 77 (14d8+14) + 30 ft. + 11 + 16 + 12 + 11 + 13 + 11 + Nature +2, Perception +5, Stealth +5, Survival +3 + 15 + Common, Elvish + 3 + + Beast Hunter + The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts. + + + Fey Ancestry + The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep. + + + Keen Hearing and Sight + The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Magic Weapons + The elvish veteran archer's weapon attacks are magical. + + + Stealthy Traveler + The elvish veteran archer can use Stealth while traveling at a normal pace. + + + Surprise Attack + If the elvish veteran archer 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. + + + + Multiattack + The elvish veteran archer makes two melee attacks or three ranged attacks. + + + 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 + + + Volley (Recharge 6) + The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see. + + + + Ghost Knight + m + undead,tome of Beasts + lawful evil + 17 (half plate) + 97 (15d8+30) + 30 ft. + 17 + 15 + 14 + 8 + 10 + 7 + Athletics +6, Animal Handling +3, Perception +3, Stealth +5 + necrotic + poison + charmed, exhaustion, poisoned + darkvision 60 ft. + 13 + Common + 6 + + Charge + If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage. + + + Mounted Warrior + When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails. + + + Turning Defiance + The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. + + + Undead Nature + A ghost knight doesn't require air, food, drink, or sleep + + + Multiattack + The ghost knight makes three melee attacks. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. + Bite|6|2d6 + 3 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. + Claws|6|2d4 + 3 + + + Battleaxe + 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, plus 10 (3d6) necrotic damage. + Battleaxe|6|1d8 + 3 + + + Lance + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage. + Lance|6|1d12 + 3 + + + + + Ogre Chieftain, Corrupted + L + giant,tome of Beasts + chaotic evil + 17 (splint) + 127 (15d10 + 45) + 40 ft. + 20 + 8 + 16 + 5 + 7 + 8 + Str +8, Con +6, Cha +2 + darkvision 60 ft. + 8 + Common, Giant + 6 + + Aggressive + As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below: + + + Mutation + 1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + 2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks. + 3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate. + 4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 this ogre chieftain's Frightful Presence for the next 24 hours. + + + Multiattack + The corrupted ogre chieftain makes two melee attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. + Greatclub|8|2d8 + 5 + + + Javelin + Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. + Javelin|8|2d6 + 5 + + + + Scorpion Cultist + M + humanoid (any race),tome of Beasts + neutral + 13 (leather armor) + 19 (3d8 + 6) + 30 ft. + 11 + 14 + 15 + 10 + 13 + 10 + Animal Handling +2, Deception +2, Perception +3, Stealth +4 + poison + 15 + Common + 1/2 + + Keen Senses + The scorpion cultist has advantage on Wisdom (Perception) checks. + + + Multiattack + The scorpion cultist makes two melee attacks or two ranged attacks. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage. + Scimitar|4|1d6 + 2 + + + Sling + Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. + Sling|4|1d4 + 2 + + + + + + Wolf Reaver Dwarf + M + Humanoid (dwarf),tome of Beasts + any chaotic + 16 (chain shirt, shield) + 76(9d8+36) + 35 ft. + 18 + 12 + 19 + 9 + 11 + 9 + Athletics +6, Intimidation +1 + darkvision 60 ft. + 10 + Common, Dwarvish + 3 + + Danger Sense + The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated. + + + Dwarven Resistance + The wolf reaver dwarf has advantage on saving throws against poison. + + + Pack Tactics + The wolf reaver dwarf has advantage on attacks if at least one of the dwarf’s allies is within 5 feet of the target and the ally isn’t incapacitated. + + + Reckless + At the start of its turn, the wolf reaver dwarf 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 wolf reaver dwarf makes two melee or ranged attacks. + + + Battleaxe + Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage. + Battleaxe|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 + + + 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. + Spear|6|1d6+4 + + + + + Emerald Order Cult Leader + m + Humanoid (any race),tome of Beasts + lawful neutral or evil + 14 (breastplate) + 117 (18d8+36) + 30 ft. + 10 + 10 + 14 + 15 + 20 + 15 + Int +5, Wis +8, Cha +5 + Arcana +5, Deception +5, History +5, Religion +5 + cold, fire, lightning + darkvision 60 ft. + 15 + any three languages + 8 + + Key of Prophecy + The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks. + + + Innate Spellcasting + The Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components: + 2/day each: detect thoughts, dimension door, haste, slow + 1/day each: suggestion, teleport + + + Spellcasting + The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared: + Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy + 1st level (4 slots): cure wounds, identify, guiding bolt + 2nd level (3 slots): lesser restoration, silence, spiritual weapon + 3rd level (3 slots): dispel magic, mass healing word, spirit guardians + 4th level (3 slots): banishment, death ward, guardian of faith + 5th level (2 slots): flame strike + + + Multiattack + The Emerald Order cult leader makes one melee attack and casts a cantrip. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage. + Mace|3|1d6 + + + Esoteric Vengeance + As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. + + + + Vampire Warlock - Variant + M + undead (shapechanger),tome of Beasts + lawful evil + 16 (natural armor) + 144 + 30 ft. + 18 + 18 + 18 + 17 + 15 + 18 + Perception +7, Stealth +9 + Dex +9, Wis +7, Cha +9 + necrotic, bludgeoning, piercing, and slashing from nonmagical weapons + darkvision 120 ft. + 17 + the languages it knew in life + 13 + + Innate Spellcasting + The vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components. + At will: darkness, dominate person, invisibility, misty step + 1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster + + + Bloody Arms + The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage. + + + Call the Blood + The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0. + + + Blood Puppet + The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect. + + + Children of Hell (1/Day) + The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action. + + + Misty Step + The vampire warlock uses misty step. + + + Unarmed Strike + The vampire warlock makes one unarmed strike. + + + Call the Blood (Costs 2 Actions). + The vampire warlock uses call the blood. + + + \ No newline at end of file diff --git a/FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml b/FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml new file mode 100644 index 0000000..c39b061 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2015-08-03_ModernMagic.xml @@ -0,0 +1,270 @@ + + + + Cleric + + + + Divine Domain: City Domain (UA) + The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens. + At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit. + Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic. + + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Cleric Level | Spells + 1st | comprehend languages, remote access (UA)* + 3rd | find vehicle (UA)*, heat metal + 5th | lightning bolt, protection from ballistics (UA)* + 7th | locate creature, synchronicity (UA)* + 9th | commune with city (UA)*, shutdown (UA)* + + Source: Unearthed Arcana: Modern Magic + + + + + Bonus Cantrip (City Domain (UA)) + When you choose this domain at 1st level, you gain the On/Off (UA) cantrip in addition to your chosen cantrips. + + Source: Unearthed Arcana: Modern Magic + + + + + Bonus Proficiencies (City Domain (UA)) + Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land). + + Source: Unearthed Arcana: Modern Magic + + + + + Heart of the City (City Domain (UA)) + From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest. + + Source: Unearthed Arcana: Modern Magic + + + + + Channel Divinity: Spirits of the City (City Domain (UA)) + Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice). + Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high-pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. + This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM. + + Source: Unearthed Arcana: Modern Magic + + + + + Block Watch (City Domain (UA)) + Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus. + + Source: Unearthed Arcana: Modern Magic + + + + + Divine Strike (City Domain (UA)) + At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8. + + Source: Unearthed Arcana: Modern Magic + + + + + Blessed Strikes (City Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Modern Magic + + + + + Express Transit (City Domain (UA)) + At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again. + + Source: Unearthed Arcana: Modern Magic + + + + + Warlock + + + + Otherworldly Patron: Ghost in the Machine (UA) + You have made a bargain for power granted by an entity that you believe to be completely digital. Whether it is a rogue AI or the spirit of a deceased hacker, the Ghost in the Machine is capable of feats that defy explanation. + + Expanded Spell List + The Ghost in the Machine lets you choose from an expanded list of spells when you learn a warlock spell. You gain the on/off cantrip, and the following new spells are added to the warlock spell list for you. + Spells marked with an asterisk can be found in Unearthed Arcana: Modern Magic. + + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Spell Level | Spells + 1st | infallible relay (UA)*, remote access (UA)* + 2nd | arcane hacking (UA)*, digital phantom (UA)* + 3rd | haywire (UA)*, invisibility to cameras (UA)* + 4th | conjure knowbot (UA)*, system backdoor (UA)* + 5th | shutdown (UA)*, synchronicity (UA)* + + Source: Unearthed Arcana: Modern Magic + + + + + Bonus Proficiency (Ghost in the Machine (UA)) + At 1st level, you gain proficiency with hacking tools. + + Source: Unearthed Arcana: Modern Magic + + + + + Information Surge (Ghost in the Machine (UA)) + At 1st level, you gain the ability to temporarily render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier. Certain shielded devices might negate the disadvantage, at the DM's determination. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Modern Magic + + + + + Wire Walk (Ghost in the Machine (UA)) + Starting at 6th level, you gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Modern Magic + + + + + Personal Encryption (Ghost in the Machine (UA)) + Beginning at 10th level, you have learned to apply your innate knowledge of encryption to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made with disadvantage. + + Source: Unearthed Arcana: Modern Magic + + + + + Technovirus (Ghost in the Machine (UA)) + At 14th level, you gain the ability to infect a humanoid's body with living circuitry. You can use an action to make a melee attack against a humanoid creature using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage, or half as much damage on a successful one. + Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the command spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected. + Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a lesser restoration spell. + + Source: Unearthed Arcana: Modern Magic + + + + + Wizard + + + + Arcane Tradition: Technomancy (UA) + Unlike the more common arcane traditions based around the schools of magic, the tradition of Technomancy does not focus on a singular type of spellcraft or magical energy. Rather, students of Technomancy concern themselves with how their spells interact with modern technology. + Technomancers can make use of technology as both a conduit and a storage space for magic. In a campaign using the optional rules for magic item creation (see the Dungeon Master's Guide), a technomancer might craft disposable electronic devices and smartphone apps in lieu of potions and scrolls. + + Source: Unearthed Arcana: Modern Magic + + + + + Bonus Proficiencies (Technomancy (UA)) + Beginning when you select this arcane tradition at 2nd level, you gain proficiency with sidearms and hacking tools. + + Source: Unearthed Arcana: Modern Magic + + + + + Technological Savant (Technomancy (UA)) + Also at 2nd level, you trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook. + + Source: Unearthed Arcana: Modern Magic + + + + + Program Spell (Technomancy (UA)) + At 6th level, you can insert a spell within an electronic device of your choosing, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone. + A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost. + A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Modern Magic + + + + + Online Casting (Technomancy (UA)) + At 10th level, you can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature. + If the spell requires the caster to be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or a live audio transmission of you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to online casting. + This feature can be used a number of times per day equal to your Intelligence modifier (minimum of once). + + Source: Unearthed Arcana: Modern Magic + + + + + Chained Device (Technomancy (UA)) + By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Modern Magic + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml new file mode 100644 index 0000000..51a4792 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-08-15_BarbarianAndMonk.xml @@ -0,0 +1,156 @@ + + + + Barbarian + + + + Primal Path: Path of the Wild Soul (UA) + The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. + When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Lingering Magic (Path of the Wild Soul (UA)) + At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors). + You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Wild Surge (Path of the Wild Soul (UA)) + Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. + If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. + + d8 | Effect + 1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. + 2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. + 3 | You conjure 1d4 intangible spirits that look like {@creature flumph in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. + 4 | Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier. + 5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. + 6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed ona Wisdom saving throw or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. + 7 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. + 8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Magic Reserves (Path of the Wild Soul (UA)) + At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can't recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. + You take force damage equal to five times the number rolled. + When you reach 14th level in this class, you increase the die to a d6. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Arcane Rebuke (Path of the Wild Soul (UA)) + At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Chaotic Fury (Path of the Wild Soul (UA)) + At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Improved Magic Reserves (Path of the Wild Soul (UA)) + At 14th level, you increase your magic reserves die to a d6. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Monk + + + + Monastic Tradition: Way of the Astral Self (UA) + Monks of the Way of the Astral Self have an internal struggle with their ki. They see their mystical energy as a representation of their true form, an astral self. This form has the capacity to be a force of good or destruction, with some monasteries training students to either temper their nature or embrace their impulses. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Forms of Your Astral Self (Way of the Astral Self (UA)) + The astral self is a translucent embodiment of the monk's psyche and soul. As a result, the form of an astral self reflects the mind of the monk who manifests it. Your astral self could be a humanoid knight with a helmeted face and large, muscular arms, or it could be a golden metallic form with thin arms like a modron. + When choosing this path, consider the quirks that define your monk. Are they obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Arms of the Astral Self (Way of the Astral Self (UA)) + At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. On your turn, you can spend 2 ki points as a bonus action to summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms' appearance based on the qualities of your character. + While your astral arms are summoned, you gain the following benefits: + • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. + • The arms are monk weapons and have a reach of 10 feet. The arms deal radiant or necrotic damage (your choice). When you attack with the arms, you can use your Wisdom modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. + • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks increases when you reach certain levels in this class, increasing to two at 11th level and three at 17th level. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Visage of the Astral Self (Way of the Astral Self (UA)) + Starting at 6th level, you can summon the visage of your astral self. On your turn, you can spend 1 ki point as a bonus action, or as part of summoning your astral arms, to summon this visage for 10 minutes. The spectral visage covers your face like a helmet or mask. You determine its appearance based on the qualities of your character. + While your visage is summoned, you gain the following benefits. + Wisdom of the Spirit + You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. + Astral Sight + You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Awakening of the Astral Self (Way of the Astral Self (UA)) + Starting at 11th level, you tap into the greater power of your astral self. While you have both your astral arms and visage summoned, you gain the following benefits. + Deflect Energy + When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level. + Empowered Arms + Once on each of your turns when you hit a target with your astral arms, you can deal extra damage to the target equal to your Martial Arts die. + Word of the Spirit + When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. + Improved Arms of the Astral Self + At 11th level, you make two extra attacks instead of one when you attack with your astral arms as a bonus action. + + Source: Unearthed Arcana: Barbarian And Monk + + + + + Complete Astral Self (Way of the Astral Self (UA)) + Starting at 17th level, your connection to your astral self is complete, allowing you summon it entirely. On your turn, you can spend 10 ki points as a bonus action to summon the arms, visage, and body of your astral self for 10 minutes. This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character. While your astral self is summoned, you gain the following benefits. + Armor of the Spirit + You gain a +2 bonus to AC while you aren't incapacitated. + Astral Barrage + Whenever you use the Extra Attack feature to attack twice, you can instead attack three times using your astral arms. + Ki Consumption + When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1). + Improved Arms of the Astral Self + At 17th level, you make three extra attacks instead of one when you attack with your astral arms as a bonus action. + + Source: Unearthed Arcana: Barbarian And Monk + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml new file mode 100644 index 0000000..ee25816 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-09-05_SorcererAndWarlock.xml @@ -0,0 +1,191 @@ + + + + Sorcerer + + + + Sorcerous Origin: Aberrant Mind (UA) + An alien influence has wrapped its tendrils around you, warping you in both body and mind. Perhaps a psychic splinter lodged in your psyche after you suffered domination by an aboleth. Maybe you were born somewhere tainted by the Far Realm, a planar blot that changed you forever. Or perhaps mind flayers kidnapped you, subjecting you to the nightmarish process of ceremorphosis—but the transformation failed and left you altered. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Unique Disturbance (Aberrant Mind (UA)) + Regardless of its genesis, the Aberrant Mind origin imparts a sense of eeriness to the character or their surroundings. This can be as subtle as when your sorcerer reads a creature's mind with detect thoughts, anyone in their immediate vicinity experiences a faint but pervasive sense of dread. Or it could be unmistakable, such as sweating a sheen of viscous mucus when you're scared, or your pupils squirming when you're excited. Consider the potentially unspeakable source of your sorcerer's powers, and use that as a guide to weave threads of eeriness throughout your magic. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Invasive Thoughts (Aberrant Mind (UA)) + 1st-level Aberrant Mind feature + At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Psionic Spells (Aberrant Mind (UA)) + 1st-level Aberrant Mind feature + Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. + + Sorcerer Level | Spells + 1st | arms of Hadar, dissonant whispers + 3rd | calm emotions, detect thoughts + 5th | hunger of Hadar, sending + 7th | compulsion, Evard's black tentacles + 9th | modify memory, Rary's telepathic bond + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Warped Being (Aberrant Mind (UA)) + 1st-level Aberrant Mind feature + Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren't wearing armor. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Psionic Sorcery (Aberrant Mind (UA)) + 6th-level Aberrant Mind feature + Beginning at 6th level, when you cast any of the spells gained from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no components. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Psychic Defenses (Aberrant Mind (UA)) + 6th-level Aberrant Mind feature + At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Revelation in Flesh (Aberrant Mind (UA)) + 14th-level Aberrant Mind feature + Beginning at 14th level, you can unleash the aberrant truth hidden within your flesh. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends: + • You gain a swimming speed equal to your walking speed and the ability to breathe water. Gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow lashing cilia that extend through your clothing. + • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus. + • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + • Your eyes turn black or become writhing sensory tendrils. You are aware of the location of any hidden or invisible creature within 60 feet of you. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Warp Reality (Aberrant Mind (UA)) + 18th-level Aberrant Mind feature + At 18th level, you become the focal point of a reality-warping anomaly. As an action, you can magically radiate a transparent, 20-foot-radius aura for 1 minute. This might take the form of a sphere of rippling psychic energy, a fluctuating amoebic gel, an extrusion of ephemeral parasites, or some other manifestation. Other creatures treat the aura as difficult terrain, and when they start their turn in it, they take 2d10 psychic damage. When you activate this feature, you can choose any number of creatures you can see to be unaffected by the aura. + As a bonus action, you can end the aura early. If you do so, you and any number of creatures you choose within the aura are teleported to a location you can see within 1 mile of you. Each creature must appear within 20 feet of you and in an unoccupied space. An unwilling creature that succeeds on a Charisma saving throw against your spell save DC is not teleported. Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock p. 1 + + + + + Warlock + + + + Otherworldly Patron: The Lurker in the Deep (UA) + You made a pact with an entity that lurks somewhere deep in the ocean, or even on the Elemental Plane of Water, such as a mighty kraken, an ancient primordial, or a monstrous being from creation's earliest days. You serve as this creature's eyes and ears, watching the world beyond its domain and reporting your findings. You may have gained this pact as a member of a cult dedicated to the entity or after your patron saved your life when you nearly drowned at sea. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + The Lurker's Clutches (The Lurker in the Deep (UA)) + Several features of the Lurker in the Deep create tentacles or a maw that reach into the world. The form of these appendages should reflect the nature of your specific patron. For example, a kraken's warlock might summon great squid-like tentacles, serrated crab claws, or a massive octopus beak, while the servant of a primordial water elemental might create tendrils or swells of living water. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Expanded Spell List (The Lurker in the Deep (UA)) + 1st-level Lurker in the Deep feature + The Lurker in the Deep 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. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Grasp of the Deep (The Lurker in the Deep (UA)) + 1st-level Lurker in the Deep feature + At 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. + When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold or lightning damage (your choice when it takes the damage) and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage dealt by the tentacle increases to 2d8. + As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Scion of the Deep (The Lurker in the Deep (UA)) + 1st-level Lurker in the Deep feature + At 1st level, your patron accepts you into its inner court of servitors. You can telepathically communicate with any aberration, beast, elemental, or monstrosity that has an innate swimming speed, while it is within 120 feet of you. The creature can understand you and can respond telepathically. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Fathomless Soul (The Lurker in the Deep (UA)) + 6th-level Lurker in the Deep feature + At 6th level, your patron grants you greater abilities. You gain the following benefits: + • You can breathe both air and water. + • You gain a swimming speed equal to your walking speed. + • You gain resistance to cold damage. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Guardian Grasp (The Lurker in the Deep (UA)) + 6th-level Lurker in the Deep feature + At 6th level, the tentacle you create with Grasp of the Deep can defend you and others. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to the chosen creature by half. After doing so, the tentacle vanishes. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Devouring Maw (The Lurker in the Deep (UA)) + 10th-level Lurker in the Deep feature + Starting at 10th level, you can magically draw forth a manifestation of your patron's insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a translucent maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw's area takes 3d6 cold or lightning damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw's area, you gain temporary hit points equal to your warlock level. + Once you use this feature, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + + Unleash the Depths (The Lurker in the Deep (UA)) + 14th-level Lurker in the Deep feature + Starting at 14th level, you gain the ability to call upon your patron for aid. As an action, you choose a point within 30 feet of you where your patron tears through reality, manifesting a measure of its thalassic grandeur. Choose one of the following effects to issue from this manifestation point. Once you use either effect, you can't use this feature again until you finish a long rest. + Transport + You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through your patron's realm. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours. The tentacles then vanish. + Fury + You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 cold or lightning damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. The tentacles then vanish. + + Source: Unearthed Arcana: Sorcerer And Warlock + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml new file mode 100644 index 0000000..be96503 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-09-18_BardAndPaladin.xml @@ -0,0 +1,154 @@ + + + + Bard + + + + Bard College: College of Eloquence (UA) + Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Universal Speech (College of Eloquence (UA)) + 3rd-level College of Eloquence feature + You have gained the ability to speak and reason with any creature. As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, roll your Bardic Inspiration die, and choose a number of creatures within 60 feet of you that you can see equal to the roll. For 10 minutes, the chosen creatures can magically understand you, regardless of the language you speak, and you have advantage on Charisma checks made to influence them. This feature works even on a creature that doesn't speak any languages. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Soothing Words (College of Eloquence (UA)) + 3rd-level College of Eloquence feature + You can now cast calm emotions without expending a spell slot. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Undeniable Logic (College of Eloquence (UA)) + 6th-level College of Eloquence feature + You can spin words laced with magic into a knot of reasoning that can be encouraging or impossible to follow. + As a bonus action, you can expend one of your uses of Bardic Inspiration. When you do so, choose a creature you can see within 60 of you that can hear you, then roll your Bardic Inspiration die and choose one of the following: + • The creature takes psychic damage equal to the number you roll on the Bardic Inspiration die, and the creature must succeed on an Intelligence saving throw against your spell save DC or have disadvantage on the next saving throw it makes before the end of your next turn. + • The creature regains hit points equal to the number you roll on the Bardic Inspiration die, and the creature has advantage on the next saving throw it makes before the end of your next turn. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Infectious Inspiration (College of Eloquence (UA)) + 14th-level College of Eloquence feature + When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. + In addition, when a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Paladin + + + + Sacred Oath: Oath of Heroism (UA) + The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you're ready when destiny calls. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Tenets of Heroism (Oath of Heroism (UA)) + The tenets of the Oath of Heroism reflect a paladin's commitment to fulfilling their calling as a hero worthy of legend. + + Actions over Words + Strive to be known by deeds not words. + + Challenges Are but Tests + Every hardship serves to challenge your abilities and harden your resolve. + + Embrace Destiny + You didn't choose this path, but it's yours to walk. And it will carry you into legend. + + Hone the Body + Like raw stone, your body must be worked so its potential can be realized. + + + Source: Unearthed Arcana: Bard And Paladin + + + + + Oath Spells (Oath of Heroism (UA)) + 3rd-level Oath of Heroism feature + You gain oath spells at the paladin levels listed in the Oath of Heroism Spells table. + + Paladin Level | Spells + 3rd | expeditious retreat, guiding bolt + 5th | enhance ability, enthrall + 9th | haste, protection from energy + 13th | compulsion, freedom of movement + 17th | commune, conjure volley + + Source: Unearthed Arcana: Bard And Paladin + + + + + Channel Divinity: Peerless Athlete (Oath of Heroism (UA)) + You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Channel Divinity: Legendary Strike (Oath of Heroism (UA)) + You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Mighty Deed (Oath of Heroism (UA)) + 7th-level Oath of Heroism feature + Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice: + • The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point). + • The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. + Once you use this feature, you can't use it again until the start of your next turn. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Glorious Defense (Oath of Heroism (UA)) + 15th-level Oath of Heroism feature + Your blessed glory on the battlefield can misdirect an attack. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction. + + Source: Unearthed Arcana: Bard And Paladin + + + + + Living Myth (Oath of Heroism (UA)) + 20th-level Oath of Heroism feature + You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes: + • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks. + • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead. + • If you fail a saving throw, you can use your reaction to succeed instead. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Bard And Paladin + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml new file mode 100644 index 0000000..e142259 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-10-03_ClericDruidAndWizard.xml @@ -0,0 +1,349 @@ + + + + Cleric + + + + Divine Domain: Twilight Domain (UA) + The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selûne) might grant their clerics the Twilight Domain. Clerics who serve these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Cleric Level | Spells + 1st | faerie fire, sleep + 3rd | darkness, invisibility + 5th | aura of vitality, Leomund's tiny hut + 7th | aura of life, greater invisibility + 9th | circle of power, dream + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Bonus Proficiency (Twilight Domain (UA)) + 1st-level Twilight Domain feature + You gain proficiency with martial weapons and heavy armor. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Eyes of Night (Twilight Domain (UA)) + 1st-level Twilight Domain feature + Your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light. + As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Vigilant Blessing (Twilight Domain (UA)) + 1st-level Twilight Domain feature + The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Channel Divinity: Twilight Sanctuary (Twilight Domain (UA)) + 2nd-level Twilight Domain feature + You can use your Channel Divinity to refresh your allies with soothing twilight. + As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: + • Give it 1d8 temporary hit points. + • End one effect causing it to be charmed or frightened. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Steps of the Brave (Twilight Domain (UA)) + 6th-level Twilight Domain feature + You draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits: + • You have advantage on saving throws against being frightened. + • If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Divine Strike (Twilight Domain (UA)) + 8th-level Twilight Domain feature + You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Blessed Strikes (Twilight Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Midnight Shroud (Twilight Domain (UA)) + 17th-level Twilight Domain feature + You can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 1 + + + + + Druid + + + + Druid Circle: Circle of Wildfire (UA) + Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Circle Spells (Circle of Wildfire (UA)) + 2nd-level Circle of Wildfire feature + You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip. + When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Druid Level | Circle Spells + 3rd | locate animals or plants, scorching ray + 5th | fireball, plant growth + 7th | aura of life, fire shield + 9th | flame strike, raise dead + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Summon Wildfire (Circle of Wildfire (UA)) + 2nd-level Circle of Wildfire feature + You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. + The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage. + The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the wildfire spirit stat block. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. + In combat, the wildfire spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action. + The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Enhanced Bond (Circle of Wildfire (UA)) + 6th-level Circle of Wildfire feature + The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled. In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Flames of Life (Circle of Wildfire (UA)) + 10th-level Circle of Wildfire feature + You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Blazing Endurance (Circle of Wildfire (UA)) + 14th-level Circle of Wildfire feature + The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level. + Once you use this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 2 + + + + + Wizard + + + + Arcane Tradition: Onomancy (UA) + Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through names. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it. + That distinction creates power that onomancers seek to tap. By speaking a target's true name, the wizard's spells slip between the cracks of the target's defenses, conforming to its essential nature through the power of its name. To protect themselves, wizards who follow this tradition often hide their true names, typically by adopting monikers and pseudonyms. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + True Names (Onomancy (UA)) + Onomancy, or naming magic, is a method of spellcasting that uses a creature's true name to enhance a spell's effects. A true name is the name by which a self-aware creature identifies itself. This name might be the name a person was given at birth, or one a person chose or earned later in life. Whatever a name's origin, the simplest way for you to know your true name is to think truthfully about yourself and then think, "My name is..." Your true name is how you finish that sentence. + You can try to hide your true name by using a pseudonym, but you must be wary not to inhabit that false name too deeply. If a false name comes to be the best expression of who you are, it becomes your true name. Changing one's true name is never a quick choice; it's something that happens over time as a name becomes the creature's truth. + As a quick guide, a creature has a true name if it understands at least one language or it has an alignment. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Bonus Proficiencies (Onomancy (UA) + 2nd-level Onomancy feature + You learn one language of your choice and gain proficiency with calligrapher's supplies. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Extract Name (Onomancy (UA) + 2nd-level Onomancy feature + You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a successful save, you discern that this magic failed, and you can't use this feature on the target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target's name or the fact that the target lacks a name. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Fateful Naming (Onomancy (UA) + 2nd-level Onomancy feature + You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The bane and bless spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don't count against the number of spells you can prepare. + You can cast either spell without expending a spell slot if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant Utterance (Onomancy (UA)) + 6th-level Onomancy feature + You learn words of power called Resonants, which allow you to tailor your spells through the use of a target's true name. + Resonants Known (Onomancy (UA)) + When you gain this feature, you learn two Resonants of your choice, which are detailed in the "Resonant Options" section. Each time you gain a level in this class, you can replace one resonant you know with a different one. + Using a Resonant (Onomancy (UA)) + You can use one Resonant when you cast a wizard spell with a spell slot and speak the true name of one creature targeted by the spell. Speaking the name is part of casting the spell. You can use Resonants a number of times equal to half of your wizard level (round down), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Absorption (Onomancy (UA)) + When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Devastation (Onomancy (UA)) + If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Dissolution (Onomancy (UA)) + The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Nullification (Onomancy (UA)) + If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Puppetry (Onomancy (UA)) + The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Sympathy (Onomancy (UA)) + If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Inexorable Pronouncement (Onomancy (UA)) + 10th-level Onomancy feature + You learn two new Resonants of your choice from your Resonant Utterance feature. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Absorption (Onomancy (UA)) + When you cast a spell that deals damage to the named target, you gain 3d6 temporary hit points. The number of temporary hit points you gain increases by 1d6 when you reach 10th level (4d6) and 14th level (5d6) in this class. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Devastation (Onomancy (UA)) + If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Dissolution (Onomancy (UA)) + The first time the named creature takes damage from the spell, that creature takes an extra 2d8 force damage. The extra force damage increases by 1d8 when you reach 10th level (3d8) and 14th level (4d8) in this class. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Nullification (Onomancy (UA)) + If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Puppetry (Onomancy (UA)) + The first time the named creature takes damage from the spell, you can knock the creature prone or move it up to 10 feet, either directly toward you or away from you. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Resonant: Sympathy (Onomancy (UA)) + If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + + Relentless Naming (Onomancy (UA)) + 14th-level Onomancy feature + You have learned how to bypass a named creature's defenses against certain types of damage. When you cast a spell that deals damage to a creature whose true name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell's normal damage type. + + Source: Unearthed Arcana: Cleric Druid Wizard p. 4 + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml new file mode 100644 index 0000000..2fd2deb --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-10-17_FighterRangerAndRogue.xml @@ -0,0 +1,470 @@ + + + + Fighter + + + + Martial Archetype: Rune Knight (UA) + You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. {@i Skiltgravr} ("rune cutters") can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant's craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Bonus Proficiencies (Rune Knight (UA)) + 3rd-level Rune Knight feature + You gain proficiency with smith's tools, and you learn to speak, read, and write Giant. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune Magic (Rune Knight (UA)) + 3rd-level Rune Knight feature + You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see "Rune Options"). + Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield. + Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes. + Each time you gain a level in this class, you can replace one rune you know with a different one. + + Rune Options + Rune options are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Haug (Hill Rune) (Rune Knight (UA)) + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. + In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ild (Fire Rune) (Rune Knight (UA)) + This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ise (Frost Rune (Rune Knight (UA))) + This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. + In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Skye (Cloud Rune) (Rune Knight (UA)) + This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. + In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Stein (Stone Rune) (Rune Knight (UA)) + This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. + In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Uvar (Storm Rune) (Rune Knight (UA)) + Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated. + In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Giant Might + 3rd-level Rune Knight feature + You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: + • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. + • You have advantage on Strength checks and Strength saving throws. + • Your weapon attacks deal an extra 1d6 damage. + You can use this feature twice, and you regain all expended uses of it when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Defensive Runes (Rune Knight (UA)) + 7th-level Rune Knight feature + You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature's AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). + In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three). + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Haug (Hill Rune) (Rune Knight (UA)) + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. + In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ild (Fire Rune) (Rune Knight (UA)) + This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ise (Frost Rune (Rune Knight (UA))) + This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. + In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Skye (Cloud Rune) (Rune Knight (UA)) + This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. + In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Stein (Stone Rune) (Rune Knight (UA)) + This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. + In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Uvar (Storm Rune) (Rune Knight (UA)) + Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated. + In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Great Stature (Rune Knight (UA)) + 10th-level Rune Knight feature + The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8. + In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four). + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Haug (Hill Rune) (Rune Knight (UA)) + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. + In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ild (Fire Rune) (Rune Knight (UA)) + This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ise (Frost Rune (Rune Knight (UA))) + This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. + In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Skye (Cloud Rune) (Rune Knight (UA)) + This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. + In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Stein (Stone Rune) (Rune Knight (UA)) + This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. + In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Uvar (Storm Rune) (Rune Knight (UA)) + Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated. + In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune Magic Mastery (Rune Knight (UA)) + 15th-level Rune Knight feature + You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. + In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five). + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Haug (Hill Rune) (Rune Knight (UA)) + This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. + In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ild (Fire Rune) (Rune Knight (UA)) + This rune's magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. + In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Ise (Frost Rune (Rune Knight (UA))) + This rune's magic evokes a frost giant's stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. + In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Skye (Cloud Rune) (Rune Knight (UA)) + This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. + In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Stein (Stone Rune) (Rune Knight (UA)) + This rune's magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet. + In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rune: Uvar (Storm Rune) (Rune Knight (UA)) + Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated. + In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Blessing of the All Father (Rune Knight (UA)) + 18th-level Rune Knight feature + You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Ranger + + + + Ranger Archetype: Swarmkeeper (UA) + Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Swarmkeeper Magic (Swarmkeeper (UA)) + 3rd-level Swarmkeeper feature + You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of swarming nature spirits. You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as ranger spells for you, but don't count against the number of ranger spells you know. + + Ranger Level | Spells + 3rd | faerie fire + 5th | web + 9th | gaseous form + 13th | giant insect + 17th | insect plague + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Gathered Swarm (Swarmkeeper (UA)) + 3rd-level Swarmkeeper feature + You magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space. + As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6. + You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Writhing Tide (Swarmkeeper (UA)) + 7th-level Swarmkeeper feature + You can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits: + • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action. + • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check. + • You gain a flying speed of 10 feet and can hover. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Scuttling Eyes (Swarmkeeper (UA)) + 11th-level Swarmkeeper feature + As an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. + As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Gathered Swarm Improvement (Swarmkeeper (UA)) + 11th-level Swarmkeeper feature + The extra damage from your swarm increases to 2d6. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Storm of Minions (Swarmkeeper (UA)) + 15th-level Swarmkeeper feature + Your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere's area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn't blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet. + When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. + Once you use this feature, you can't do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Rogue + + + + Roguish Archetype: The Revived (UA) + You've had a soul-shaking realization: you've been dead before, yet somehow you are alive again. This life isn't your first; it might not even be your second. Your past life, or lives, are unclear to you, but you know that you passed through the gates of death. And the powers of death, or some other influence, wasn't done with you. You might have convinced a deity to let you return to the Material Plane, perhaps you signed a deal with a fiend, or maybe you used an artifact that revived you. Whatever force brought you back, you now know the truth about yourself: that you are one of death's representatives among the living. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Tokens of Past Lives (The Revived (UA)) + 3rd-level Revived feature + You remember talents you had in your previous life. When you finish a long rest, you gain one skill or tool proficiency of your choice. You can replace this proficiency with another when you finish a long rest. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Revived Nature (The Revived (UA)) + 3rd-level Revived feature + Your newfound connection to death gives you the following benefits: + • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage. + • You don't need to eat, drink, or breathe. + • You don't need to sleep. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you remain semiconscious, and you can hear as normal. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Bolts from the Grave (The Revived (UA)) + 3rd-level Revived feature + You have learned to unleash bolts of necrotic energy from within your revived body. Immediately after you use your Cunning Action, you can make a ranged spell attack against a creature within 30 feet of you, provided you haven't used your Sneak Attack this turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. A creature hit by this attack takes necrotic damage equal to your Sneak Attack. This uses your Sneak Attack for the turn. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Connect with the Dead (The Revived (UA)) + 9th-level Revived feature + You can create a link with a spirit through their corpse. When you do so, you cast the speak with dead spell, without using a spell slot or material components. Intelligence is your spellcasting ability for this spell. + Speaking with the dead in this way temporarily gives you a capability from a past life—you're unsure whether it's from your past or the spirit's. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest. + + d3 | Capability + 1 | You learn how to speak, read, and write one language of your choice. + 2 | You gain one skill or tool proficiency of your choice. + 3 | You gain proficiency with one saving throw of your choice. + + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Audience with Death (The Revived (UA)) + 13th-level Revived feature + When at death's door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with "yes," "no," or "unknown." The entity answers truthfully, using the knowledge of all those who have died. + In addition, whenever you have 0 hit points and are healed or stabilized, you can change any of your personal characteristics: personality trait, ideal, bond, or flaw. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + + Ethereal Jaunt (The Revived (UA)) + 17th-level Revived feature + Like a ghost, you have the ability to slip in and out of the Ethereal Plane. You can now use your Cunning Action to teleport to an unoccupied space within 30 feet of you. You don't need to see that space to teleport to it, but your teleportation fails, wasting your bonus action, if you attempt to teleport through magical force that is Medium or larger, such as a wall of force. If you appear in a space occupied by another creature or filled by an object, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are shunted. + + Source: Unearthed Arcana: Fighter Ranger Rogue + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml new file mode 100644 index 0000000..33e6214 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-11-04_ClassFeatureVariants.xml @@ -0,0 +1,2195 @@ + + + + + Artificer + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 18th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Barbarian + + + + Survival Instincts + 2nd-level barbarian feature (replaces Danger Sense) + You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Instinctive Pounce + 5th-level barbarian feature (replaces Fast Movement) + When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Bard + + + + Magical Inspiration + 1st-level bard feature (enhances Bardic Inspiration) + If a creature has a Bardic Inspiration die from you and casts a spell, the creature can roll that die and add the number rolled to one damage or healing roll of the spell. The Bardic Inspiration die is then lost. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Spell Versatility + 1st-level bard feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace. + + Rule Tip: Cantrips Are Spells: + Cantrips are 0-level spells, which don't use spell slots. When a feature applies to spells, that feature applies to cantrips, unless the feature specifies that the spells must be of 1st level or higher or must expend a spell slot. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Cleric + + + + Cantrip Versatility + 1st-level cleric feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Channel Divinity: Harness Divine Power + 2nd-level cleric feature (enhances Channel Divinity) + You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Arcana Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (City Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Death Domain) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Knowledge Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Life Domain) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Light Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Nature Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Tempest Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Trickery Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (War Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Forge Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Grave Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Protection Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Order Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Order Domain) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Blessed Strikes (Twilight Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Potent Spellcasting) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Druid + + + + Cantrip Versatility + 1st-level druid feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Wild Companion + 2nd-level druid feature (enhances Wild Shape) + You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. + When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighter + + + + Fighting Style: Superior Technique + You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). + You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Martial Versatility + 1st-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Maneuver Versatility + 1st-level feature (enhances Maneuvers) + If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 6th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Superior Technique + You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). + You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 14th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Monk + + + + Monk Weapons + 1st-level monk feature (enhances Martial Arts) + You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. + You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria: + • The weapon must be a simple or martial weapon. + • You must be proficient with the weapon. + • The weapon must lack these properties: heavy, special, or two-handed. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Ki-Fueled Strike + 2nd-level monk feature (enhances Ki) + If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Distant Eye + When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Quickened Healing + As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Paladin + + + + Martial Versatility + 1st-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Blessed Warrior + You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Ranger + + + + Favored Foe + 1st-level ranger feature (replaces Favored Enemy) + You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter's mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. + When you gain the Spellcasting feature at 2nd level, hunter's mark doesn't count against the number of ranger spells you know. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer + 1st-level ranger feature (replaces Natural Explorer) + You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Canny + Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. + In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Roving + Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Tireless + As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Spellcasting Focus + 2nd-level ranger feature (enhances Spellcasting) + You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, "Equipment," of the Player's Handbook for a list of things that count as druidic focuses. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Spell Versatility + 2nd-level ranger feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Martial Versatility + 1st-level feature (enhances Fighting Style) + Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Blind Fighting + Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Interception + When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Thrown Weapon Fighting + You can draw a weapon that has the thrown property as part of the attack you make with the weapon. + In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Unarmed Fighting + Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. + When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fighting Style: Druidic Warrior + You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Ranger's Companion Options (Beast Master) + 3rd-level Beast Master feature (enhances Ranger's Companion) + While wandering the wilds, a ranger encounters many sorts of animals, some of which the ranger might befriend. This friendship can arise from successful use of the Animal Handling skill or the animal friendship spell. If the resulting bond is strong enough, the animal might join the ranger on adventures. + A ranger who has the Beast Master archetype can form an even stronger bond, feeling almost like a sibling to an animal. A special type of beast awaits a Beast Master in the wilds, a creature whose lineage stretches back to the beginnings of the world: a primal beast known as a Beast of the Air or a Beast of the Earth. Such a creature seeks out the type of companionship that a Beast Master offers, ready for the two of them to battle the imbalances in the natural world. + The primal beast is a special creature that a Beast Master can choose for the Ranger's Companion feature. When choosing such a creature, you decide whether it is a Beast of the Air or the Earth, and you determine its appearance. Stories describe primal beasts that mystically change form to align with the spirit of their companion. + When a primal beast is met apart from a Beast Master, the creature takes the form a regular beast of challenge rating 1/4 or lower, as determined by the DM. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Primal Awareness + 3rd-level ranger feature (replaces Primeval Awareness) + You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. + + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + + Ranger Level | Spell + 3rd | detect magic, speak with animals + 5th | beast sense, locate animals or plants + 9th | speak with plants + 13th | locate creature + 17th | commune with nature + You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer + 1st-level ranger feature (replaces Natural Explorer) + You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Canny + Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. + In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Roving + Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Tireless + As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Fade Away + 10th-level ranger feature (replaces Hide in Plain Sight) + You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. + Once you use this feature, you can't use it again until you finish a short or long rest. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer + 1st-level ranger feature (replaces Natural Explorer) + You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Canny + Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill. + In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Roving + Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Deft Explorer: Tireless + As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. + In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Rogue + + + + Cunning Action: Aim + 2nd-level rogue feature (enhances Cunning Action) + You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 10th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Sorcerer + + + + Spell Versatility + 1st-level sorcerer feature (enhances Spellcasting) + Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the sorcerer spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Font of Magic Options + 2nd-level sorcerer feature (enhances Font of Magic) + When you gain the Font of Magic feature, you get access to the following ways to spend your sorcery points. + + Empowering Reserves: + When you make an ability check on your turn, you can spend 2 sorcery points to gain advantage on the check. + + Imbuing Touch: + As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. + + Sorcerous Fortitude: + As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Metamagic Options + 3rd-level sorcerer feature (enhances Metamagic) + When you choose Metamagic options, you have access to the following additional options. + + Elemental Spell: + When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder. + + Seeking Spell: + When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell. + + Unerring Spell: + If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. + You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Warlock + + + + Spell Versatility + 1st-level warlock feature (enhances Pact Magic) + Whenever you finish a long rest, you can replace one spell you learned from this Pact Magic feature with another spell from the warlock spell list. The new spell must be the same level as the spell you replace. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Pact Boon: Pact of the Talisman + Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. + If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. + The talisman turns to ash when you die. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Wizard + + + + Cantrip Versatility + 1st-level wizard feature (enhances Spellcasting) + Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 4th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 8th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 12th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 16th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + Proficiency Versatility + 19th-level feature (enhances Ability Score Improvement) + When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). + This change represents one of your skills atrophying as you focus on a different skill. + + Source: Unearthed Arcana: Class Feature Variants + + + + + + + + Commander's Strike + Superior Technique + + + Disarming Attack + Superior Technique + + + Distracting Strike + Superior Technique + + + Evasive Footwork + Superior Technique + + + Feinting Attack + Superior Technique + + + Goading Attack + Superior Technique + + + Lunging Attack + Superior Technique + + + Maneuvering Attack + Superior Technique + + + Menacing Attack + Superior Technique + + + Parry + Superior Technique + + + Precision Attack + Superior Technique + + + Pushing Attack + Superior Technique + + + Rally + Superior Technique + + + Riposte + Superior Technique + + + Sweeping Attack + Superior Technique + + + Trip Attack + Superior Technique + + + Ambush + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll. + + Source: Unearthed Arcana: Class Feature Variants + + + Bait and Switch + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + When you're within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn't provoke opportunity attacks. + Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled. + + Source: Unearthed Arcana: Class Feature Variants + + + Brace + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack's damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + Restraining Strike + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way. + + Source: Unearthed Arcana: Class Feature Variants + + + Silver Tongue + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check. + + Source: Unearthed Arcana: Class Feature Variants + + + Snipe + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll. + + Source: Unearthed Arcana: Class Feature Variants + + + Studious Eye + 1 + NO + + + None + + Fighter (Battle Master), Martial Adept, Superior Technique + When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check. + + Source: Unearthed Arcana: Class Feature Variants + + + + Invocation: Bond of the Talisman + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 12th level, Pact of the Talisman feature + + While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Chain Master’s Fury + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Chain feature + + As a bonus action, you can command your familiar to make one attack. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Eldritch Armor + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Blade feature + + As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Eldritch Mind + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Tome feature + + You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Far Scribe + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 5th level, Pact of the Tome feature + + A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). + You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute. + As an action, you can magically erase a name on the page by touching the name on it. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Gift of the Protectors + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Tome feature + + A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1). + When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. + As an action, you can magically erase a name on the page by touching the name on it. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Investment of the Chain Master + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Chain feature + + When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: + • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. + • The familiar no longer needs to breathe. + • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. + • If the familiar forces a creature to make a saving throw, it uses your spell save DC. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Protection of the Talisman + 0 + NO + + + + + Eldritch Invocations + Prerequisite: 9th level, Pact of the Talisman feature + + When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll. + + Source: Unearthed Arcana: Class Feature Variants + + + Invocation: Rebuke of the Talisman + 0 + NO + + + + + Eldritch Invocations + Prerequisite: Pact of the Talisman feature + + When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer. + + Source: Unearthed Arcana: Class Feature Variants + + + + Acid Splash + Druid + + + Primal Savagery + Sorcerer + + + + Cause Fear + Bard, Cleric + + + Ceremony (Ritual Only) + Druid + + + Color Spray + Bard + + + Command + Bard + + + Entangle + Ranger + + + Grease + Sorcerer + + + Protection from Evil and Good + Druid, Sorcerer + + + Searing Smite + Ranger + + + Thunderwave + Warlock + + + Wrathful Smite + Cleric + + + + Aid + Bard, Ranger + + + Augury (Ritual Only) + Druid, Wizard + + + Branding Smite + Cleric + + + Continual Flame + Druid + + + Enhance Ability + Ranger, Wizard + + + Enlarge/Reduce + Bard, Druid + + + Flame Blade + Sorcerer + + + Flaming Sphere + Sorcerer + + + Gentle Repose + Paladin + + + Gust of Wind + Ranger + + + Knock + Warlock + + + Magic Weapon + Ranger + + + Mind Spike + Bard + + + Mirror Image + Bard + + + Prayer of Healing + Paladin + + + Warding Bond + Paladin, Ranger + + + + Animate dead + Warlock + + + Aura of Vitality + Cleric, Druid + + + Blinding Smite + Ranger + + + Elemental weapon + Druid + + + Life Transference + Paladin, Warlock + + + Mass Healing Word + Bard + + + Meld into Stone + Ranger + + + Revivify + Druid, Ranger + + + Slow + Bard + + + Speak with Dead + Wizard + + + Spirit Guardians + Paladin + + + Thunder Step + Druid + + + Tiny Servant + Bard + + + Tongues + Ranger + + + Vampiric Touch + Sorcerer + + + Wall of Sand + Druid + + + + Aura of Life + Cleric + + + Aura of Purity + Cleric + + + Death Ward + Ranger + + + Divination (Ritual Only) + Druid, Wizard + + + Dominate Beast + Ranger + + + Fire Shield + Druid, Sorcerer + + + Phantasmal Killer + Bard + + + + Awaken + Ranger + + + Cone of Cold + Druid + + + Contact Other Plane (Ritual Only) + Bard + + + Dawn + Druid, Paladin + + + Flame Strike + Paladin + + + Greater Restoration + Ranger + + + Immolation + Druid + + + Mislead + Warlock + + + Modify Memory + Warlock + + + Planar Binding + Warlock + + + Rary’s Telepathic Bond (Ritual Only) + Bard + + + Skill Empowerment + Cleric + + + Teleportation Circle + Warlock + + + Wall of Light + Cleric + + + + Create Homunculus + Warlock + + + Flesh to Stone + Druid, Sorcerer + + + Heroes’ Feast + Bard + + + Magic Jar + Warlock + + + Mental Prison + Bard + + + Scatter + Bard + + + Tenser’s Transformation + Bard + + + + Power Word Pain + Bard + + + Prismatic Spray + Bard + + + Project Image + Warlock + + + Symbol + Druid + + + + Abi-Dalzim’s Horrid Wilting + Warlock + + + Antipathy/Sympathy + Bard + + + Demiplane + Sorcerer + + + Incendiary Cloud + Druid + + + Maze + Bard + + + + Foresight + Sorcerer + + + Gate + Warlock + + + Mass Polymorph + Druid + + + Power Word Heal + Cleric, Druid + + + Prismatic Wall + Bard + + + Shapechange + Warlock + + + Weird + Warlock + + + + + Beast of the Air + S + beast + Neutral + 13 + 1 + walk 10 ft., fly 60 ft. + 6 + 16 + 13 + 8 + 14 + 11 + Dex +5, Con +3, Wis +4 + Perception +4, Stealth +5 + 14 + understands the languages you speak + + + + + + darkvision 60 ft. + + Hit Points + equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level) + + + Flyby + The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Primal Rebirth + If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. + + + Ready Companion + As a bonus action, you can command the beast to make its shred attack or to Hide. + + + Shred + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1d6 + 3 slashing damage. + + Source: Unearthed Arcana: Class Feature Variants + + + + Beast of the Earth + M + beast + Neutral + 12 + 2 + walk 40 ft., climb or swim 40 ft. (your choice when you bond with the beast) + 14 + 14 + 15 + 8 + 14 + 11 + Dex +4, Con +4, Wis +4 + Perception +4, Stealth +4 + 14 + understands the languages you speak + + + + + + darkvision 60 ft. + + Hit Points + equal the beast's Constitution modifier + your Wisdom modifier + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level) + + + Charge + If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. The DC equals your spell save DC. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. + + + Primal Rebirth + If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. + + + Ready Companion + As a bonus action, you can command the beast to make its maul attack or to Hide. + + + Maul + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1d6 + 2 slashing damage. + + Source: Unearthed Arcana: Class Feature Variants + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml b/FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml new file mode 100644 index 0000000..76a8a63 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2019-11-25_FighterRogueAndWizard.xml @@ -0,0 +1,272 @@ + + + + Fighter + + + + Martial Archetype: Psychic Warrior (UA) + Awakening to the psionic power within themselves, a Psychic Warrior is a fighter who augments their physical might with psychically infused weapon strikes, telekinetic lashes, and barriers of mental force. + As a Psychic Warrior, you might have honed your psionic abilities through your own disciplined practice, unlocked it under the tutelage of a master, or developed it at an academy dedicated to wielding the mind's power as both weapon and shield. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psionic Armament (Psychic Warrior (UA)) + 3rd-level Psychic Warrior feature + You can channel your psychic power to magically augment your prowess. When you finish a long rest, choose whether to augment your defenses or your strikes. The chosen benefit lasts until you finish a long rest. + + Augmented Defenses + When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12. + + Augmented Strikes + Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 psychic damage to that target. When you reach 10th level in this class, the psychic damage increases to 1d6. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Telekinetic Hand (Psychic Warrior (UA) + 3rd-level Psychic Warrior feature + You learn the mage hand cantrip. You can cast it without components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Strength of Mind (Psychic Warrior (UA)) + 7th-level Psychic Warrior feature + As a bonus action, you can telekinetically lash out at a creature you can see within 20 feet of you. The target must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, the target takes force damage equal to 2d6 plus your Intelligence modifier and is telekinetically moved 15 feet directly toward or away from you (your choice). On a successful save, it takes half as much damage and isn't moved. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Telekinetic Bulwark (Psychic Warrior (UA)) + 10th-level Psychic Warrior feature + When you take the Attack action, you can forgo one of your attacks to project a bastion of psionic power in a 10-foot radius around yourself. It lasts for 1 minute or until you're incapacitated. For the duration, you and your allies in that area gain the benefits of half cover and have advantage on Strength saving throws. + Once you use this feature, you can't do so again until you finish a long rest or until after you use your Second Wind feature. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psionic Armament Improvement (Psychic Warrior (UA)) + 10th-level Psychic Warrior feature + When you reach 10th level in this class, your Augmented Defenses dice increases to 1d12, and your Augmented Strikes dice increases to a d6. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Agonizing Strikes (Psychic Warrior (UA)) + 15th-level Psychic Warrior feature + Your attacks can channel psychic agony. When you hit a creature with a weapon attack, you can also deal 2d10 psychic damage to that target and force it to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, the target falls prone, and it suffers disadvantage on ability checks until the end of your next turn. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Psychic Dreadnaught (Psychic Warrior (UA)) + 18th-level Psychic Warrior feature + The power of your mind suffuses your entire being, making you a nigh-unstoppable force on the battlefield. Using your reaction when you take damage, you can give yourself the following benefits for 1 minute or until you're incapacitated: + • At the start of each of your turns, you regain 10 hit points. + • Your walking speed increases by 10 feet. + • If you're prone, you can stand up by spending 5 feet of movement. + Once you activate this feature, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 1 + + + + + Rogue + + + + Roguish Archetype: Soulknife (UA) + A Soulknife possesses powerful psionic potential. They channel this reservoir of inner magic into tangible blades of psychic energy, striking at their victims' minds. They find easy employment as members of thieves' guilds, being particularly sought after as assassins, since their signature psychic blades leave behind no visible wounds. + As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their potential when your psychic knives first appeared. Or you might have sought out a reclusive order of psionic assassins and spent years learning how to manifest your deadly blades. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Psychic Blade (Soulknife (UA)) + 3rd-level Soulknife feature + As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a blade, you can't hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you're incapacitated. + The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Psionic Enhancement (Soulknife (UA)) + 3rd-level Soulknife feature + You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest: + • You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically. + • Increase your walking speed by 5 feet. + • Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Terrifying Blade (Soulknife (UA)) + 9th-level Soulknife feature + Your psychic blades can now stoke terror within a target: When you damage a creature with your Psychic Blade, you can force the target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature is frightened of you until the start of your next turn. On a successful save, the creature isn't frightened and is immune to your Terrifying Blade for 24 hours. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Psychic Veil (Soulknife (UA)) + 13th-level Soulknife feature + You can weave a veil of psionic static to mask your physical presence. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes. This invisibility ends if you make an attack or if you force a creature to make a saving throw. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Rend Mind (Soulknife (UA)) + 17th-level Soulknife feature + You can sweep your Psychic Blade directly through a creature's mind. As an action while you have at least one Psychic Blade manifested, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw (DC equal to 10 + your proficiency bonus + your Intelligence modifier). If you are hidden from the target, it has disadvantage on the save. On a failed save, the target takes 12d6 psychic damage, and it is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned. One of your Psychic Blades vanishes after using this feature. + You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 2 + + + + + Wizard + + + + Arcane Tradition: Psionics (UA) + Wizards study magical power in all its forms, including the magic of psionics. Those wizards who follow the tradition of Psionics hone the magical potential of their own minds. Sometimes called psionicists or mentalists, these wizards interact with the multiverse through the lens of their psionic aptitude and awareness. + Psionicists channel their magic by focusing their minds. By doing so they can transcend their physical bodies, adopting forms of pure thought, casting spells psionically to bypass the need for components, and perceiving the world with a broader range of senses. + As a member of the Psionics tradition, you might have awoken your psionic potential through the strain of your esoteric studies, or perhaps you joined a scholarly order dedicated to unlocking the magic of the mind. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionic Focus (Psionics (UA)) + 2nd-level Psionics feature + You have learned to channel psionic energy through a special object: a psionic focus. You gain the object with this feature (see the "Your Psionic Focus" sidebar for how you might have acquired the item). + While your psionic focus is on your person, you gain the following benefits: + • The object is a spellcasting focus for you. + • When you roll psychic or force damage for any of your wizard spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll. + If your psionic focus is lost, you can magically recreate it by meditating for 1 hour during a short or long rest, at the end of which the focus appears in your hand. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionic Devotion (Psionics (UA)) + 2nd-level Psionics feature + Your study of psionics begins to unleash your mind's potential. When you gain this feature, choose one of the following cantrips: friends, mage hand, or message. You learn that cantrip if you don't already know it, and it doesn't count against the number of wizard cantrips you know. While your psionic focus is on your person, you can cast the chosen cantrip as a bonus action, requiring no components, and with the modification listed below: + + Friends + When the spell ends, the target doesn't become hostile to you. + + Mage Hand + You can make the hand invisible when you cast the spell, and controlling the spell is a bonus action for you. + + Message + You don't need to point toward the target or whisper your message out loud. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Your Psionic Focus (Psionics (UA)) + Every member of the Psionics tradition has a story about how their psionic focus came into their life. Consider how you found yours and what form it takes. + The event that brought your psionic focus to you probably holds personal significance. Did your master give it to you upon the completion of your apprenticeship? Was it awarded to you when you graduated from your academy of wizardry? Did it call to you in a jeweler's shop? Was it associated with the moment when your psionic powers first manifested? One morning, did you wake up with it humming under your pillow? + The form your psionic focus takes is also yours to define, likely being a reflection of how your magic came into being, a symbol of your own psyche, or an item you use to focus your thoughts. It is a handheld object that has special meaning to you, but that can't be a weapon or magic item. Perhaps it's a childhood memento, the skull of an alien creature, a crystal that makes you feel a certain way, a coin that only lands on its edge, a firescarred planchette, or any other enigmatic personal relic. + However the object arrived and whatever form it takes, your psionic focus is now yours, and you decide how to handle it. Will you mount it on a wand or staff? Would you prefer to wear it on a necklace or circlet? Have you embedded it into the cover of your spellbook? Wherever you put it, you can now channel your magic through it, and it is a sign of your membership in the revered tradition of psionic wizardry. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Psionic Spells (Psionics (UA)) + Spell selection is part of what defines a wizard and their individual fields of expertise. When creating your Psionics wizard, consider spells that are thematically appropriate for that tradition. Psionics as a theme generally includes spells that do the following: + • contact or manipulate minds + • allow the caster to perceive distant locations or planes + • alter perception + • move objects and creatures + • teleport + • deal psychic or force damage + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Thought Form (Psionics (UA)) + 6th-level Psionics feature + While you are carrying your psionic focus, you can use a bonus action to magically transform your body into pure psionic energy. The transformation lasts for 10 minutes, until you use a bonus action to assume your normal form, or until you are incapacitated or die. + While in thought form, you are a figure of luminous psychic energy, with your psionic focus hovering within. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot-radius. Any other equipment you are wearing or carrying transforms with you and melds into your thought form. You also gain the following benefits: + + Psionic Spellcasting + When you cast a spell while in thought form, you can cast the spell psionically. If you do so, the spell doesn't require verbal, somatic, or material components that lack a gold cost. + Psychic Resilience + You gain resistance to psychic damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. + + You can transform using this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Mental Discipline (Psionics (UA)) + 10th-level Psionics feature + Your mind's power expands to greater heights. When you gain this feature, choose one of the following spells: dominate person, scrying, or telekinesis. You can add the spell to your spellbook, and you can cast it without components. + You can also cast the chosen spell once without expending a spell slot. After you do so, you regain the ability to cast the spell without a slot when you finish a long rest. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Empowered Psionics (Psionics (UA)) + 10th-level Psionics feature + When you deal psychic or force damage with a wizard spell, you can add your Intelligence modifier to the damage against one of the spell's targets. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + + Thought Travel (Psionics (UA)) + 14th-level Psionics feature + While using your Thought Form, you have a flying speed equal to your walking speed and can hover, and you can move through other creatures and objects as if they were difficult terrain. + You take 1d10 force damage if you end your turn inside an object. If you return to your normal form while inside an object, you are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. + + Source: Unearthed Arcana: Fighter Rogue Wizard p. 3 + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml b/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml new file mode 100644 index 0000000..8052c69 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml @@ -0,0 +1,345 @@ + + + + Barbarian + + + + Primal Path: Path of the Beast (UA) + Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. + Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Form of the Beast (Path of the Beast (UA)) + 3rd-level Path of the Beast feature + When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage: + + Bite + Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point). + Claws + Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action. + Tail + You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Bestial Soul (Path of the Beast (UA)) + 6th-level Path of the Beast feature + The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest: + • You gain a swimming speed equal to your walking speed, and you can breathe underwater. + • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Infectious Fury (Path of the Beast (UA)) + 10th-level Path of the Beast feature + When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice): + • The target must use its reaction to make a melee attack against another creature of your choice that you can see. + • Target takes 2d12 psychic damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). + You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Call the Hunt (Path of the Beast (UA)) + 14th-level Path of the Beast feature + The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Monk + + + + Monastic Tradition: Way of Mercy (UA) + Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help—whether ailing or evil—they bring a swift end as an act of mercy. + Those who follow the Way of Mercy might be humble members of a religious order, administering to those in greatest need, making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don simple robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. If you wear a mask, choose its appearance, or determine it randomly by rolling on the Merciful Mask table. + + d6 | Mask Appearance + 1 | Raven + 2 | Blank and white + 3 | Crying visage + 4 | Laughing visage + 5 | Skull + 6 | Butterfly + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Implements of Mercy (Way of Mercy (UA)) + 3rd-level Way of Mercy feature + You gain proficiency in the Insight or Medicine skill (your choice), and you gain proficiency with the herbalism kit and the poisoner's kit. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Hands of Healing (Way of Mercy (UA)) + 3rd-level Way of Mercy feature + Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. + When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending its ki cost. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Hands of Harm (Way of Mercy (UA)) + 3rd-level Way of Mercy feature + You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die. If the creature is incapacitated or poisoned, the creature instead takes necrotic damage equal to three rolls of your Martial Arts die instead. You can use this feature only once on each of your turns. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Noxious Aura (Way of Mercy (UA)) + 6th-level Way of Mercy feature + As a bonus action, you spend 1 ki point to turn your ki into an aura of toxic miasma. The aura extends 5 feet from you in every direction, but not through total cover. It lasts for 1 minute, until you're incapacitated, or you dismiss it (no action required). + While your aura is active, ranged attacks have disadvantage against you. Any other creature that starts its turn in the aura must succeed on a Constitution saving throw or become poisoned until the end of your next turn and take poison damage equal to your Wisdom modifier (minimum of 0 damage). + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Healing Technique (Way of Mercy (UA)) + 11th-level Way of Mercy feature + Your skill in manipulating your ki to heal increases. When you restore hit points to a creature using your Hands of Healing, you can also end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, or poisoned. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Hand of Mercy (Way of Mercy (UA)) + 17th-level Way of Mercy feature + Your mastery of life energy opens the door to the ultimate respite technique. As an action, you can touch a creature, expend 4 ki points, and force the creature to make a Constitution saving throw (a creature can willingly fail this save). Unless the save succeeds, the creature enters a state of suspended animation for a number of days equal to your monk level or until you end the effect early (no action required). During this time, the creature is paralyzed, has immunity to all damage, and any curse, disease, or poison affecting it is suspended. The creature appears dead to all outward inspection and to spells used to determine the creature's status. + You can have only one creature under the effect of this feature at a time. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Paladin + + + + Sacred Oath: Oath of the Watchers (UA) + Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. + Paladins who follow the Watchers' oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Tenets of the Watchers (Oath of the Watchers (UA)) + A paladin who assumes the Oath of the Watchers swears to safeguard the mortal realm from otherworldly threats. + + Vigilance + The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption. + + Loyalty + Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty. + + Discipline + You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Oath Spells (Oath of the Watchers (UA)) + 3rd-level Oath of the Watchers feature + You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work. + + Paladin Level | Spells + 3rd | alarm, chromatic orb + 5th | augury, moonbeam + 9th | counterspell, nondetection + 13th | aura of purity, banishment + 17th | hold monster, hallow + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Channel Divinity: Watcher's Will (Oath of the Watchers (UA)) + You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Channel Divinity: Abjure the Extraplanar (Oath of the Watchers (UA)) + You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. 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. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Aura of the Sentinel (Oath of the Watchers (UA)) + 7th-level Oath of the Watchers feature + You emit an aura of alertness while you aren't incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1). + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Vigilant Rebuke (Oath of the Watchers (UA)) + 15th-level Oath of the Watchers feature + You've learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Aura of the Sentinel Improvement (Oath of the Watchers (UA)) + 18th-level Oath of the Watchers feature + At 18th level, the range of this aura increases to 30 feet. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Mortal Bulwark (Oath of the Watchers (UA)) + 20th-level Oath of the Watchers feature + You manifest a spark of your deity's power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute: + • You gain truesight in a 120-foot radius. + • You have advantage on attack rolls against elementals, fey, fiends, and aberrations. + • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours. + Once you use this bonus action, you can't use it again until you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Warlock + + + + Otherworldly Patron: The Noble Genie (UA) + You made a pact with one of the rarest of geniekind, a noble genie. Such entities are rulers of vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations but are all arrogant collectors of creatures, knowledge, and treasure. A genie values their collection and will protect that which they claim ownership over. Through your connection to the noble, you can leverage their influence and extend their ownership of things in the multiverse. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Expanded Spell List (The Noble Genie (UA)) + 1st-level Noble Genie feature + The Noble Genie 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. + + Spell Level | Spells + 1st | fog cloud, sleep + 2nd | enlarge/reduce, phantasmal force + 3rd | create food and water, protection from energy + 4th | polymorph, phantasmal killer + 5th | Bigby's hand, creation + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Collector's Vessel (The Noble Genie (UA)) + 1st-level Noble Genie feature + Your patron gives you a magical vessel with which you can bind a creature to you and to your patron's menagerie. The vessel is a Tiny object, and it is a spellcasting focus for you. You decide what the object is, or you can determine what it is randomly by rolling on the Collector's Vessel table. + + d6 | Vessel + 1 | Oil lamp + 2 | Urn + 3 | Ring with a compartment + 4 | Stoppered bottle + 5 | Hollow statuette + 6 | Ornate lantern + + If you lose your vessel, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vessel. The vessel vanishes in a flare of elemental power when you die. + As an action while you are holding the vessel, you target a willing creature you can see within 100 feet of you and create a tether of wispy elemental material that links the target to you. The tether lasts for 1 hour, until you use this feature to create another tether, until the bound target is reduced to 0 hit points, or until the target ends its turn more than 100 feet from you. + While you are tethered to a creature, you gain the following benefits: + • You gain a bonus to your Wisdom (Perception) checks equal to your Charisma modifier (minimum of +1). + • When you can cast a spell, you can deliver the spell from your space or the bound creature's space. + You can create the tether a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Collector's Vessel and Pact Boons + When you create a tether with your Collector's Vessel, the tether takes on a form that reflects your patron's type of geniekind: swirling mist and wind for a djinni, sand and flecks of rock or gems for a dao, smoke and embers for an efreeti, and foamy water for a marid. + When you gain the Pact Boon feature at 3rd level, if you choose a boon that grants you a physical object, your vessel transforms into that object. For example, a warlock whose patron is a noble efreeti and chooses the Pact of the Tome might find their bottle transformed into an elaborate scroll made of a red dragon's wing, with brass and iron rolling rods. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Elemental Resistance (The Noble Genie (UA)) + 6th-level Noble Genie feature + Your patron grants you protection from an element. Whenever you finish a long rest, you gain resistance to acid, cold, fire, or lightning damage (your choice) until the end of your next long rest. + While the tether of your Collector's Vessel is active, the tethered creature gains resistance to the damage type you chose. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Protective Wish (The Noble Genie (UA)) + 10th-level Noble Genie feature + You're now able to use your Collector's Vessel to wish for protection for yourself or your tethered creature. If you or the tethered creature is hit by an attack, you can use your reaction to teleport, swapping places with the creature and switching which one of you is hit by the attack. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Genie's Entertainment (The Noble Genie (UA)) + 10th-level Noble Genie feature + As an action, you attempt to send a creature you can see within 90 feet to your patron's court. The target must succeed on a Charisma saving throw against your warlock spell save DC or be magically drawn into your vessel and teleported to your patron's court in the Elemental Planes. While there, the target is stunned and your patron marvels at the target with amusement but brings no harm to it. The target can repeat the saving throw at the end of each of its turns, reappearing in the space it left or in the nearest unoccupied space if that space is occupied on a success. + Once you use this feature, you can't use it again until you finish a long rest. If the target remains in your patron's court for 1 minute, the genie sends the target back at the end of its turn as if it successfully saved, and you regain the use of this feature. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + + Collector's Call (The Noble Genie (UA)) + 14th-level Noble Genie feature + In exchange for extending your patron's influence over the multiverse, you can call on more of their power. As an action, you can implore your patron for aid by making a Charisma (Persuasion) check against your warlock spell save DC. If the check succeeds, you can choose one of the following effects: + • A creature you can see within 60 feet of you regains 8d6 hit points and ends one disease or condition afflicting it: blinded, charmed, deafened, frightened, paralyzed, or poisoned. + • A creature you can see within 60 feet of you has disadvantage on attack rolls and saving throws until the start of your next turn. + • You cast the legend lore spell without material components. + Whether the check succeeds or fails, you can't use this feature again until you finish a long rest. Alternatively, you can regain the use of this feature by sacrificing nonmagical treasure worth at least 500 gp to your patron. This sacrifice requires the treasure to be within 10 feet of you for at least 1 minute, at the end of which you use an action to teleport the treasure to your patron's realm, provided you have the vessel of your Collector's Vessel in hand. + + Source: Unearthed Arcana: 2020 Subclasses Pt1 + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml b/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml new file mode 100644 index 0000000..6d723a6 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml @@ -0,0 +1,209 @@ + + + + Bard + + + + Bard College: College of Creation (UA) + Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most. + Members of this college might have developed their powers during experiences on other worlds or planes of existence. Those who have seen the commonalities of multiple realities might have learned how to tap into truths most mortals glimpse only for a moment. Alternatively, the bard might find themselves out of step with their own home plane, reality, or time, their connections to elsewhere allowing them to manipulate the space around them. Regardless of where a bard draws their powers from, other performers might be drawn to them, either to learn their secrets or to put an end to their dangerous manipulation of the Song of Creation. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 + + + + + Note of Potential (College of Creation (UA)) + 3rd-level College of Creation feature + You can manipulate the Song of Creation to summon a floating musical note of possibility: Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the creature rolls the Bardic Inspiration die. A creature with a note can use it in the following ways. + + Note of Destruction + Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. + + Note of Protection + Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points. + + Note of Inspiration + When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to reroll the Bardic Inspiration die and must use the second roll. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 + + + + + Performance of Creation (College of Creation (UA)) + 6th-level College of Creation feature + Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 10 times your bard level and must be no larger than a 10foot cube. For examples of items you can create, see the Armor, Weapons, Adventuring Gear, and Tools tables in chapter 5, "Equipment," of the Player's Handbook. + The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item's duration is extended to the end of your next turn, up to a maximum of 10 minutes. If you maintain the item for the full 10 minutes, it continues to exist for a number of hours equal to your bard level. + Once you create an item with this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 + + + + + Animating Performance (College of Creation (UA)) + 14th-level College of Creation feature + Your mastery over the Song of Creation allows you to bring items to life. When you create a nonmagical item using your Performance of Creation feature, you can instill life into it. The dancing item is under your control until the item vanishes or until it is reduced to 0 hit points. + In combat, the animated item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. When you use your Bardic Inspiration, you can command which action your animated item takes as part of the same bonus action. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 + + + + + Cleric + + + + Divine Domain: Love Domain (UA) + Love exists in many forms—compassion, infatuation, friendly affection, and passionate love as a few facets. Whatever form these feelings take, the gods of love deepen the bonds between individuals. + + Deity | Pantheon + Aengus | Celtic + Aphrodite | Greek + Balder | Norse + Berronar Truesilver | Dwarven + Boldrei | Eberron + Cyrrollalee | Halfling + Freya | Norse + Hanali Celanil | Elven + Hathor | Egyptian + Mishakal | Dragonlance + Myhriss | Greyhawk + Sharindlar | Dwarven + Sheyanna Flaxenstrand | Gnomish + Sune | Forgotten Realms + + Love Domain Spells: + Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and enkindle flares of infatuation to spur their allies and confound their foes. + + Cleric Level | Spells + 1st | charm person, heroism + 3rd | enthrall, warding bond + 5th | beacon of hope, hypnotic pattern + 7th | aura of purity, confusion + 9th | greater restoration, hold monster + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Emboldening Bond (Love Domain (UA)) + 1st-level Love Domain feature + You can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again. + You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Channel Divinity: Impulsive Infatuation (Love Domain (UA)) + 2nd-level Love Domain feature + You can use your Channel Divinity to overwhelm a creature with a flash of short-lived but intense admiration for you, driving them to rash action in your defense. + As an action, you present your holy symbol and choose one creature you can see within 30 feet of you. That creature must make a Wisdom saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature is unaffected. On a failure, the creature is charmed by you until the start of your next turn, and it must immediately use its reaction to make a weapon attack against a target you designate. If there are no valid targets, it uses its reaction to admire you. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Protective Bond (Love Domain (UA)) + 6th-level Love Domain feature + The bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Potent Spellcasting (Love Domain (UA)) + 8th-level Love Domain feature + You add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Blessed Strikes (Love Domain (UA)) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Enduring Unity (Love Domain (UA)) + 17th-level Love Domain feature + The bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other. + Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point: + • The creature has advantage on attack rolls, ability checks, and saving throws + • The creature gains resistance to all damage + • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 2 + + + + + Sorcerer + + + + Sorcerous Origin: Clockwork Soul (UA) + A plane of utmost order, Mechanus is a realm overseen by a godlike entity called Primus, whose actions are inscrutable and calculations, vast. You, or someone from your lineage, might have become entangled in one of the machinations of the leader of the modrons. Perhaps you were exposed to an artifact created by Primus, or your ancestor took part in the Great Modron March in some way. + The power of Mechanus can seem strange and alien to others, but for you it is part of a vast and glorious system that others can't comprehend. At your option, you can pick from or roll on the Manifestations of Mechanus table to create a way your connection to the plane manifests while you are casting a spell. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3 + + + + + Restore Balance (Clockwork Soul (UA)) + 1st-level Clockwork Soul feature + Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to make an attack roll, an ability check, or a saving throw with advantage or disadvantage, you can use your reaction to grant the creature both advantage and disadvantage. + You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3 + + + + + Bulwark of Law (Clockwork Soul (UA)) + 6th-level Clockwork Soul feature + You can imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again. + The ward is represented by a number of d6s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3 + + + + + Trance of Order (Clockwork Soul (UA)) + 14th-level Clockwork Soul feature + You gain the ability to enter a state of clockwork consciousness as an action. For the next minute, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. + Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3 + + + + + Clockwork Cavalcade (Clockwork Soul (UA)) + 18th-level Clockwork Soul feature + You summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing: + • Each living creature that has 0 hit points in the cube becomes stable. + • Any damaged objects entirely in the cube are repaired. + • Every spell of 5th level or lower ends on creatures and objects in the cube. + Once you use this action, you can't use it again until you finish a long rest or until you expend 5 sorcery points to use it again. + + Source: Unearthed Arcana: 2020 Subclasses Pt2 p. 3 + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana.xml b/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml similarity index 100% rename from FightClub5eXML/Sources/UnearthedArcana.xml rename to FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml From 6ef7283f95bff8dd3052915ce4be7a43cf728581 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 5 Feb 2020 07:41:11 -0700 Subject: [PATCH 2/3] feature: Add UA Mystic and Sidekick classes - Removed Mystic from general UA file - Updated Complete and CorePlusUA collections - Added new CorePlusUnreleasedUA collection - Updated Dropbox Changelog and Readme --- Collections/Complete.xml | 13 + Collections/CorePlusUA-NoHomebrew.xml | 11 + Collections/CorePlusUnreleasedUA.xml | 38 + FightClub5eXML/CHANGELOG.md | 12 + FightClub5eXML/README.md | 13 +- .../2017-03-03_TheMysticClass.xml | 1822 +++++++++++++++++ .../UnearthedArcana/2018-12-17_Sidekicks.xml | 463 +++++ .../2020-01-14_2020SubclassesPart1.xml | 2 +- .../UnearthedArcana/UnearthedArcana.xml | 1814 ---------------- 9 files changed, 2370 insertions(+), 1818 deletions(-) create mode 100644 Collections/CorePlusUnreleasedUA.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml create mode 100644 FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml diff --git a/Collections/Complete.xml b/Collections/Complete.xml index d1312b7..c5d5ba4 100644 --- a/Collections/Complete.xml +++ b/Collections/Complete.xml @@ -25,7 +25,20 @@ + + + + + + + + + + + + + diff --git a/Collections/CorePlusUA-NoHomebrew.xml b/Collections/CorePlusUA-NoHomebrew.xml index cc3466d..2c98ddf 100644 --- a/Collections/CorePlusUA-NoHomebrew.xml +++ b/Collections/CorePlusUA-NoHomebrew.xml @@ -25,4 +25,15 @@ + + + + + + + + + + + diff --git a/Collections/CorePlusUnreleasedUA.xml b/Collections/CorePlusUnreleasedUA.xml new file mode 100644 index 0000000..8c0ccad --- /dev/null +++ b/Collections/CorePlusUnreleasedUA.xml @@ -0,0 +1,38 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index cdfe640..562e59b 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,17 @@ ## CHANGE LOG +### 2020-02-05 + +Added new CorePlusUnreleasedUA collection + +Added 2018 UA Sidekick class + +Added 2019 UA class feature variants and subclasses + +Added 2020 UA subclasses part 1 + +Added Third Party Tome of Beasts from Kobold Press to Complete collection + ### 2020-01-31 Added missing features of Barbarian subclass Ancestral Guardian from Xanathar's Guide to Everything. diff --git a/FightClub5eXML/README.md b/FightClub5eXML/README.md index 5f2344f..c9ef0ec 100644 --- a/FightClub5eXML/README.md +++ b/FightClub5eXML/README.md @@ -20,18 +20,25 @@ Import one of the Collection files into the Fight Club app. **CoreOnly**: _CoreRulebooks_ plus Rulebook Supplements and Adventures -**CorePlusUA-NoHomebrew**: _CoreOnly_ plus Unearthed Arcana +**CorePlusUnreleasedUA**: _CoreOnly_ plus unreleased Unearthed Arcana -**Complete**: _CorePlusUA-NoHomebrew_ plus homebrew content +**CorePlusUA-NoHomebrew**: _CoreOnly_ plus all Unearthed Arcana + +**Complete**: _CorePlusUA-NoHomebrew_ plus homebrew and third party content ## Additional Contributors `@kinkofer` for XML generation systems to allow github collections to be auto generated -`@felix_mil_` for xml creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/) +`@felix_mil_` for XML creation tools [https://felixmil.shinyapps.io/compendiumbuildr/](https://felixmil.shinyapps.io/compendiumbuildr/) +`@rrgeorge` and `zamrod` for their JSON to XML scripts ## Contribute Visit the [FightClub5eXML Github](https://github.com/kinkofer/FightClub5eXML) to contribute. + +## Issues + +Find a mistake in the compendium? Report it on our [Github Issues](https://github.com/kinkofer/FightClub5eXML/issues). diff --git a/FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml b/FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml new file mode 100644 index 0000000..3bc5428 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2017-03-03_TheMysticClass.xml @@ -0,0 +1,1822 @@ + + + + Mystic + 8 + Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion + Intelligence + 2 + light armor + simple weapons + none + 5d4x10 + + + + Starting Mystic + As a 1st-level Mystic, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons + • Tools: none + • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a spear or (b) a mace + • (a) leather armor or (b) studded leather armor + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a scholar’s pack or (b) an explorer’s pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Unearthed Arcana: The Mystic Class, p. 1 + + + + + + Psionics + As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. + + Psionic Talents: + A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. You learn an additional talent at 3rd, 10th, and 17th level. + + Psionic Disciplines: + A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. + At 1st level, you know one psionic discipline of your choice. You learn an additional discipline of your choice at 3rd, 5th, 7th, 9th, 12th, 15th, and 18th level. + In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. + + Psi Points: + You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. + The number of psi points you have is based on your mystic level: 4 points at 1st level, 6 at 2nd, 14 at 3rd, 17 at 4th, 27 at 5th, 32 at 6th, 38 at 7th, 44 at 8th, 57 at 9th, 64 at 10th, and 71 at 18th.. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. + + Psi Limit: + Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level; at 1st level, your psi limit is 2, and it increases to 3 at 3rd, 5 at 5th, 6 at 7th, and 7 at 9th. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. + + Psychic Focus: + You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. + You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. + + Psionic Ability: + Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. + + Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier + + Discipline attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Unearthed Arcana: The Mystic Class, p. 3 + + + + + + Mystic Order + At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. + Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Mystic Order: Order of the Avatar + Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. + Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Bonus Disciplines (Order of the Avatar) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Armor Training (Order of the Avatar) + At 1st level, you gain proficiency with medium armor and shields. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Mystic Order: Order of the Awakened + Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. + The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Awakened) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Awakened Talent (Order of the Awakened) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Mystic Order: Order of the Immortal + The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. + Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Bonus Disciplines (Order of the Immortal) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Immortal Durability (Order of the Immortal) + Starting at 1st level, your hit point maximum increases by 1 per mystic level. + In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier+your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + unarmored defense constitution + + + + + + Mystic Order: Order of the Nomad + Mystics of the Order of the Nomad keep their minds in a strange, rarefied state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. + Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Bonus Disciplines (Order of the Nomad) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Breadth of Knowledge (Order of the Nomad) + At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Mystic Order: Order of the Soul Knife + The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. + Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Martial Training (Order of the Soul Knife) + At 1st level, you gain proficiency with medium armor and martial weapons. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Soul Knife (Order of the Soul Knife) + Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. + For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. + As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystic Order: Order of the Wu Jen + The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. + In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Bonus Disciplines (Order of the Wu Jen) + At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Hermit’s Study (Order of the Wu Jen) + At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Mystical Recovery + Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. + Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Telepathy + At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Battle (Order of the Avatar) + Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Investigation (Order of the Awakened) + Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. + You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. + Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Resilience (Order of the Immortal) + Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Memory of One Thousand Steps (Order of the Nomad) + At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Hone the Blade (Order of the Soul Knife) + Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent: 2 psi points for +1, 5 for +2, and 7 for +4. This bonus lasts for 10 minutes. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Attunement (Order of the Wu Jen) + Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Strength of Mind + Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. + Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Healing (Order of the Avatar) + Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Psionic Surge (Order of the Awakened) + Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Surge of Health (Order of the Immortal) + Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. + You can’t use this feature if you can’t use your psychic focus. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Superior Teleportation (Order of the Nomad) + At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Consumptive Knife (Order of the Soul Knife) + Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Arcane Dabbler (Order of the Wu Jen) + At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. + As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. A 1st-level slot cost 2 psi points, a 2nd costs 3, a 3rd costs 5, a 4th costs 6, and a 5th costs 7. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. + Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Potent Psionics + At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. + In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Consumptive Power + At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. + Once you use this feature, you can’t use it again until you finish a long rest. + + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Psionic Mastery + Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. + If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. + At 15th level, the pool of psi points you gain from this feature increases to 11. + You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Avatar of Speed (Order of the Avatar) + Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Spectral Form (Order of the Awakened) + At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 6 + + + + + + Immortal Will (Order of the Immortal) + Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Effortless Journey (Order of the Nomad) + Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. + + Source: Unearthed Arcana: The Mystic Class, p. 7 + + + + + + Phantom Knife (Order of the Soul Knife) + Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Elemental Mastery (Order of the Wu Jen) + Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 8 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + + + Source: Unearthed Arcana: The Mystic Class, p. 4 + + + + + + Psionic Body + At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: + + • You gain resistance to bludgeoning, piercing, and slashing damage. + • You no longer age. + • You are immune to disease, poison damage, and the poisoned condition. + • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. + + Source: Unearthed Arcana: The Mystic Class, p. 5 + + + + + + + Adaptive Body + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. + + Psychic Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. + + Environmental Adaptation: (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold: (but not cold or fire damage) for the next hour. + + Adaptive Shield: (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. + + Energy Adaptation: (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Energy Immunity: (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Aura Sight + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. + + Assess Foe: (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. + + Read Moods: (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. + + View Aura: (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. + + Perceive the Unseen: (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. + + Source: Unearthed Arcana: The Mystic Class, p. 10 + + + Beacon + 0 + NO + + Self (20-foot radius) + None + up to 1 hour + Mystic + As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Bestial Form + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body, gaining traits of different beasts. + + Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. + + Bestial Claws: (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. + + Bestial Transformation: As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. + + Amphibious: (2 psi) You gain gills; you can breathe air and water. + + Climbing: (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. + + Flight: (5 psi) Wings sprout from your back. You gain a flying speed equal to your walking speed. + + Keen Senses: (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. + + Perfect Senses: (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. + + Swimming: (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. + + Tough Hide: (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Blade Meld + 0 + NO + + Self + None + 1 minute + Mystic + As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Blind Spot + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Brute Force + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. + + Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. + + Brute Strike: (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. + + Knock Back: (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. + + Mighty Leap: (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent. + + Feat of Strength: (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. + + Source: Unearthed Arcana: The Mystic Class, p. 11 + + + Celerity + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. + + Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet. + + Rapid Step: (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. + + Agile Defense: (2 psi) As a bonus action, you take the Dodge action. + + Blur of Motion: (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn. + + Surge of Speed: (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. + + Surge of Action: (5 psi) As a bonus action, you can Dash or make one weapon attack. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Corrosive Metabolism + 1 + NO + + + None + + Mystic, Mystic (Immortal) + Your control over your body allows you to deliver acid or poison attacks. + + Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. + + Corrosive Touch: (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. + + Venom Strike: (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. + + Acid Spray: (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. + + Breath of the Black Dragon: (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. + + Breath of the Green Dragon: (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Crown of Despair + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Crowned in Sorrow: (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. + + Call to Inaction: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Visions of Despair: (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. + + Dolorous Mind: (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this 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. + + Source: Unearthed Arcana: The Mystic Class, p. 12 + + + Crown of Disgust + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You cause a creature to be flooded with emotions of disgust. + + Psychic Focus: While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. + + Eye of Horror: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. + + Wall of Repulsion: (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. + + Visions of Disgust: (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. + + World of Horror: (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. + While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. 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. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Crown of Rage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. + + Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. + + Primal Fury: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. + + Fighting Words: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. + + Mindless Courage: (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. + + Punishing Fury: (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. + + Source: Unearthed Arcana: The Mystic Class, p. 13 + + + Delusion + 0 + NO + + 60 feet + None + 1 minute + Mystic + As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. + If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. + If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Diminution + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Miniature Form: (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. + + Toppling Shift: (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. + + Sudden Shift: (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. + + Microscopic Form: (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Energy Beam + 0 + NO + + 90 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). + The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). + + Source: Unearthed Arcana: The Mystic Class, p. 27 + 1d8 + + + Giant Growth + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. + + Psychic Focus: While focused on this discipline, your reach increases by 5 feet. + + Ogre Form: (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. + + Giant Form: (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Intellect Fortress + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. + + Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. + + Psychic Backlash: (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. + + Psychic Parry: (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. + + Psychic Redoubt: (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. + + Source: Unearthed Arcana: The Mystic Class, p. 14 + + + Iron Durability + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. + + Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. + + Iron Hide: (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. + + Steel Hide: (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. + + Iron Resistance: (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Light Step + 0 + NO + + Self + None + 1 turn + Mystic + As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Mantle of Awe + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. + + Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). + + Charming Presence: (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. + Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. + + Center of Attention: (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. + + Invoke Awe: (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, 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. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Command + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You exert an aura of trust and authority, enhancing the coordination among your allies. + + Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. + + Coordinated Movement: (2 psi) As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. + + Commander’s Sight: (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. + + Command to Strike: (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. + + Strategic Mind: (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. + + Overwhelming Attack: (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. + + Source: Unearthed Arcana: The Mystic Class, p. 15 + + + Mantle of Courage + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You focus your mind on courage, radiating confidence and bravado to your allies. + + Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. + + Incite Courage: (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. + + Aura of Victory: (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. + + Pillar of Confidence: (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fear + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. + + Incite Fear: (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. + + Unsettling Aura: (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. + + Incite Panic: (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. + + 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: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Fury + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. + + Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. + + Incite Fury: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. + + Mindless Charge: (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. + + Aura of Bloodletting: (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. + + Overwhelming Fury: (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 16 + + + Mantle of Joy + 1 + NO + + + None + + Mystic, Mystic (Avatar) + You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks. + + Soothing Presence: (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. + + Comforting Aura: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. + + Aura of Jubilation: (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. + + Beacon of Recovery: (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Air + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You become one with the power of elemental air. + + Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. + + Wind Step: (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. + + Wind Stream: (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. + + Cloak of Air: (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. + + Wind Form: (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. + + Misty Form: (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. + + Animate Air: (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Fire + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You align your mind with the energy of elemental fire. + + Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. + + Combustion: (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. + + Rolling Flame: (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. + + Detonation: (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. + + Fire Form: (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. + + Animate Fire: (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 17 + + + Mastery of Force + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. + + Psychic Focus: While focused on this discipline, you have advantage on Strength checks. + + Push: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. + + Move: (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. + As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. + + Psi — Weight — Damage + 2 — 25 lbs. — 2d6 + 3 — 50 lbs. — 4d6 + 5 — 250 lbs. — 6d6 + 6 — 500 lbs. — 7d6 + 7 — 1,000 lbs. — 8d6 + + Inertial Armor: (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. + + Telekinetic Barrier: (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. + + Grasp: (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. + The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. + While a target is grappled in this manner, you create one of the following effects as an action: + + Crush: (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent. + + Move: (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if 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. + + Source: Unearthed Arcana: The Mystic Class, p. 18 + + + Mastery of Ice + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You master the power of ice, shaping it to meet you demands. + + Psychic Focus: While focused on this discipline, you have resistance to cold damage. + + Ice Spike: (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. + + Ice Sheet: (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. + + Frozen Sanctuary: (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. + + Frozen Rain: (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. + As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + Ice Barrier: (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Light and Darkness + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You claim dominion over light and darkness with your mind. + + Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. + + Darkness: (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. + + Light: (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. + + Shadow Beasts: (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. + + Radiant Beam: (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + You can increase this effect’s damage by 1d6 per each additional psi point spent on it. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Water + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. + + Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. + + Desiccate: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. + + Watery Grasp: (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Whip: (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Water Breathing: (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. + + Water Sphere: (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. + + Animate Water: (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 19 + + + Mastery of Weather + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. + + Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. + + Cloud Steps: (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. + + Hungry Lightning: (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. + + Wall of Clouds: (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. + + Whirlwind: (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. + + Lightning Leap: (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. + You can increase this ability’s damage by 1d6 per additional psi point spent on it. + + Wall of Thunder: (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. + + Thunder Clap: (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much 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. + + Source: Unearthed Arcana: The Mystic Class, p. 20 + + + Mastery of Wood and Earth + 1 + NO + + + None + + Mystic, Mystic (Wu Jen) + You attune your mind to seize control of wood and earth. + + Psychic Focus: While focused on this discipline, you have a +1 bonus to AC. + + Animate Weapon: (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. + + Warp Weapon: (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. + + Warp Armor: (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. + + Wall of Wood: (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. + + Armored Form: (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. + + Animate Earth: (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Mind Meld + 0 + NO + + 120 feet + None + 1 round + Mystic + As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. + This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did. + + Source: Unearthed Arcana: The Mystic Class, p. 27 + + + Mind Slam + 0 + NO + + 60 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Mind Thrust + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. + The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d10 + + + Mystic Charm + 0 + NO + + 120 feet + None + 1 round + Mystic + As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Mystic Hand + 0 + NO + + 30 feet + None + + Mystic + You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. + This talent allows you to open an unlocked door, pour out a beer stein, and so on. + The object falls to the ground at the end of your turn if you leave it suspended in midair. + + Source: Unearthed Arcana: The Mystic Class, p. 28 + + + Nomadic Arrow + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. + + Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. + + Speed Dart: (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. + + Seeking Missile: (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. + + Faithful Archer: (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. + + Source: Unearthed Arcana: The Mystic Class, p. 21 + + + Nomadic Chameleon + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible. + + Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. + + Chameleon: (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. + + Step from Sight: (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. + Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. + + Enduring Invisibility: (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Mind + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. + + Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. + + Wandering Mind: (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent) Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. + + Find Creature: (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. + + Item Lore: (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. + + Psychic Speech: (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. + + Wandering Eye: (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. + + Phasing Eye: (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Nomadic Step + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. + + Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. + + Step of a Dozen Paces: (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. + + Nomadic Anchor: (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. + + Defensive Step: (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. + + There and Back Again: (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. + + Transposition: (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. + + Baleful Transposition: (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. + + Phantom Caravan: (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. + + Nomad’s Gate: (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in. + + Source: Unearthed Arcana: The Mystic Class, p. 22 + + + Precognition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. + + Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. + + Precognitive Hunch: (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. + + All-Around Sight: (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. + + Danger Sense: (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. + + Victory Before Battle: (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Psionic Restoration + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You wield psionic energy to cure wounds and restore health to yourself and others. + + Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. + + Mend Wounds: (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. + + Restore Health: (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. + + Restore Life: (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. + + Restore Vigor: (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. + + Source: Unearthed Arcana: The Mystic Class, p. 23 + + + Psionic Weapon + 1 + NO + + + None + + Mystic, Mystic (Immortal) + You have learned how to channel psionic energy into your attacks, lending them devastating power. + + Psychic Focus: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. + + Ethereal Weapon: (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. + + Lethal Strike: (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. + + Augmented Weapon: (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Assault + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You wield your mind like a weapon, unleashing salvos of psionic energy. + + Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. + + Psionic Blast: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. + + Ego Whip: (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. + + Id Insinuation: (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. + + Psychic Blast: (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. + + Psychic Crush: (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Disruption + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You create psychic static that disrupts other creatures’ ability to think clearly. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Haze: (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. + + Daze: (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. + + Mind Storm: (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Unearthed Arcana: The Mystic Class, p. 24 + + + Psychic Hammer + 0 + NO + + 120 feet + None + Instantaneous + Mystic + As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. + The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). + + Source: Unearthed Arcana: The Mystic Class, p. 28 + 1d6 + + + Psychic Inquisition + 1 + NO + + + None + + Mystic, Mystic (Awakened) + You reach into a creature’s mind to uncover information or plant ideas within it. + + Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. + + Hammer of Inquisition: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. + + Forceful Query: (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. + + Ransack Mind: (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. + With one failed saving throw, you learn its key memories from the past 12 hours. + With two failed saving throws, you learn its key memories from the past 24 hours. + With three failed saving throws, you learn its key memories from the past 48 hours. + + Phantom Idea: (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). + With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Psychic Phantoms + 1 + NO + + + None + + Mystic, Mystic (Awakened) + Your power reaches into a creature’s mind and causes it false perceptions. + + Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. + + Distracting Figment: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. + + Phantom Foe: (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. + + Phantom Betrayal: (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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 is immune to this ability if it is immune to being charmed. + + Phantom Riches: (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Source: Unearthed Arcana: The Mystic Class, p. 25 + + + Telepathic Contact + 1 + NO + + + None + + Mystic, Mystic (Awakened) + By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. + + Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. + + Exacting Query: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Occluded Mind: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Broken Will: (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. + + Psychic Grip: (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. + + Psychic Domination: (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. + + 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. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + + Third Eye + 1 + NO + + + None + + Mystic, Mystic (Nomad) + You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. + + Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. + + Tremorsense: (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. + + Unwavering Eye: (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute. + + Piercing Sight: (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends + + Truesight: (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. + + Source: Unearthed Arcana: The Mystic Class, p. 26 + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml b/FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml new file mode 100644 index 0000000..8b868b0 --- /dev/null +++ b/FightClub5eXML/Sources/UnearthedArcana/2018-12-17_Sidekicks.xml @@ -0,0 +1,463 @@ + + + + Expert Sidekick (UA) + 10 + + + none + none + none + + + + Starting Expert Sidekick (UA) + As a 1st-level Expert Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 3 + + + + + Sidekick Class + To gain the expert class, a creature must have at least one language in its stat block that it can speak. + Note: this class is intended for NPC sidekicks. + + + + + Bonus Proficiencies + At 1st level, the sidekick gains proficiency in one saving throw of your choice: Dexterity, Intelligence, or Constitution. + In addition, the sidekick gains proficiency in five skills of your choice. If the sidekick is a humanoid, it also gains proficiency with light armor, simple weapons, and two tools of your choice. + At 13th level, the sidekick gains proficiency in one skill of your choice. If the sidekick is a humanoid, it also gains proficiency with one tool of your choice. + + + + + Expertise + At 1st level, choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses either of the chosen proficiencies. + At 6th level and again at 17th level, choose two more of the sidekick's skill proficiencies to gain this benefit. + + + + + Helpful + The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action. + + + + + Cunning Action + Starting at 2nd level, the sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action. + + + + + Jack of Many Trades + Beginning at 3rd level, the sidekick can add half its proficiency bonus to any ability check it makes that uses a skill but doesn't already include its proficiency bonus. + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 10th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + + + + Extra Attack + Starting at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. + + + + + Expertise + At 6th level, you gain another Expertise. + + + + + Evasion + Beginning at 7th level, because of extraordinary good luck, the sidekick is skilled at avoiding certain dangers. When the sidekick 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 failed. The sidekick doesn't benefit from this feature while incapacitated. + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + + + + Inspiring Help (1d6) + Starting at 9th level, the sidekick's assistance becomes especially inspiring. When the sidekick uses its Helpful bonus action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. + At 18th level, the bonus increases to 2d6. + + + + + Ability Score Improvement + At 10th level, you gain another Ability Score Improvement. + + + + + Reliable Talent + By 11th level, the sidekick has refined its skills to an exceptional degree. Whenever the sidekick makes an ability check that includes its whole proficiency bonus, it can treat a d20 roll of 9 or lower as a 10. + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + + + + Bonus Proficiencies + At 13th level, you gain more Bonus Proficiencies. + + + + + Ability Score Improvement + At 14th level, you gain another Ability Score Improvement. + + + + + Sharp Mind + At 15th level, the sidekick gains proficiency in Intelligence, Wisdom, or Charisma saving throws (your choice). + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + + + + Expertise + At 17th level, you gain another Expertise. + + + + + Inspiring Help (2d6) + At 18th level, your Inspiring Help bonus increases to 2d6. + + + + + Ability Score Improvement + At 19th level, you gain another Ability Score Improvement. + + + + + Stroke of Luck + At 20th level, the sidekick has an uncanny knack for turning failure into success. If the sidekick's attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20. + Once it uses this feature, the sidekick can't use it again until it finishes a short or long rest. + + + + + Spellcaster Sidekick (UA) + 10 + + + none + none + none + + + + Starting Spellcaster Sidekick (UA) + As a 1st-level Spellcaster Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 4 + + + + + Sidekick Class + To gain the spellcaster class, a creature must have at least one language in its stat block that it can speak. + Note: this class is intended for NPC sidekicks. + + + + + Bonus Proficiencies + When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma. + In addition, the sidekick gains proficiency in three skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. If the sidekick is a humanoid, it also gains proficiency with simple weapons and light armor. + + + + + Spellcasting + At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.) Choose a class: bard, cleric, druid, sorceror, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown on the Spellcasting table. + + Spell List | Ability | Focus + Bard | Charisma | Musical instrument + Cleric | Wisdom | Holy Symbol + Druid | Wisdom | Druidic Focus + Sorceror | Charisma | Arcane Focus + Warlock | Charisma | Arcane Focus + Wizard | Intelligence | Arcane Focus + + Cantrips: + At first level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Spellcaster table. + + Spell Slots: + The Spellcaster table shows how many spell slots the sidekick has to cast its spellcaster spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The spellcaster regains all expended spell slots when it finishes a long rest. + For example, if the sidekick knows the 1st-level spell cure wounds and has a 1st-level and a 2nd-level spell slot available, it can cast the spell using either slot. + + Spells Known: + The sidekick knows three 1st-level spells of your choice from its spell list. + The Spells Known column of the Spellcaster table shows when the sidekick learns more spells of your choice. Each of these spells must be of a level for which the sidekick has spell slots, as shown on the table. For instance when the sidekick reaches 3rd level in this class, it can learn one new spell of 1st or 2nd level. + Additionally, when the sidekick gains a level in this class, you can choose one of the spells it knows from this class and replace it with another spell from its spell list, which also must be of a level for which it has spell slots. + + Spellcasting Ability: + The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table. + The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one. + + Spellcasting Focus: + The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table. + + + + + Magical Recovery + Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher. + Once the sidekick uses this feature, it can't use the feature again until it finishes a long rest. + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + + + + Potent Cantrips + Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip. + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + + + + Empowered Spells + At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any. + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + + + + Focused Casting + Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell. + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + + + + Ability Score Improvement + At 18th level, you gain another Ability Score Improvement. + + + + + Signature Spells + At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spell once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest. + + + + + Warrior Sidekick (UA) + 10 + + + none + none + none + + + + Starting Warrior Sidekick (UA) + As a 1st-level Warrior Sidekick (UA), you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: none + • Tools: none + + + Source: Unearthed Arcana: Sidekicks p. 2 + + + + + Sidekick Class + Note: this class is intended for NPC sidekicks. + + + + + Bonus Proficiencies + At 1st level, the sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution. + In addition, the sidekick gains proficiency in three skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. If the sidekick is a humanoid, it also gains proficiency with all armor, shields, and simple and martial weapons. + + + + + Second Wind + Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. + The sidekick can use this feature twice between rests starting at 18th level. + + + + + Danger Sense + Beginning at 2nd level, the sidekick has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. This feature doesn't work if the sidekick is incapacitated. + + + + + Improved Critical + Starting at 3rd level, the sidekick's attack rolls score a critical hit on a roll of 19 or 20 on the d20. + + + + + Ability Score Improvement + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature. + + + + + Extra Attack (1 extra) + Beginning at 5th level, the sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn. + The number of attacks increases to three when the sidekick reaches 11th level and to four when it reaches 20th level. + + + + + Ability Score Improvement + At 6th level, you gain another Ability Score Improvement. + + + + + Battle Readiness + After the sidekick reaches 7th level, it has advantage on initiative rolls. + + + + + Ability Score Improvement + At 8th level, you gain another Ability Score Improvement. + + + + + Indomitable (1 use) + Starting at 9th level, the sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can't use the feature again unless it finishes a long rest. + The sidekick can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. + + + + + Improved Defense + At 10th level, the sidekick's Armor Class increases by 1. + + + + + Extra Attack (2 extra) + At 11th level, you gain another Extra Attack. + + + + + Ability Score Improvement + At 12th level, you gain another Ability Score Improvement. + + + + + Indomitable (2 uses) + At 13th level, you gain another use of Indomitable. + + + + + Ability Score Improvement + At 14th level, you gain another Ability Score Improvement. + + + + + Superior Critical + Starting at 15th level, the sidekick's attack rolls score a critical hit on a roll of 18-20 on the d20. + + + + + Ability Score Improvement + At 16th level, you gain another Ability Score Improvement. + + + + + Indomitable (3 uses) + At 17th level, you gain another use of Indomitable. + + + + + Second Wind (2 uses) + At 18th level, you gain another use of Second Wind. + + + + + Ability Score Improvement + At 19th level, you gain another Ability Score Improvement. + + + + + Extra Attack (3 extra) + At 20th level, you gain another Extra Attack. + + + + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml b/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml index 8052c69..586319b 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/2020-01-14_2020SubclassesPart1.xml @@ -142,7 +142,7 @@ - Paladin + Paladin diff --git a/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml b/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml index b00042b..50442fb 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/UnearthedArcana.xml @@ -2840,551 +2840,6 @@ - - Mystic - 8 - Intelligence, Wisdom, Arcana, History, Insight, Medicine, Nature, Perception, Religion - Intelligence - 2 - - - Starting Mystic - As a 1st-level Mystic, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor - • Weapons: simple weapons - • Tools: none - • Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a spear or (b) a mace - • (a) leather armor or (b) studded leather armor - • (a) a light crossbow and 20 bolts or (b) any simple weapon - • (a) a scholar’s pack or (b) an explorer’s pack - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Unearthed Arcana: The Mystic Class, p. 1 - - -light armorsimple weaponsnone5d4x10 - - - - Psionics - As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting. - - Psionic Talents: - A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. You learn an additional talent at 3rd, 10th, and 17th level. - - Psionic Disciplines: - A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time. - At 1st level, you know one psionic discipline of your choice. You learn an additional discipline of your choice at 3rd, 5th, 7th, 9th, 12th, 15th, and 18th level. - In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. - - Psi Points: - You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. - The number of psi points you have is based on your mystic level: 4 points at 1st level, 6 at 2nd, 14 at 3rd, 17 at 4th, 27 at 5th, 32 at 6th, 38 at 7th, 44 at 8th, 57 at 9th, 64 at 10th, and 71 at 18th.. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. - - Psi Limit: - Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level; at 1st level, your psi limit is 2, and it increases to 3 at 3rd, 5 at 5th, 6 at 7th, and 7 at 9th. For example, as a 3rd-level mystic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have. - - Psychic Focus: - You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. - You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines. - - Psionic Ability: - Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one. - - Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier - - Discipline attack modifier = your proficiency bonus + your Intelligence modifier - - Source: Unearthed Arcana: The Mystic Class, p. 3 - - - - - - Mystic Order - At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen, each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics. - Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Mystic Order: Order of the Avatar - Mystics of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. - Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Bonus Disciplines (Order of the Avatar) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Avatar disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Armor Training (Order of the Avatar) - At 1st level, you gain proficiency with medium armor and shields. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Mystic Order: Order of the Awakened - Mystics dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy. - The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Bonus Disciplines (Order of the Awakened) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Awakened disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Awakened Talent (Order of the Awakened) - At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Deception, Insight, Intimidation, Investigation, Perception, and Persuasion. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Mystic Order: Order of the Immortal - The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. - Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Bonus Disciplines (Order of the Immortal) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Immortal disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Immortal Durability (Order of the Immortal) - Starting at 1st level, your hit point maximum increases by 1 per mystic level. - In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier+your Constitution modifier. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - unarmored defense constitution - - - - - - Mystic Order: Order of the Nomad - Mystics of the Order of the Nomad keep their minds in a strange, rarefied state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere. - Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Bonus Disciplines (Order of the Nomad) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Nomad disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Breadth of Knowledge (Order of the Nomad) - At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Mystic Order: Order of the Soul Knife - The Order of the Soul Knife sacrifices the breadth of knowledge other mystics gain to focus on a specific psionic technique. These mystics learn to manifest a deadly weapon of pure psychic energy that they can use to cleave through foes. - Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Martial Training (Order of the Soul Knife) - At 1st level, you gain proficiency with medium armor and martial weapons. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Soul Knife (Order of the Soul Knife) - Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from both of your fists. You can’t hold anything in your hands while manifesting these blades. You can dismiss them as a bonus action. - For you, a soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit. - As a bonus action, you can prepare to use the blades to parry; you gain a +2 bonus to AC until the start of your next turn or until you are incapacitated. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Mystic Order: Order of the Wu Jen - The Order of the Wu Jen features some of the most devoted mystics. These mystics seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these mystics cast their minds into the world, seize control of its fundamental principles, and rebuild it. - In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Bonus Disciplines (Order of the Wu Jen) - At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Wu Jen disciplines. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Hermit’s Study (Order of the Wu Jen) - At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Mystical Recovery - Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines. - Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Telepathy - At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Battle (Order of the Avatar) - Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Psionic Investigation (Order of the Awakened) - Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. - You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. - Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Psionic Resilience (Order of the Immortal) - Starting at 3rd level, your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Memory of One Thousand Steps (Order of the Nomad) - At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Hone the Blade (Order of the Soul Knife) - Starting at 3rd level, you can spend psi points to augment your soul knife’s attack rolls and damage. You gain a bonus to attack and damage rolls with your soul knives depending on the number of psi points spent: 2 psi points for +1, 5 for +2, and 7 for +4. This bonus lasts for 10 minutes. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Elemental Attunement (Order of the Wu Jen) - Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a psionic discipline of yours, you can spend 1 psi point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the discipline’s cost above your psi limit. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Strength of Mind - Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats. - Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Healing (Order of the Avatar) - Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Psionic Surge (Order of the Awakened) - Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. - You can’t use this feature if you can’t use your psychic focus. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Surge of Health (Order of the Immortal) - Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. - You can’t use this feature if you can’t use your psychic focus. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Superior Teleportation (Order of the Nomad) - At 6th level, you gain a superior talent for teleportation. When you use a psionic discipline to teleport any distance, you can increase that distance by up to 10 feet. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Consumptive Knife (Order of the Soul Knife) - Starting at 6th level, whenever you slay an enemy creature with a soul knife attack, you immediately regain 2 psi points. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Arcane Dabbler (Order of the Wu Jen) - At 6th level, you learn three wizard spells of your choice and always have them prepared. The spells must be of 1st through 3rd level. - As a bonus action, you can spend psi points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting. A 1st-level slot cost 2 psi points, a 2nd costs 3, a 3rd costs 5, a 4th costs 6, and a 5th costs 7. The spell slot remains until you use it or finish a long rest. You must observe your psi limit when spending psi points to create a spell slot. - Whenever you gain a level in this class, you can replace one of the chosen wizard spells with a different wizard spell of 1st through 3rd level. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Potent Psionics - At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8. - In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent. - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Consumptive Power - At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest. - Once you use this feature, you can’t use it again until you finish a long rest. - - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Psionic Mastery - Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. - If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on. - At 15th level, the pool of psi points you gain from this feature increases to 11. - You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Avatar of Speed (Order of the Avatar) - Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Spectral Form (Order of the Awakened) - At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 6 - - - - - - Immortal Will (Order of the Immortal) - Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 psi points to immediately regain a number of hit points equal to your mystic level + your Constitution modifier. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Effortless Journey (Order of the Nomad) - Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. - - Source: Unearthed Arcana: The Mystic Class, p. 7 - - - - - - Phantom Knife (Order of the Soul Knife) - Starting at 14th level, you can make an attack that phases through most defenses. As an action, you can make one attack with your soul knife. Treat the target’s AC as 10 against this attack, regardless of the target’s actual AC. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Elemental Mastery (Order of the Wu Jen) - Starting at 14th level, if you have resistance to a type of damage, you can spend 2 psi points as a reaction when you take damage of that type to ignore that damage; you gain immunity to that damage type until the end of your next turn. - - Source: Unearthed Arcana: The Mystic Class, p. 8 - - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - - - Source: Unearthed Arcana: The Mystic Class, p. 4 - - - - - - Psionic Body - At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits: - - • You gain resistance to bludgeoning, piercing, and slashing damage. - • You no longer age. - • You are immune to disease, poison damage, and the poisoned condition. - • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest. - - Source: Unearthed Arcana: The Mystic Class, p. 5 - - - - Paladin @@ -7821,177 +7276,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. - - Adaptive Body - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater psi energy, you can extend this protection to others. - - Psychic Focus: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. - - Environmental Adaptation: (2 psi) As an action, you or a creature you touch ignores the effects of extreme heat or cold: (but not cold or fire damage) for the next hour. - - Adaptive Shield: (3 psi) When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. - - Energy Adaptation: (5 psi; conc., 1 hr.) As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. - - Energy Immunity: (7 psi; conc., 1 hr.) As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 10 - - - Aura Sight - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. - - Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Insight) checks. - - Assess Foe: (2 psi) As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. - - Read Moods: (2 psi) As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. - - View Aura: (3 psi; conc., 1 hr.) As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. - - Perceive the Unseen: (5 psi; conc., 1 min.) As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. - - Source: Unearthed Arcana: The Mystic Class, p. 10 - - - Beacon - 0 - NO - - Self (20-foot radius) - None - up to 1 hour - Mystic - As a bonus action, you cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Bestial Form - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You transform your body, gaining traits of different beasts. - - Psychic Focus: While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks. - - Bestial Claws: (1–7 psi) You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent. - - Bestial Transformation: As a bonus action, you alter your physical form to gain different characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action. - - Amphibious: (2 psi) You gain gills; you can breathe air and water. - - Climbing: (2 psi) You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed. - - Flight: (5 psi) Wings sprout from your back. You gain a flying speed equal to your walking speed. - - Keen Senses: (2 psi) Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks. - - Perfect Senses: (3 psi) You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded. - - Swimming: (2 psi) You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed. - - Tough Hide: (2 psi) Your skin becomes as tough as leather; you gain a +2 bonus to AC. - - Source: Unearthed Arcana: The Mystic Class, p. 11 - - - Blade Meld - 0 - NO - - Self - None - 1 minute - Mystic - As a bonus action, a one-handed melee weapon you hold becomes one with your hand. For the next minute, you can’t let go of the weapon nor can it be forced from your grasp. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Blind Spot - 0 - NO - - 120 feet - None - 1 round - Mystic - As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Brute Force - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. - - Psychic Focus: While focused on this discipline, you have advantage on Strength (Athletics) checks. - - Brute Strike: (1–7 psi) As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. - - Knock Back: (1–7 psi) When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent. - - Mighty Leap: (1–7 psi) As part of your movement, you jump in any direction up to 20 feet per psi point spent. - - Feat of Strength: (2 psi) As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. - - Source: Unearthed Arcana: The Mystic Class, p. 11 - - - Celerity - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. - - Psychic Focus: While focused on this discipline, your walking speed increases by 10 feet. - - Rapid Step: (1–7 psi) As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. - - Agile Defense: (2 psi) As a bonus action, you take the Dodge action. - - Blur of Motion: (2 psi) As an action, you cause yourself to be invisible during any of your movement during the current turn. - - Surge of Speed: (2 psi) As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. - - Surge of Action: (5 psi) As a bonus action, you can Dash or make one weapon attack. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - Conjure Barlgura 4 @@ -8076,191 +7360,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Unearthed Arcana: That Old Black Magic, p. 3 - - Corrosive Metabolism - 1 - NO - - - None - - Mystic, Mystic (Immortal) - Your control over your body allows you to deliver acid or poison attacks. - - Psychic Focus: While focused on this discipline, you have resistance to acid and poison damage. - - Corrosive Touch: (1–7 psi) As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. - - Venom Strike: (1–7 psi) As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 1d6 poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned. - - Acid Spray: (2 psi) As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. - - Breath of the Black Dragon: (5 psi) You exhale a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Constitution saving throw, taking 6d6 acid damage on a failed save, or half as much on a successful one. You can increase the damage by 1d6 per additional psi point spent on it. - - Breath of the Green Dragon: (7 psi) You exhale a cloud of poison in a 90-foot cone. Each creature in the line must make a Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - - - Crown of Despair - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. - - Crowned in Sorrow: (1–7 psi) As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. - - Call to Inaction: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. - - Visions of Despair: (3 psi) As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on it. - - Dolorous Mind: (5 psi; conc., 1 min.) As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this 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. - - Source: Unearthed Arcana: The Mystic Class, p. 12 - - - Crown of Disgust - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You cause a creature to be flooded with emotions of disgust. - - Psychic Focus: While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. - - Eye of Horror: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per psi point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. - - Wall of Repulsion: (3 psi; conc., 10 min.) As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. - - Visions of Disgust: (5 psi; conc., 1 min.) You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. - - World of Horror: (7 psi; conc., 1 min.) As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. - While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. 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. - - Source: Unearthed Arcana: The Mystic Class, p. 13 - - - Crown of Rage - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. - - Psychic Focus: While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. - - Primal Fury: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. - - Fighting Words: (2 psi; conc., 10 min.) If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. - - Mindless Courage: (2 psi) You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. - - Punishing Fury: (5 psi; conc., 1 min.) You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. - - Source: Unearthed Arcana: The Mystic Class, p. 13 - - - Delusion - 0 - NO - - 60 feet - None - 1 minute - Mystic - As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. - If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. - If you create an object, it must fit within a 5- foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Diminution - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might. - - Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. - - Miniature Form: (2 psi; conc., 10 min.) As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. - - Toppling Shift: (2 psi) As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone. - - Sudden Shift: (5 psi) As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size. - - Microscopic Form: (7 psi; conc., 10 min.) As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity (Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - - - Energy Beam - 0 - NO - - 90 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice). - The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). - - Source: Unearthed Arcana: The Mystic Class, p. 27 - 1d8 - - - Giant Growth - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability. - - Psychic Focus: While focused on this discipline, your reach increases by 5 feet. - - Ogre Form: (2 psi; conc., 1 min.) As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration. - - Giant Form: (7 psi; conc., 1 min.) As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - Guiding Hand 1 @@ -8329,862 +7428,6 @@ true magic. Other savants are generous teachers, knowledge and good humor.Source: Unearthed Arcana: Starter Spells, p. 3 2d4+2 - - Intellect Fortress - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You forge an indomitable wall of psionic energy around your mind—one that allows you to launch counterattacks against your opponents. - - Psychic Focus: While focused on this discipline, you gain resistance to psychic damage. - - Psychic Backlash: (2 psi) As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. - - Psychic Parry: (1–7 psi) As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results. - - Psychic Redoubt: (5 psi; conc., 10 min.) As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. - - Source: Unearthed Arcana: The Mystic Class, p. 14 - - - Iron Durability - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. - - Psychic Focus: While focused on this discipline, you gain a +1 bonus to AC. - - Iron Hide: (1–7 psi) As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. - - Steel Hide: (2 psi) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. - - Iron Resistance: (7 psi; conc., 1 hr.) As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - - - Light Step - 0 - NO - - Self - None - 1 turn - Mystic - As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Mantle of Awe - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. - - Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). - - Charming Presence: (1–7 psi) As an action, you exert an aura of sympathetic power. Roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. - Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. - - Center of Attention: (2 psi; conc., 1 min.) As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. - - Invoke Awe: (7 psi; conc., 10 min.) As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, 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. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - - - Mantle of Command - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You exert an aura of trust and authority, enhancing the coordination among your allies. - - Psychic Focus: While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. - - Coordinated Movement: (2 psi) As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. - - Commander’s Sight: (2 psi; conc., 1 rnd.) As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. - - Command to Strike: (3 psi) As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. - - Strategic Mind: (5 psi; conc., 1 min.) As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. - - Overwhelming Attack: (7 psi) As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. - - Source: Unearthed Arcana: The Mystic Class, p. 15 - - - Mantle of Courage - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You focus your mind on courage, radiating confidence and bravado to your allies. - - Psychic Focus: While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. - - Incite Courage: (2 psi) As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. - - Aura of Victory: (1–7 psi; conc., 10 min.) As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. - - Pillar of Confidence: (6 psi; conc., 1 rnd.) As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. - - Source: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Fear - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Intimidation) checks. - - Incite Fear: (2 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. - - Unsettling Aura: (3 psi; conc., 1 hr.) As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. - - Incite Panic: (5 psi; conc., 1 min.) As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. - - 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: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Fury - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. - - Psychic Focus: While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. - - Incite Fury: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. - - Mindless Charge: (2 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. - - Aura of Bloodletting: (3 psi; conc., 1 min.) As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. - - Overwhelming Fury: (5 psi; conc., 1 min.) As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Unearthed Arcana: The Mystic Class, p. 16 - - - Mantle of Joy - 1 - NO - - - None - - Mystic, Mystic (Avatar) - You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Persuasion) checks. - - Soothing Presence: (1–7 psi) As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per psi point spent on this effect. - - Comforting Aura: (2 psi; conc., 1 min.) As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. - - Aura of Jubilation: (3 psi; conc., 1 min.) As a bonus action, you radiate a distracting mirth until your concentration ends. Each creature within 60 feet of you that can see you suffers disadvantage on any checks using the Perception and Investigation skills. - - Beacon of Recovery: (5 psi) As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - - - Mastery of Air - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You become one with the power of elemental air. - - Psychic Focus: While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. - - Wind Step: (1–7 psi) As part of your move on your turn, you can fly up to 20 feet for each psi point spent. If you end this flight in the air, you fall unless something else holds you aloft. - - Wind Stream: (1–7 psi) As an action, you create a line of focused air that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per psi point spent and being knocked prone on a failed save, or half as much damage on a successful one. - - Cloak of Air: (3 psi; conc., 10 min.) As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. - - Wind Form: (5 psi; conc., 10 min.) As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. - - Misty Form: (6 psi; conc., 1 min.) As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, and you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing. - - Animate Air: (7 psi; conc., 1 hr.) As an action, you cause an air elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - - - Mastery of Fire - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You align your mind with the energy of elemental fire. - - Psychic Focus: While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. - - Combustion: (1–7 psi; conc., 1 min.) As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. - - Rolling Flame: (3 psi; conc., 1 min.) As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. - - Detonation: (5 psi) As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. - - Fire Form: (5 psi; conc., 1 min.) As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage. - - Animate Fire: (7 psi; conc., 1 hr.) As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 17 - - - Mastery of Force - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command. - - Psychic Focus: While focused on this discipline, you have advantage on Strength checks. - - Push: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage. - - Move: (2–7 psi) Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. - As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below. - - Psi — Weight — Damage - 2 — 25 lbs. — 2d6 - 3 — 50 lbs. — 4d6 - 5 — 250 lbs. — 6d6 - 6 — 500 lbs. — 7d6 - 7 — 1,000 lbs. — 8d6 - - Inertial Armor: (2 psi) As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. - - Telekinetic Barrier: (3 psi; conc., 10 min.) As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. - - Grasp: (3 psi; conc., 1 min.) You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. - The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. - While a target is grappled in this manner, you create one of the following effects as an action: - - Crush: (1–7 psi) The target takes 1d6 bludgeoning damage per psi point spent. - - Move: (1–7 psi) You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if 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. - - Source: Unearthed Arcana: The Mystic Class, p. 18 - - - Mastery of Ice - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You master the power of ice, shaping it to meet you demands. - - Psychic Focus: While focused on this discipline, you have resistance to cold damage. - - Ice Spike: (1–7 psi) As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per psi point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. - - Ice Sheet: (2 psi) As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. - - Frozen Sanctuary: (3 psi) As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. - - Frozen Rain: (5 psi; conc., 1 min.) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. - As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. - You can increase this effect’s damage by 1d6 per each additional psi point spent on it. - - Ice Barrier: (6 psi; conc., 10 min.) As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Light and Darkness - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You claim dominion over light and darkness with your mind. - - Psychic Focus: While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. - - Darkness: (1–7 psi) As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. - - Light: (2 psi; conc., 1 min.) As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage. - - Shadow Beasts: (3 psi; conc., 1 min.) As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. - - Radiant Beam: (5 psi; conc., 1 min.) As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - You can increase this effect’s damage by 1d6 per each additional psi point spent on it. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Water - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. - - Psychic Focus: While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. - - Desiccate: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. - - Watery Grasp: (2 psi) As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. You create a wave in a 20-foot-by-20-foot square. At least some portion of the square’s border must be within 5 feet of you. Any creature in that square must make a Strength saving throw. On a failed save, a target takes 2d6 bludgeoning damage, is knocked prone, and is pulled up to 10 feet closer to you. On a successful save, a target takes half as much damage. You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Water Whip: (3 psi) As an action, you unleash a jet of water in a line that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Water Breathing: (5 psi) As an action, you grant yourself and up to ten willing creatures you can see within 60 feet of you the ability to breathe underwater for the next 24 hours. - - Water Sphere: (6 psi; conc., 1 min.) As an action, you cause a sphere of water to form around a creature. Choose one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it becomes trapped in the sphere of water until your concentration ends. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. However, attack rolls against it also suffer disadvantage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful one. - - Animate Water: (7 psi; conc., 1 hr.) As an action, you cause a water elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 19 - - - Mastery of Weather - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. - - Psychic Focus: While focused on this discipline, you have resistance to lightning and thunder damage. - - Cloud Steps: (1–7 psi; conc., 10 min.) As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per psi point spent. - - Hungry Lightning: (1–7 psi) As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. - - Wall of Clouds: (2 psi; conc., 10 min.) As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. - - Whirlwind: (2 psi) As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. - - Lightning Leap: (5 psi) As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. - You can increase this ability’s damage by 1d6 per additional psi point spent on it. - - Wall of Thunder: (6 psi; conc., 10 min.) As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. - - Thunder Clap: (7 psi) As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much 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. - - Source: Unearthed Arcana: The Mystic Class, p. 20 - - - Mastery of Wood and Earth - 1 - NO - - - None - - Mystic, Mystic (Wu Jen) - You attune your mind to seize control of wood and earth. - - Psychic Focus: While focused on this discipline, you have a +1 bonus to AC. - - Animate Weapon: (1–7 psi) As an action, your mind seizes control of a one-handed melee weapon you’re holding. The weapon flies toward one creature you can see within 30 feet of you and makes a one-handed melee weapon attack against it, using your discipline attack modifier for the attack and damage rolls. On a hit, the weapon deals its normal damage, plus an extra 1d10 force damage per psi point spent on this ability. The weapon returns to your grasp after it attacks. - - Warp Weapon: (2 psi) As an action, choose one nonmagical weapon held by one creature you can see within 60 feet of you. That creature must succeed on a Strength saving throw, or the chosen weapon can’t be used to attack until the end of your next turn. - - Warp Armor: (3 psi) As an action, choose a nonmagical suit of armor worn by one creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw, or the creature’s AC becomes 10 + its Dexterity modifier until the end of your next turn. - - Wall of Wood: (3 psi; conc., 1 hr.) As an action, you create a wall of wood at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 5-foot wide section of the wall has AC 12 and 100 hit points. Breaking one section creates a 5-foot by 5-foot hole in it, but the wall otherwise remains intact. - - Armored Form: (6 psi; conc., 1 min.) As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage, which lasts until your concentration ends. - - Animate Earth: (7 psi; conc., 1 hr.) As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block. - - Source: Unearthed Arcana: The Mystic Class, p. 21 - - - Mind Meld - 0 - NO - - 120 feet - None - 1 round - Mystic - As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. - This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did. - - Source: Unearthed Arcana: The Mystic Class, p. 27 - - - Mind Slam - 0 - NO - - 60 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone. - The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d6 - - - Mind Thrust - 0 - NO - - 120 feet - None - Instantaneous - Mystic - As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage. - The talent’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d10 - - - Mystic Charm - 0 - NO - - 120 feet - None - 1 round - Mystic - As an action, you beguile one humanoid you can see within 120 feet of you. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - - - Mystic Hand - 0 - NO - - 30 feet - None - - Mystic - You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. - This talent allows you to open an unlocked door, pour out a beer stein, and so on. - The object falls to the ground at the end of your turn if you leave it suspended in midair. - - Source: Unearthed Arcana: The Mystic Class, p. 28 - - - Nomadic Arrow - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. - - Psychic Focus: While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. - - Speed Dart: (1–7 psi) As a bonus action, you imbue one ranged weapon you hold with psionic power. The next attack you make with it that hits before the end of the current turn deals an extra 1d10 psychic damage per psi point spent. - - Seeking Missile: (2 psi) As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. - - Faithful Archer: (5 psi; conc., 1 min.) As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. - - Source: Unearthed Arcana: The Mystic Class, p. 21 - - - Nomadic Chameleon - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible. - - Psychic Focus: While focused on this discipline, you have advantage on Dexterity (Stealth) checks. - - Chameleon: (2 psi) As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. - - Step from Sight: (3 psi; conc., 1 min.) As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. - Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. - - Enduring Invisibility: (7 psi; conc., 1 min.) As a bonus action, you turn invisible and remain so until your concentration ends. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - - - Nomadic Mind - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. - - Psychic Focus: Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. - - Wandering Mind: (2–6 psi; conc., 10 min.) You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent) Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. - - Find Creature: (2 psi; conc., 1 hr.) You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. - - Item Lore: (3 psi; conc., 1 hr.) You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. - - Psychic Speech: (5 psi) As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. - - Wandering Eye: (6 psi; conc., 1 hr.) As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. - - Phasing Eye: (7 psi; conc., 1 hr.) As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - - - Nomadic Step - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel. - - Psychic Focus: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn. - - Step of a Dozen Paces: (1–7 psi) If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. - - Nomadic Anchor: (1 psi) As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability. - - Defensive Step: (2 psi) When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see. - - There and Back Again: (2 psi) As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. - - Transposition: (3 psi) If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. - - Baleful Transposition: (5 psi) As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space. - - Phantom Caravan: (6 psi) As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted. - - Nomad’s Gate: (7 psi; conc., 1 hr.) As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in. - - Source: Unearthed Arcana: The Mystic Class, p. 22 - - - Precognition - 1 - NO - - - None - - Mystic, Mystic (Awakened) - By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. - - Psychic Focus: While focused on this discipline, you have advantage on initiative rolls. - - Precognitive Hunch: (2 psi; conc., 1 min.) As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. - - All-Around Sight: (3 psi) In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. - - Danger Sense: (5 psi; conc., 8 hr.) As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. - - Victory Before Battle: (7 psi) When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative. - - Source: Unearthed Arcana: The Mystic Class, p. 23 - - - Psionic Restoration - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You wield psionic energy to cure wounds and restore health to yourself and others. - - Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. - - Mend Wounds: (1–7 psi) As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent. - - Restore Health: (3 psi) As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. - - Restore Life: (5 psi) As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. - - Restore Vigor: (7 psi) As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. - - Source: Unearthed Arcana: The Mystic Class, p. 23 - - - Psionic Weapon - 1 - NO - - - None - - Mystic, Mystic (Immortal) - You have learned how to channel psionic energy into your attacks, lending them devastating power. - - Psychic Focus: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. - - Ethereal Weapon: (1 psi) As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. - - Lethal Strike: (1–7 psi) As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. - - Augmented Weapon: (5 psi; conc., 10 min.) As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Assault - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You wield your mind like a weapon, unleashing salvos of psionic energy. - - Psychic Focus: While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage. - - Psionic Blast: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target takes 1d8 psychic damage per psi point spent on this ability. - - Ego Whip: (3 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage. - - Id Insinuation: (5 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. - - Psychic Blast: (6 psi) As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more psi point on this ability. - - Psychic Crush: (7 psi) As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Disruption - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You create psychic static that disrupts other creatures’ ability to think clearly. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. - - Distracting Haze: (1–7 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. - - Daze: (3 psi) As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. - - Mind Storm: (5 psi) As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional psi point spent on this ability. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Source: Unearthed Arcana: The Mystic Class, p. 24 - - - Psychic Hammer - 0 - NO - - 120 feet - None - Instantaneous - Mystic - As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater. - The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). - - Source: Unearthed Arcana: The Mystic Class, p. 28 - 1d6 - - - Psychic Inquisition - 1 - NO - - - None - - Mystic, Mystic (Awakened) - You reach into a creature’s mind to uncover information or plant ideas within it. - - Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying. - - Hammer of Inquisition: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage. - - Forceful Query: (2 psi) As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. - - Ransack Mind: (5 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. - With one failed saving throw, you learn its key memories from the past 12 hours. - With two failed saving throws, you learn its key memories from the past 24 hours. - With three failed saving throws, you learn its key memories from the past 48 hours. - - Phantom Idea: (6 psi; conc., 1 hr.) While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). - With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours. - - Source: Unearthed Arcana: The Mystic Class, p. 25 - - - Psychic Phantoms - 1 - NO - - - None - - Mystic, Mystic (Awakened) - Your power reaches into a creature’s mind and causes it false perceptions. - - Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks. - - Distracting Figment: (1–7 psi) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. - - Phantom Foe: (3 psi; conc., 1 min.) As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability. - - Phantom Betrayal: (5 psi; conc., 1 min.) As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. 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 is immune to this ability if it is immune to being charmed. - - Phantom Riches: (7 psi; conc., 1 min.) As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Source: Unearthed Arcana: The Mystic Class, p. 25 - Puppet 1 @@ -9227,63 +7470,6 @@ true magic. Other savants are generous teachers, knowledge and good humor. Source: Unearthed Arcana: Starter Spells, p. 4 - - Telepathic Contact - 1 - NO - - - None - - Mystic, Mystic (Awakened) - By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. - - Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. - - Exacting Query: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Occluded Mind: (2 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Broken Will: (5 psi) As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. - - Psychic Grip: (6 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. - - Psychic Domination: (7 psi; conc., 1 min.) As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. - - 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. - - Source: Unearthed Arcana: The Mystic Class, p. 26 - - - Third Eye - 1 - NO - - - None - - Mystic, Mystic (Nomad) - You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. - - Psychic Focus: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. - - Tremorsense: (2 psi; conc., 1 min.) As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. - - Unwavering Eye: (2 psi) As a bonus action, you gain advantage on Wisdom checks for 1 minute. - - Piercing Sight: (3 psi; conc., 1 min.) As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends - - Truesight: (5 psi; conc., 1 min.) As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. - - Source: Unearthed Arcana: The Mystic Class, p. 26 - Unearthly Chorus 1 From 4c62ef307313096b1f1a61e2b2852dcea356a6f9 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 5 Feb 2020 14:03:59 -0700 Subject: [PATCH 3/3] fix: XML Validation fix --- .../Sources/ThirdParty/TomeOfBeasts.xml | 2631 +++++++++-------- .../2020-02-04_2020SubclassesPart2.xml | 2 +- 2 files changed, 1319 insertions(+), 1314 deletions(-) diff --git a/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml index 58addd3..55672df 100644 --- a/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml +++ b/FightClub5eXML/Sources/ThirdParty/TomeOfBeasts.xml @@ -1,4 +1,4 @@ - + Aboleth, Nihilith @@ -6,7 +6,7 @@ undead,tome of Beasts chaotic evil 17 (natural armor) - 135 (18d10 + 36) + 135 (18d10+36) 10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover) 21 9 @@ -15,7 +15,7 @@ 15 18 Con +6, Int +8, Wis +6 - History +12, Perception +10 + History +12, Perception +10 acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form) charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained @@ -121,7 +121,7 @@ undead,tome of Beasts neutral evil 9 (natural armor) - 22 (3d8 + 9) + 22 (3d8+9) 20 ft., swim 30 ft. 13 6 @@ -174,7 +174,7 @@ fey,tome of Beasts neutral evil 18 (natural armor) - 187 (22d8 + 88) + 187 (22d8+88) 30 ft. 17 18 @@ -183,7 +183,7 @@ 16 26 Dex +8, Con +8, Cha +12 - Deception +12, Perception +7, Performance +12, Persuasion +12 + Deception +12, Perception +7, Performance +12, Persuasion +12 fire 17 @@ -216,7 +216,7 @@ undead,tome of Beasts neutral evil 12 - 75 (10d8 + 30) + 75 (10d8+30) 30 ft. 19 14 @@ -224,7 +224,7 @@ 6 15 14 - Perception +4, Stealth +4 + Perception +4, Stealth +4 necrotic; bludgeoning, piercing, and slashing from nonmagical weapons poison charmed, exhaustion, frightened, poisoned @@ -247,7 +247,7 @@ Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion. - Slam|6|2d6 + 4 + Slam|6|2d6+4 Sandslash (Recharge 5-6) @@ -260,7 +260,7 @@ fey,tome of Beasts chaotic evil 17 (natural armor) - 127 (15d8 + 60) + 127 (15d8+60) 30 ft., fly 40 ft. 20 16 @@ -268,7 +268,7 @@ 10 16 8 - Athletics +8, Perception +9, Stealth +6 + Athletics +8, Perception +9, Stealth +6 lightning, poison, thunder poisoned darkvision 60 ft. @@ -294,12 +294,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage. - Bite|8|1d10 + 5 + Bite|8|1d10+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. - Claw|8|2d8 + 5 + Claw|8|2d8+5 Lightning's Kiss (Recharge 5-6) @@ -312,7 +312,7 @@ construct,tome of Beasts lawful neutral 18 (natural armor) - 136 (16d8 + 64) + 136 (16d8+64) 40 ft., fly 40 ft. 21 14 @@ -321,7 +321,7 @@ 16 18 Dex +6, Con +8, Wis +7, Cha +8 - Athletics +9, Insight +7, Investigation +5, Perception +7 + Athletics +9, Insight +7, Investigation +5, Perception +7 acid, cold, lightning poison charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -347,7 +347,7 @@ Logic Razor Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage. - Logic Razor|9|4d12 + 5 + Logic Razor|9|4d12+5 Cone of Negation (Recharge 5-6) @@ -364,7 +364,7 @@ monstrosity,tome of Beasts chaotic neutral 14 (leather armor) - 49 (9d8 + 9) + 49 (9d8+9) 40 ft. 13 17 @@ -372,7 +372,7 @@ 8 16 8 - Nature +3, Perception +5, Stealth +5, Survival +5 + Nature +3, Perception +5, Stealth +5, Survival +5 darkvision 60 ft. 15 Common, Elvish, Sylvan @@ -384,7 +384,7 @@ Spear Melee or Ranged 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. - Spear|3|1d6 + 1 + Spear|3|1d6+1 Shortbow @@ -398,7 +398,7 @@ monstrosity,tome of Beasts chaotic neutral 15 (studded leather Armor) - 71 (13d8 + 13) + 71 (13d8+13) 40 ft. 13 17 @@ -406,7 +406,7 @@ 8 16 8 - Nature +3, Perception +5, Stealth +5, Survival +5 + Nature +3, Perception +5, Stealth +5, Survival +5 darkvision 60 ft. 15 Common, Elvish, Sylvan @@ -426,7 +426,7 @@ Quarterstaff Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh. - Quarterstaff|3|+5 with shillelagh + Quarterstaff|3|1d6+1 Shortbow @@ -440,7 +440,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 60 (8d8 + 24) + 60 (8d8+24) 20 ft., climb 20 ft., fly 60 ft., swim 20 ft. 11 18 @@ -448,7 +448,7 @@ 2 16 6 - Perception +5 + Perception +5 blindsight 10 ft. 15 - @@ -468,12 +468,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. - Bite|6|1d6 + 4 + Bite|6|1d6+4 Stinger Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour. - Stinger|6|1d6 + 4 + Stinger|6|1d6+4 @@ -482,7 +482,7 @@ celestial,tome of Beasts neutral 18 (natural armor) - 228 (13d20 + 91) + 228 (13d20+91) 60 ft., burrow 20 ft., climb 20 ft., swim 60 ft. 30 17 @@ -491,7 +491,7 @@ 18 23 Con +12, Wis +9, Cha +11 - Arcana +5, Perception +9, Religion +5 + Arcana +5, Perception +9, Religion +5 acid, cold, fire, lightning psychic darkvision 60 ft., tremorsense 120 ft. @@ -524,12 +524,12 @@ Bite Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage. - Bite|15|4d12 + 10 + Bite|15|4d12+10 Constrict Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target. - Constrict|15|4d12 + 10 + Constrict|15|4d12+10 Rainbow Arch @@ -550,7 +550,7 @@ undead,tome of Beasts neutral evil 17 (natural armor) - 85 (10d8 + 40) + 85 (10d8+40) 50 ft. 14 20 @@ -558,7 +558,7 @@ 8 12 15 - Perception +4, Stealth +8 + Perception +4, Stealth +8 necrotic; bludgeoning, piercing, and slashing from nonmagical weapons poison charmed, exhaustion, frightened, poisoned @@ -581,7 +581,7 @@ Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn. - Claw|8|2d4 + 5 + Claw|8|2d4+5 @@ -590,7 +590,7 @@ celestial,tome of Beasts neutral evil 16 (natural armor) - 88 (16d8 + 16) + 88 (16d8+16) 30 ft., fly 60 ft. 18 16 @@ -598,8 +598,8 @@ 12 18 20 - Dex +6, Wis+7, Cha +8 - Perception +7 + Dex +6, Wis +7, Cha +8 + Perception +7 darkvision 200 ft. 17 piercing @@ -633,7 +633,7 @@ celestial,tome of Beasts lawful good 16 (natural armor) - 104 (16d8 + 32) + 104 (16d8+32) 40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form) 20 18 @@ -642,7 +642,7 @@ 16 18 Dex +7, Con +5, Int +5, Wis +6, Cha +7 - Insight +6, Perception +6 + Insight +6, Perception +6 fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons acid, cold charmed, petrified, poisoned @@ -712,7 +712,7 @@ monstrosity,tome of Beasts unaligned 14 (natural armor) - 133 (14d12 + 42) + 133 (14d12+42) 20 ft., climb 20 ft. 14 5 @@ -724,7 +724,7 @@ blinded, charmed, deafened, poisoned, prone tremorsense 60 ft. 12 - -> + - 4 Spider Climb @@ -745,7 +745,7 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage. - Bite|4|2d6 + 2 + Bite|4|2d6+2 Coils @@ -763,7 +763,7 @@ beast,tome of Beasts unaligned 14 (natural armor) - 52 (7d10 + 14) + 52 (7d10+14) 40 ft. 15 13 @@ -786,12 +786,12 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target. - Bite|4|1d8 + 2 + Bite|4|1d8+2 Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. - Sting|4|1d8 + 2 + Sting|4|1d8+2 @@ -800,7 +800,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 85 (10d10 + 30) + 85 (10d10+30) 40 ft. 17 13 @@ -827,12 +827,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target. - Bite|5|1d8 + 3 + Bite|5|1d8+3 Sting Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw. - Sting|5|1d8 + 3 + Sting|5|1d8+3 @@ -841,7 +841,7 @@ elemental,tome of Beasts chaotic evil 13 - 44 (8d8 + 8) + 44 (8d8+8) 30 ft. 12 16 @@ -849,7 +849,7 @@ 10 12 10 - Stealth +5 + Stealth +5 bludgeoning, piercing, and slashing from nonmagical weapons poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious @@ -876,7 +876,7 @@ Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Claw|5|1d6 + 3 + Claw|5|1d6+3 Haboob (1/Day) @@ -889,7 +889,7 @@ aberration,tome of Beasts neutral evil 14 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) 10 ft., climb 40 ft. 16 16 @@ -897,7 +897,7 @@ 6 10 6 - Acrobatics +5, Stealth +5 + Acrobatics +5, Stealth +5 darkvision 60 ft. 10 - @@ -917,12 +917,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Tentacle Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed. - Tentacle|5|2d6 + 3 + Tentacle|5|2d6+3 @@ -931,7 +931,7 @@ fey,tome of Beasts neutral evil 15 - 82 (15d6 + 30) + 82 (15d6+30) 20 ft., fly 60 ft. 9 21 @@ -940,7 +940,7 @@ 11 16 Dex +8 - Acrobatics +11, Perception +3, Stealth +11 + Acrobatics +11, Perception +3, Stealth +11 darkvision 60 ft. 13 Common, Gnoll, Sylvan, Void Speech @@ -963,12 +963,12 @@ Short Sword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. - Short Sword|8|1d6 + 5 + Short Sword|8|1d6+5 Pixie Bow Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage. - Pixie Bow|8|1d4 + 5 + Pixie Bow|8|1d4+5 Slaver Arrows @@ -997,7 +997,7 @@ aberration,tome of Beasts chaotic evil 14 (natural armor) - 102 (12d10 + 36) + 102 (12d10+36) 40 ft., climb 15 ft. 18 13 @@ -1005,7 +1005,7 @@ 11 10 5 - Acrobatics +4, Perception +3, Stealth +4 + Acrobatics +4, Perception +3, Stealth +4 darkvision 60 ft. 13 Giant @@ -1025,12 +1025,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. - Bite|7|2d10 + 4 + Bite|7|2d10+4 Claws Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack. - Claws|7|3d10 + 4 + Claws|7|3d10+4 @@ -1072,7 +1072,7 @@ fey,tome of Beasts lawful neutral 20 (plate and shield) - 171 (18d8 + 90) + 171 (18d8+90) 30 ft. 22 11 @@ -1081,7 +1081,7 @@ 18 18 Dex +4, Wis +8 - Arcana +7, Athletics +10, History +7, Perception +8 + Arcana +7, Athletics +10, History +7, Perception +8 bludgeoning, piercing, and slashing damage from nonmagical weapons cold, lightning, poison exhaustion, paralyzed, poisoned @@ -1120,12 +1120,12 @@ Lance Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. - Lance|10|disadvantage within 5 ft. + Lance|10|1d12+6 Longsword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. - Longsword|10|1d8 + 6 + Longsword|10|1d8+6 Temporal Strike (recharge 5-6) @@ -1138,7 +1138,7 @@ fey,tome of Beasts lawful neutral 20 (plate and shield) - 171 (18d8 + 90) + 171 (18d8+90) 30 ft. 22 11 @@ -1147,7 +1147,7 @@ 18 18 Dex +4, Wis +8 - Arcana +7, Athletics +10, History +7, Perception +8 + Arcana +7, Athletics +10, History +7, Perception +8 bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire lightning, poison exhaustion, paralyzed, poisoned @@ -1182,12 +1182,12 @@ Lance Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. - Lance|10|disadvantage within 5 ft. + Lance|10|1d12+6 Longsword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. - Longsword|10|1d8 + 6 + Longsword|10|1d8+6 Temporal Strike (recharge 5-6) @@ -1200,7 +1200,7 @@ fey,tome of Beasts lawful neutral 20 (plate and shield) - 171 (18d8 + 90) + 171 (18d8+90) 30 ft. 22 11 @@ -1209,7 +1209,7 @@ 18 18 Dex +4, Wis +8 - Arcana +7, Athletics +10, History +7, Perception +8 + Arcana +7, Athletics +10, History +7, Perception +8 bludgeoning, piercing, and slashing damage from nonmagical weapons fire, lightning, poison blinded, charmed, exhaustion, frightened, paralyzed, poisoned @@ -1243,12 +1243,12 @@ Lance Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage. - Lance|10|disadvantage within 5 ft. + Lance|10|1d12+6 Longsword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. - Longsword|10|1d8 + 6 + Longsword|10|1d8+6 Temporal Strike (recharge 5-6) @@ -1261,7 +1261,7 @@ aberration,tome of Beasts chaotic neutral 15 (natural armor) - 75 (10d8 + 30) + 75 (10d8+30) 30 ft., swim 40 ft. 16 18 @@ -1269,7 +1269,7 @@ 9 16 11 - Perception +5 + Perception +5 darkvision 60 ft. 15 Common @@ -1285,12 +1285,12 @@ Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. - Claw|6|4d6 + 4 + Claw|6|4d6+4 Acid Spray Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds. - Acid Spray|6|2d10 + 3 + Acid Spray|6|2d10+3 @@ -1299,7 +1299,7 @@ monstrosity,tome of Beasts chaotic neutral 14 - 40 (9d6 + 9) + 40 (9d6+9) 40 ft., climb 30 ft. 8 19 @@ -1307,7 +1307,7 @@ 12 16 18 - Perception +5, Stealth +6 + Perception +5, Stealth +6 darkvision 60 ft. 15 Common, Nurian, and Sylvan @@ -1334,12 +1334,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. - Bite|6|1d4 + 4 + Bite|6|1d4+4 Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. - Claws|6|2d4 + 4 + Claws|6|2d4+4 Fascinating Lure @@ -1352,7 +1352,7 @@ humanoid (bearfolk),tome of Beasts chaotic good 14 (hide armor) - 45 (6d8 + 18) + 45 (6d8+18) 40 ft. 19 14 @@ -1379,17 +1379,17 @@ 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 two-handed. - Battleaxe|6|1d8 + 4 + Battleaxe|6|1d8+4 Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. - Bite|6|2d6 + 4 + Bite|6|2d6+4 Warhammer Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed. - Warhammer|6|1d8 + 4 + Warhammer|6|1d8+4 @@ -1398,7 +1398,7 @@ humanoid,tome of Beasts chaotic evil 14 (hide armor) - 52 (8d6 + 24) + 52 (8d6+24) 20 ft., climb 20 ft. 17 16 @@ -1407,7 +1407,7 @@ 11 7 Dex +5 - Athletics +5, Stealth +5 + Athletics +5, Stealth +5 cold, fire, lightning darkvision 60 ft. 10 @@ -1417,12 +1417,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Shortspear Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Shortspear|5|1d4 + 3 + Shortspear|5|1d4+3 Fire Breath (Recharge 6) @@ -1439,7 +1439,7 @@ fey,tome of Beasts neutral evil 15 (natural armor) - 45 (10d6 + 10) + 45 (10d6+10) 30 ft., fly 30 ft. 11 16 @@ -1448,7 +1448,7 @@ 11 14 Dex +5 - Perception +4, Stealth +5 + Perception +4, Stealth +5 cold fire darkvision 60 ft. @@ -1476,12 +1476,12 @@ Ice Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage. - Ice Dagger|5|1d4 + 3 + Ice Dagger|5|1d4+3 Icy Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage. - Icy Shortbow|5|1d4 + 3 + Icy Shortbow|5|1d4+3 @@ -1490,7 +1490,7 @@ fey,tome of Beasts neutral evil 15 - 70 (20d4 + 20) + 70 (20d4+20) 20 ft., fly 60 ft. 14 20 @@ -1499,7 +1499,7 @@ 12 11 Dex +7 - Perception +5, Stealth +9 + Perception +5, Stealth +9 bludgeoning darkvision 60 ft. 15 @@ -1512,7 +1512,7 @@ Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. - Claw|7|1d8 + 5 + Claw|7|1d8+5 Smother @@ -1525,7 +1525,7 @@ monstrosity,tome of Beasts chaotic evil 15 (natural armor) - 168 (16d10 + 80) + 168 (16d10+80) 40 ft. 20 13 @@ -1533,7 +1533,7 @@ 7 12 5 - Intimidation +3 + Intimidation +3 darkvision 60 ft. 11 Giant @@ -1549,17 +1549,17 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - Bite|8|4d6 + 5 + Bite|8|4d6+5 Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn. - Slam|8|2d8 + 5 + Slam|8|2d8+5 Rock Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn. - Rock|8|4d10 + 5 + Rock|8|4d10+5 @@ -1568,7 +1568,7 @@ fey,tome of Beasts neutral evil 15 - 63 (14d4 + 28) + 63 (14d4+28) 20 ft., swim 60 ft. 12 20 @@ -1576,7 +1576,7 @@ 13 12 11 - Perception +3, Stealth +7 + Perception +3, Stealth +7 darkvision 60 ft. 13 Common, Primordial, Sylvan @@ -1599,7 +1599,7 @@ Dagger Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. - Dagger|7|1d4 + 5 + Dagger|7|1d4+5 Vortex (1/Day) @@ -1612,7 +1612,7 @@ undead,tome of Beasts chaotic evil 17 (natural armor) - 120 (16d6 + 64) + 120 (16d6+64) 30 ft. 10 20 @@ -1621,7 +1621,7 @@ 10 16 Dex +8 - Arcana +5, Deception +6, Perception +3, Stealth +11 + Arcana +5, Deception +6, Perception +3, Stealth +11 bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered necrotic, poison exhaustion, poisoned @@ -1650,17 +1650,17 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom. - Bite|8|4d12 + 5 + Bite|8|4d12+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage. - Claw|8|3d12 + 5 + Claw|8|3d12+5 Swarm Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom. - Swarm|8|8d12 + 5 + Swarm|8|8d12+5 Wyrmblood Venom (Injury) @@ -1673,7 +1673,7 @@ beast,tome of Beasts neutral 13 (natural armor) - 33 (6d6 + 12) + 33 (6d6+12) 20 ft., swim 10 ft. 10 14 @@ -1681,7 +1681,7 @@ 1 12 4 - Perception +3, Stealth +4 + Perception +3, Stealth +4 bludgeoning darkvision 60 ft. 13 @@ -1710,7 +1710,7 @@ Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. - Claw|4|2d6 + 2 + Claw|4|2d6+2 White Ghost Shivers @@ -1732,7 +1732,7 @@ 15 20 Dex +8, Wis +6, Cha +9 - Acrobatics +8, Perception +6, Stealth +8 + Acrobatics +8, Perception +6, Stealth +8 bludgeoning piercing and slashing from nonmagical weapons poison @@ -1756,7 +1756,7 @@ Swirling Bones Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability). - Swirling Bones|10|5d8 + 9 + Swirling Bones|10|5d8+9 Death's Embrace (Recharge 5-6) @@ -1769,7 +1769,7 @@ elemental (shapechanger),tome of Beasts chaotic evil 20 (natural armor) - 168 (16d8 + 96) + 168 (16d8+96) 50 ft., fly 120 ft. 25 22 @@ -1778,7 +1778,7 @@ 19 21 Dex +12, Wis +10, Cha +11 - Deception +11, Nature +10, Perception +10, Stealth +12 + Deception +11, Nature +10, Perception +10, Stealth +12 acid cold, lightning, poison, thunder petrification, poisoned @@ -1850,7 +1850,7 @@ fiend (shapechanger),tome of Beasts neutral evil 15 (natural armor) - 93 (11d8 + 44) + 93 (11d8+44) 30 ft. 19 14 @@ -1858,8 +1858,8 @@ 10 12 15 - Dex+5, Con +7, Wis +4, Cha +5 - Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5 + Dex +5, Con +7, Wis +4, Cha +5 + Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5 acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison charmed, exhaustion, poisoned @@ -1889,12 +1889,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage. - Bite|7|2d8 + 4 + Bite|7|2d8+4 Mephitic Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms. - Mephitic Claw|7|2d6 + 4 + Mephitic Claw|7|2d6+4 Ravenous Gorge @@ -1907,7 +1907,7 @@ construct,tome of Beasts neutral 13 (natural armor) - 55 (10d4 + 30) + 55 (10d4+30) 20 ft., climb 20 ft. 8 14 @@ -1915,7 +1915,7 @@ 2 10 6 - Perception +4, Stealth +6 + Perception +4, Stealth +6 bludgeoning, piercing, and slashing damage from nonmagical weapons poison charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -1938,7 +1938,7 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. - Bite|4|1d10 + 2 + Bite|4|1d10+2 Attach @@ -1951,7 +1951,7 @@ fey,tome of Beasts neutral evil 14 (natural armor) - 27 (5d4 + 15) + 27 (5d4+15) 20 ft., fly 30 ft. 10 16 @@ -1959,7 +1959,7 @@ 13 9 16 - Perception +1, Sleight of Hand +7, Stealth +7 + Perception +1, Sleight of Hand +7, Stealth +7 darkvision 60 ft. 11 Darakhul, Dwarvish @@ -1989,7 +1989,7 @@ monstrosity,tome of Beasts neutral evil 16 (natural armor) - 199 (21d10 + 84) + 199 (21d10+84) 40 ft., swim 20 ft. 20 17 @@ -1998,7 +1998,7 @@ 15 12 Dex +7, Con +8 - Perception +10, Stealth +11 + Perception +10, Stealth +11 thunder darkvision 60 ft. 20 @@ -2019,17 +2019,17 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. - Bite|9|3d10 + 5 + Bite|9|3d10+5 Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes. - Claw|9|1d12 + 5 + Claw|9|1d12+5 Gore Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. - Gore|9|3d10 + 5 + Gore|9|3d10+5 Croaking Blast (Recharge 5-6) @@ -2042,7 +2042,7 @@ celestial,tome of Beasts lawful good 17 - 152 (16d8 + 80) + 152 (16d8+80) 60 ft., fly 90 ft. 15 18 @@ -2051,7 +2051,7 @@ 18 20 Con +9, Wis +8, Cha +9 - History +8, Religion +8 + History +8, Religion +8 radiant; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened truesight 120 ft. @@ -2084,7 +2084,7 @@ Hooves Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. - Hooves|8|2d6 + 4 + Hooves|8|2d6+4 Teleport (1/Day) @@ -2097,7 +2097,7 @@ humanoid (burrowling),tome of Beasts lawful neutral 13 - 27 (6d6 + 6) + 27 (6d6+6) 30 ft., burrow 10 ft. 10 16 @@ -2105,7 +2105,7 @@ 9 12 13 - Perception +3 + Perception +3 darkvision 60 ft. 13 Common @@ -2125,17 +2125,17 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + 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 + Claw|5|1d6+3 Sling Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. - Sling|5|1d4 + 3 + Sling|5|1d4+3 @@ -2144,7 +2144,7 @@ plant,tome of Beasts unaligned 14 (natural armor) - 76 (8d10 + 32) + 76 (8d10+32) 5 ft. 16 8 @@ -2170,7 +2170,7 @@ Tendril Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time. - Tendril|5|2d6 + 3 + Tendril|5|2d6+3 Reel @@ -2183,7 +2183,7 @@ fiend,tome of Beasts neutral evil 19 (natural armor) - 264 (23d10 + 138) + 264 (23d10+138) 40 ft. 21 16 @@ -2192,7 +2192,7 @@ 16 18 Dex +8, Con +11, Int +8, Wis +8, Cha +9 - Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8 + Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8 poison exhaustion, poisoned darkvision 60 ft. @@ -2214,7 +2214,7 @@ Needle Fingers Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack. - Needle Fingers|10|3d10 + 5 + Needle Fingers|10|3d10+5 Ability Damage (3/Day) @@ -2247,7 +2247,7 @@ beast,tome of Beasts neutral 15 (natural armor) - 127 (15d10 + 45) + 127 (15d10+45) 30 ft., burrow 20 ft., climb 10 ft. 19 12 @@ -2267,12 +2267,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage. - Bite|6|1d12 + 4 + Bite|6|1d12+4 Claws Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Claws|6|1d6 + 4 + Claws|6|1d6+4 Acid Spit (Recharge 5-6) @@ -2285,7 +2285,7 @@ plant,tome of Beasts neutral 15 (natural armor) - 95 (10d10 + 40) + 95 (10d10+40) 5 ft., climb 5 ft. 24 10 @@ -2306,7 +2306,7 @@ Tendrils Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target. - Tendrils|9|4d12 + 7 + Tendrils|9|4d12+7 Strength Drain @@ -2319,7 +2319,7 @@ aberration,tome of Beasts neutral evil 16 (natural armor) - 153 (18d10 + 54) + 153 (18d10+54) 40 ft., climb 30 ft. 22 17 @@ -2328,7 +2328,7 @@ 15 14 Dex +6, Wis +5, Cha +5 - Acrobatics +6, Athletics +9, Perception +5, Stealth +6 + Acrobatics +6, Athletics +9, Perception +5, Stealth +6 poison charmed, poisoned darkvision 60 ft. @@ -2363,12 +2363,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn. - Bite|9|2d10 + 6 + Bite|9|2d10+6 Claw Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. - Claw|9|2d8 + 6 + Claw|9|2d8+6 @@ -2377,7 +2377,7 @@ fey,tome of Beasts neutral 13 - 32 (5d4 + 20) + 32 (5d4+20) 20 ft., fly 20 ft. 9 18 @@ -2385,7 +2385,7 @@ 12 11 16 - Acrobatics +6, Perception +2, Stealth +6 + Acrobatics +6, Perception +2, Stealth +6 bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons darkvision 60 ft. 12 @@ -2400,7 +2400,7 @@ Scimitar Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Scimitar|6|1d6 + 4 + Scimitar|6|1d6+4 Shriek (Recharge 5-6) @@ -2421,7 +2421,7 @@ 13 10 14 - Perception +4, Stealth +7 + Perception +4, Stealth +7 fire darkvision 60 ft. 14 @@ -2438,7 +2438,7 @@ Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Claw|5|1d6 + 3 + Claw|5|1d6+3 Spitdart Tongue (Recharge 4-6) @@ -2460,7 +2460,7 @@ elemental,tome of Beasts unaligned 17 (natural armor) - 152 (16d10 + 64) + 152 (16d10+64) 30 ft. 1 20 @@ -2485,7 +2485,7 @@ Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. - Slam|8|2d10 + 5 + Slam|8|2d10+5 Steal Time (1/Day) @@ -2514,7 +2514,7 @@ 12 12 4 - Perception +5, Stealth +9 + Perception +5, Stealth +9 acid, fire, poison 15 @@ -2529,7 +2529,7 @@ Bite Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage. - Bite|4|1d4 + 2 + Bite|4|1d4+2 @@ -2538,7 +2538,7 @@ construct (devil),tome of Beasts lawful evil 16 (natural armor) - 76 (8d10 + 32) + 76 (8d10+32) 30 ft., climb 30 ft. 21 12 @@ -2546,8 +2546,8 @@ 10 10 12 - Dex +4 Con +7 - Athletics +9, Perception +4, Stealth +4 + Dex +4, Con +7 + Athletics +9, Perception +4, Stealth +4 acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons poison charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -2578,12 +2578,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. - Bite|9|2d8 + 6 + Bite|9|2d8+6 Slam Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. - Slam|9|2d6 + 6 + Slam|9|2d6+6 Breath Weapon (Recharge 5-6) @@ -2605,7 +2605,7 @@ 12 7 Dex +5 - Stealth +5 + Stealth +5 poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -2623,16 +2623,16 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Clockwork Beetle Swarm - A + L Large swarm of Tiny constructs,tome of Beasts neutral 14 (natural armor) - 52 (8d10 + 8) + 52 (8d10+8) 30 ft., fly 50 ft. 8 16 @@ -2663,7 +2663,7 @@ construct,tome of Beasts unaligned 12 (natural armor) - 71 (11d8 + 22) + 71 (11d8+22) 50 ft. 16 15 @@ -2672,7 +2672,7 @@ 10 1 Dex +4, Con +4 - Athletics +7, Perception +4 + Athletics +7, Perception +4 poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -2694,12 +2694,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. - Bite|5|2d10 + 5 + Bite|5|2d10+5 Tripping Tongue Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. - Tripping Tongue|5|1d8 + 5 + Tripping Tongue|5|1d8+5 Explosive Core @@ -2712,7 +2712,7 @@ construct,tome of Beasts unaligned 14 - 110 (20d8 + 20) + 110 (20d8+20) 40 ft. 17 14 @@ -2721,7 +2721,7 @@ 10 1 Str +5, Dex +4 - Perception +4, Survival +4 + Perception +4, Survival +4 poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -2739,17 +2739,17 @@ Longsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. - Longsword|5|1d8 + 3 + Longsword|5|1d8+3 Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. - Slam|5|1d6 + 3 + Slam|5|1d6+3 Net Cannon Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded. - Net Cannon|4|or another creature + Net Cannon|4| Explosive Core @@ -2771,7 +2771,7 @@ 10 1 Str +11, Dex +5 - Athletics +8, Perception +6 + Athletics +8, Perception +6 poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -2793,12 +2793,12 @@ Heavy Pick Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. - Heavy Pick|8|2d8 + 5 + Heavy Pick|8|2d8+5 Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. - Slam|8|1d12 + 5 + Slam|8|1d12+5 Alchemical Flame Jet (Recharge 5-6) @@ -2819,7 +2819,7 @@ construct,tome of Beasts unaligned 14 (natural armor) - 55 (10d8 + 10) + 55 (10d8+10) 30 ft. 14 12 @@ -2828,7 +2828,7 @@ 10 1 Con +3 - Athletics +4, Perception +4 + Athletics +4, Perception +4 poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -2846,17 +2846,17 @@ Halberd Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage. - Halberd|4|1d10 + 2 + Halberd|4|1d10+2 Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. - Slam|4|1d6 + 2 + Slam|4|1d6+2 Net Cannon Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded. - Net Cannon|3|or another creature + Net Cannon|3| @@ -2894,12 +2894,12 @@ Trimming Blade Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking. - Trimming Blade|5|2d6 + 3 + Trimming Blade|5|2d6+3 Poisoned Needle Shuttle Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. - Poisoned Needle Shuttle|5|1d8 + 3 + Poisoned Needle Shuttle|5|1d8+3 Unmaking @@ -2912,7 +2912,7 @@ fey,tome of Beasts chaotic neutral 14 - 22 (4d4 + 12) + 22 (4d4+12) 30 ft. 13 12 @@ -2921,7 +2921,7 @@ 8 16 Con +5 - Perception +1, Stealth +3 + Perception +1, Stealth +3 frightened, poisoned darkvision 60ft. 11 @@ -2944,12 +2944,12 @@ Unarmed Strike Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage. - Unarmed Strike|3|1 + 1 + Unarmed Strike|3|1+1 Improvised Weapon Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon. - Improvised Weapon|3|1d4 + 1 + Improvised Weapon|3|1d4+1 @@ -3000,7 +3000,7 @@ undead,tome of Beasts neutral evil 16 (natural armor) - 207 (18d12 + 90) + 207 (18d12+90) 30 ft. 24 11 @@ -3035,12 +3035,12 @@ Slam Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. - Slam|11|2d10 + 7 + Slam|11|2d10+7 Bone Shard Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard. - Bone Shard|11|2d6 + 7 + Bone Shard|11|2d6+7 Envelop @@ -3053,7 +3053,7 @@ fey,tome of Beasts chaotic neutral 13 - 49 (9d6 + 18) + 49 (9d6+18) 20 ft., fly 60 ft. (hover) 7 17 @@ -3061,7 +3061,7 @@ 14 17 16 - Deception +5, Insight +5, Perception +5, Stealth +5 + Deception +5, Insight +5, Perception +5, Stealth +5 darkvision 60 ft. 15 Deep Speech, Primordial, Sylvan, telepathy 60 ft. @@ -3084,7 +3084,7 @@ Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. - Slam|5|1d6 + 3 + Slam|5|1d6+3 Tangible Illusion (1/Day) @@ -3134,7 +3134,7 @@ Bites Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.. - Bites|3|6d6 +1 + Bites|3|6d6+1 @@ -3176,7 +3176,7 @@ Bites Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition. - Bites|6|6d6 +3 + Bites|6|6d6+3 @@ -3185,7 +3185,7 @@ undead,tome of Beasts neutral evil 15 - 82 (11d8 + 33) + 82 (11d8+33) 0 ft., fly 60 ft. (hover) 6 20 @@ -3194,7 +3194,7 @@ 16 20 Dex +8, Con +6, Wis +6 - Perception +6, Stealth +8 + Perception +6, Stealth +8 acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered necrotic, poison charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained @@ -3225,7 +3225,7 @@ Life Drain Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) 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|8|7d8 + 5 + Life Drain|8|7d8+5 Create Deathwisp @@ -3238,7 +3238,7 @@ humanoid,tome of Beasts chaotic evil 13 (natural armor) - 91 (14d8 + 28) + 91 (14d8+28) 30 ft., swim 30 ft. 16 12 @@ -3280,7 +3280,7 @@ humanoid,tome of Beasts chaotic evil 14 (natural armor) - 120 (16d8 + 48) + 120 (16d8+48) 30 ft., swim 30 ft 18 14 @@ -3289,7 +3289,7 @@ 12 15 Con +5, Wis +3, Cha +4 - Athletics +6, Deception +4, Perception +3 + Athletics +6, Deception +4, Perception +3 fire cold darkvision 120 ft. @@ -3334,7 +3334,7 @@ humanoid,tome of Beasts chaotic evil 15 (natural armor) - 153 (18d10 + 54) + 153 (18d10+54) 40 ft., swim 40 ft. 20 15 @@ -3343,7 +3343,7 @@ 17 19 Dex +5, Wis +6, Cha +7 - Arcana +4, Perception +6 + Arcana +4, Perception +6 fire cold, thunder darkvision 240 ft. @@ -3388,7 +3388,7 @@ Unholy Trident Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage. - Unholy Trident|8|2d8 + 5 + Unholy Trident|8|2d8+5 @@ -3397,7 +3397,7 @@ fiend (demon),tome of Beasts chaotic evil 16 (natural armor) - 95 (10d10 + 40) + 95 (10d10+40) 30 ft., climb 30 ft. 21 18 @@ -3406,7 +3406,7 @@ 12 15 Dex +7, Con +7, Wis +4 - Intimidation +5, Perception +4, Stealth +7 + Intimidation +5, Perception +4, Stealth +7 cold fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons poison @@ -3435,12 +3435,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. - Bite|8|2d6 + 5 + Bite|8|2d6+5 Claws Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. - Claws|8|2d8 + 5 + Claws|8|2d8+5 Variant: Demon Summoning @@ -3455,7 +3455,7 @@ fiend (demon),tome of Beasts chaotic evil 18 (natural armor) - 157 (15d10 + 75) + 157 (15d10+75) 40 ft., burrow 20 ft. 22 10 @@ -3464,7 +3464,7 @@ 14 19 Str +10, Wis +6, Cha +8 - Deception +8, Nature +10, Stealth +4 (+8 in forest terrain), Survival +6 + Deception +8, Nature +10, Stealth +4, Survival +6 acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons lightning, poison poisoned @@ -3472,6 +3472,10 @@ 12 Abyssal, Common, Sylvan; telepathy 120 ft. 11 + + Stealth Improvement + Stealth +8 in forest terrain + False Presence The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked. @@ -3491,7 +3495,7 @@ Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16). - Slam|10|2d8 + 5 + Slam|10|2d8+5 Absorb @@ -3504,7 +3508,7 @@ fiend (demon),tome of Beasts chaotic evil 18 (natural armor, shield) - 119 (14d8 + 56) + 119 (14d8+56) 50 ft. 19 20 @@ -3513,7 +3517,7 @@ 11 22 Dex +8, Con +7, Wis +3 - Deception +9, Perception +3, Performance +9 + Deception +9, Perception +3, Performance +9 cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons poison poisoned @@ -3551,12 +3555,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. - Bite|8|2d6 + 5 + Bite|8|2d6+5 Spear Melee or Ranged Weapon Attack: +7 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. - Spear|7|1d6 + 4 + Spear|7|1d6+4 @@ -3565,7 +3569,7 @@ fiend (demon),tome of Beasts chaotic evil 14 (natural armor) - 102 (12d8 + 48) + 102 (12d8+48) 40 ft. 14 17 @@ -3574,7 +3578,7 @@ 16 20 Dex +7, Wis +7 - Perception +7 + Perception +7 cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons fire, radiant, poison blinded, poisoned @@ -3601,7 +3605,7 @@ Scorching Blast Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage. - Scorching Blast|9|3d8 + 5 + Scorching Blast|9|3d8+5 Searing Flare (Recharge 5-6) @@ -3618,7 +3622,7 @@ fiend (demon),tome of Beasts chaotic evil 17 (natural armor) - 115 (11d10 + 55) + 115 (11d10+55) 40 ft., fly 60 ft. 21 23 @@ -3627,7 +3631,7 @@ 19 18 Dex +9, Con +8, Wis +7, Cha +7 - Acrobatics +9, Perception +6, Intimidation +7, Stealth +9 + Acrobatics +9, Perception +6, Intimidation +7, Stealth +9 cold, lightning fire, poison poisoned @@ -3655,7 +3659,7 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5). - Bite|8|2d12 + 5 + Bite|8|2d12+5 Shadow Stealing Ray (Recharge 5-6) @@ -3668,7 +3672,7 @@ fiend (demon),tome of Beasts chaotic evil 15 (natural armor) - 110 (17d8 + 34) + 110 (17d8+34) 50 ft. 20 15 @@ -3677,7 +3681,7 @@ 12 18 Dex +6, Con +6, Wis +5 - Deception +8, Perception +5, Survival +5 + Deception +8, Perception +5, Survival +5 cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons lightning, thunder, poison poisoned, stunned @@ -3711,12 +3715,12 @@ Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. - Claw|9|3d6 + 5 + Claw|9|3d6+5 Gore Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone. - Gore|9|3d8 + 5 + Gore|9|3d8+5 Thunderstrike (Recharge 5-6) @@ -3729,7 +3733,7 @@ fiend (demon),tome of Beasts chaotic evil 18 (natural armor) - 138 (12d10 + 72) + 138 (12d10+72) 40 ft., burrow 20 ft., climb 40 ft., fly 40 ft. 21 17 @@ -3738,7 +3742,7 @@ 14 24 Str +9, Dex +7, Con +10, Wis +6, Cha +11 - Acrobatics +11, Athletics +9, Perception +6, Stealth +11 + Acrobatics +11, Athletics +9, Perception +6, Stealth +11 acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons cold, lightning, poison poisoned @@ -3768,7 +3772,7 @@ Claw Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. - Claw|9|2d10 + 5 + Claw|9|2d10+5 Cloak of Swarms (Recharge 5-6) @@ -3797,7 +3801,7 @@ fiend (demon),tome of Beasts chaotic evil 15 (natural armor) - 119 (14d8 + 56) + 119 (14d8+56) 30 ft., climb 15 ft. 15 13 @@ -3827,12 +3831,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. - Bite|5|1d10 + 2 + Bite|5|1d10+2 Sting Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds. - Sting|5|2d8 + 2 + Sting|5|2d8+2 @@ -3841,7 +3845,7 @@ fiend (demon),tome of Beasts chaotic evil 20 (natural armor) - 350 (28d12 + 168) + 350 (28d12+168) 20 ft., fly 100 ft. 14 19 @@ -3850,7 +3854,7 @@ 20 16 Dex +11, Con +13, Wis +12 - Deception +10, Perception +12, Stealth +11 + Deception +10, Perception +12, Stealth +11 fire, lightning cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, poisoned @@ -3907,17 +3911,17 @@ Bite Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. - Bite|11|4d10 + 4 + Bite|11|4d10+4 Wing Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. - Wing|11|3d8 + 4 + Wing|11|3d8+4 Talons Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature. - Talons|11|3d6 + 4 + Talons|11|3d6+4 Alquam can take 3 legendary actions, choosing from the options below @@ -3942,7 +3946,7 @@ fiend (demon),tome of Beasts chaotic evil 19 (natural armor) - 537 (43d10 + 301) + 537 (43d10+301) 30 ft., climb 30 ft., fly 80 ft. 30 22 @@ -3951,7 +3955,7 @@ 22 25 Dex +13, Con +14, Wis +13, Cha +14 - Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13 + Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13 acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire, poison, thunder cold @@ -4006,12 +4010,12 @@ Bite Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. - Bite|17|8d6 + 10 + Bite|17|8d6+10 Claw Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. - Claw|17|6d6 + 10 + Claw|17|6d6+10 Fire Breath (Recharge 5-6) @@ -4044,7 +4048,7 @@ 2 13 6 - Perception +3 + Perception +3 poison poisoned darkvision 60 ft. @@ -4066,7 +4070,7 @@ fiend (demon),tome of Beasts chaotic evil 19 (natural armor) - 370 (20d20 + 160) + 370 (20d20+160) 60 ft., climb 60 ft. 29 19 @@ -4074,8 +4078,8 @@ 18 18 22 - Str +17, Dex + 12, Wis +12 - Arcana +12, Insight +12, Intimidate +14, Perception +12, Religion +12 + Str +17, Dex +12, Wis +12 + Arcana +12, Insight +12, Intimidation +14, Perception +12, Religion +12 cold acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, frightened, poisoned, stunned @@ -4133,12 +4137,12 @@ Bite Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage. - Bite|17|2d10 + 9 + Bite|17|2d10+9 Claw Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice. - Claw|17|2d10 + 9 + Claw|17|2d10+9 Immolating Breath (Recharge 5-6) @@ -4179,7 +4183,7 @@ fiend (demon),tome of Beasts chaotic evil 21 (natural armor) - 370 (20d20 + 160) + 370 (20d20+160) 50 ft., burrow 50 ft., climb 30 ft. 29 6 @@ -4188,7 +4192,7 @@ 19 18 Dex +5, Con +15, Wis +11, Cha +11 - Perception +11 + Perception +11 cold, fire, lightning poison; bludgeoning, piercing, and slashing from nonmagical weapons blinded, charmed, exhaustion, frightened, poisoned @@ -4241,17 +4245,17 @@ Bite Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone. - Bite|16|2d12 + 9 + Bite|16|2d12+9 Crush Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled. - Crush|16|2d10 + 9 + Crush|16|2d10+9 Stinger Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts. - Stinger|16|4d6 + 9 + Stinger|16|4d6+9 Qorgeth can take 3 legendary actions, choosing from the options below @@ -4276,7 +4280,7 @@ humanoid,tome of Beasts chaotic evil 15 (cage) - 2 (4d4 - 8) + 2 (4d4-8) 5 ft. (0 in cage) 1 1 @@ -4285,7 +4289,7 @@ 12 20 Wis +3, Cha +7 - Perception +3 + Perception +3 psychic charmed, frightened darkvision 60 ft. @@ -4319,7 +4323,7 @@ humanoid (derro),tome of Beasts chaotic evil 18 (breastplate and shield) - 82 (11d6 + 44) + 82 (11d6+44) 30 ft. 11 18 @@ -4328,7 +4332,7 @@ 5 14 Str +3, Wis +0, Cha +5 - Perception +0, Stealth +7 + Perception +0, Stealth +7 darkvision 120 ft. 10 Derro, Undercommon @@ -4366,12 +4370,12 @@ Scimitar Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage. - Scimitar|7|1d6 + 4 + Scimitar|7|1d6+4 Heavy Crossbow Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. - Heavy Crossbow|7|1d10 + 4 + Heavy Crossbow|7|1d10+4 Infectious Insanity (Recharge 5-6) @@ -4384,7 +4388,7 @@ fiend (devil),tome of Beasts lawful evil 17 (natural armor) - 275 (22d10 + 154) + 275 (22d10+154) 40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover) 22 20 @@ -4393,7 +4397,7 @@ 21 25 Dex +12, Con +14, Wis +12, Cha +14 - Deception +14, Insight +12, Perception +12, Stealth +12 + Deception +14, Insight +12, Perception +12, Stealth +12 acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison charmed, frightened, poisoned, stunned @@ -4439,12 +4443,12 @@ Bite Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic. - Bite|13|2d8 + 6 + Bite|13|2d8+6 Claw Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage. - Claw|13|1d8 + 6 + Claw|13|1d8+6 Vermin Breath (Recharge 5-6) @@ -4473,7 +4477,7 @@ fiend (devil),tome of Beasts lawful evil 17 (natural armor) - 78 (12d8 + 24) + 78 (12d8+24) 40 ft., climb 20 ft. 18 15 @@ -4482,7 +4486,7 @@ 13 12 Wis +4 - Perception +4, Stealth +5 + Perception +4, Stealth +5 poison poisoned darkvision 60 ft., tremorsense 60 ft. @@ -4504,12 +4508,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage. - Bite|7|2d6 + 4 + Bite|7|2d6+4 Stinger Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Stinger|7|1d6 + 4 + Stinger|7|1d6+4 @@ -4518,7 +4522,7 @@ swarm of Tiny elementals,tome of Beasts lawful evil 17 (natural armor) - 170 (20d10 + 60) + 170 (20d10+60) 5 ft., fly 40 ft. (hover) 3 21 @@ -4527,7 +4531,7 @@ 18 23 Dex +10, Con +8, Wis +9, Cha +11 - Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11 + Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11 cold fire, poison; bludgeoning, piercing, slashing charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned @@ -4583,7 +4587,7 @@ fiend (devil),tome of Beasts lawful evil 20 (natural armor) - 378 (28d12 + 196) + 378 (28d12+196) 50 ft. 22 13 @@ -4592,7 +4596,7 @@ 21 26 Dex +9, Int +14, Wis +13, Cha +16 - Deception +16, Insight +13, Perception +13, Persuasion +16 + Deception +16, Insight +13, Perception +13, Persuasion +16 cold fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered charmed, exhaustion, frightened, poisoned @@ -4646,7 +4650,7 @@ Molten Coins Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage. - Molten Coins|14|3d6 + 6 + Molten Coins|14|3d6+6 Your Weight In Gold (Recharge 5-6) @@ -4675,7 +4679,7 @@ fiend (devil),tome of Beasts lawful evil 19 (natural armor) - 299 (26d8 + 182) + 299 (26d8+182) 40 ft., fly 60 ft. 18 18 @@ -4684,7 +4688,7 @@ 22 18 Dex +11, Con +14, Int +15, Wis +13, Cha +11 - Arcana +15, History +15, Investigation +15, Perception +13, Religion +15 + Arcana +15, History +15, Investigation +15, Perception +13, Religion +15 bludgeoning, piercing, and slashing from nonmagical weapons fire, poison poisoned @@ -4737,7 +4741,7 @@ Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage. - Claw|11|4d12 + 4 + Claw|11|4d12+4 Hellfire Bolt (Recharge 5-6) @@ -4767,7 +4771,7 @@ fiend (devil),tome of Beasts lawful evil 17 (natural armor) - 168 (16d10 + 80) + 168 (16d10+80) 40 ft. 24 17 @@ -4776,7 +4780,7 @@ 14 19 Str +11, Dex +7, Con +9, Wis +6, Cha +8 - Athletics +11, Intimidation +8 + Athletics +11, Intimidation +8 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned @@ -4805,17 +4809,17 @@ Bite Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. - Bite|11|2d10 + 7 + Bite|11|2d10+7 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. - Claw|11|2d6 + 7 + Claw|11|2d6+7 Whip Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn. - Whip|11|1d8 + 7 + Whip|11|1d8+7 Punishing Maw @@ -4832,7 +4836,7 @@ fiend (devil),tome of Beasts lawful evil 18 (natural armor) - 187 (15d8 + 120) + 187 (15d8+120) 30 ft. 24 20 @@ -4841,7 +4845,7 @@ 20 20 Str +11, Dex +9, Con +12, Int +8, Cha +9 - Athletics +11, Deception +9, Insight +9, Perception +9 + Athletics +11, Deception +9, Insight +9, Perception +9 bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered cold, fire, poison poisoned @@ -4871,12 +4875,12 @@ Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage. - Claw|11|2d4 + 7 + Claw|11|2d4+7 Flaming Ranseur Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage. - Flaming Ranseur|11|1d10 + 7 + Flaming Ranseur|11|1d10+7 Devilish Weapons @@ -4889,7 +4893,7 @@ fiend (devil),tome of Beasts lawful evil 15 (natural armor) - 102 (12d8 + 48) + 102 (12d8+48) 30 ft. 18 12 @@ -4898,7 +4902,7 @@ 13 15 Wis +4, Cha +5 - Deception +8, Insight +4 + Deception +8, Insight +4 acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned @@ -4940,7 +4944,7 @@ Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. - Claw|7|2d6 + 4 + Claw|7|2d6+4 Crystalline Spray (Recharge 5-6) @@ -4953,7 +4957,7 @@ fiend (devil),tome of Beasts lawful evil 16 (coin mail) - 112 (15d8 + 45) + 112 (15d8+45) 30 ft. 17 15 @@ -4962,7 +4966,7 @@ 18 17 Str +6, Con +6, Wis +7, Cha +6 - Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8 + Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8 cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered fire, poison poisoned @@ -5034,7 +5038,7 @@ fiend (devil),tome of Beasts lawful evil 14 - 54 (12d6 + 12) + 54 (12d6+12) 30 ft. 12 18 @@ -5043,7 +5047,7 @@ 8 18 Dex +6 - Arcana +9, Deception +8, History +9, Stealth +8 + Arcana +9, Deception +8, History +9, Stealth +8 cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned @@ -5068,12 +5072,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage. - Bite|6|2d6 + 4 + Bite|6|2d6+4 Claw Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage. - Claw|6|3d6 + 4 + Claw|6|3d6+4 Disrupt Concentration @@ -5094,7 +5098,7 @@ fiend (devil),tome of Beasts lawful evil 15 (natural armor) - 136 (16d10 + 48) + 136 (16d10+48) 40 ft. 16 13 @@ -5129,17 +5133,17 @@ Scythe Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13). - Scythe|7|2d12 + 3 + Scythe|7|2d12+3 Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage. - Bite|7|3d10 + 3 + Bite|7|3d10+3 Stinger Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic. - Stinger|7|2d8 + 3 + Stinger|7|2d8+3 @@ -5148,7 +5152,7 @@ fiend (devil),tome of Beasts lawful evil 16 (natural armor) - 94 (9d10 + 45) + 94 (9d10+45) 40 ft., fly 60 ft. (hover), lightwalking 80 ft. 21 21 @@ -5157,7 +5161,7 @@ 15 18 Str +8, Dex +8, Con +8, Wis +5 - Perception +5 + Perception +5 cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered fire, poison poisoned @@ -5199,17 +5203,17 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. - Bite|8|1d12 + 5 + Bite|8|1d12+5 Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|8|2d6 + 5 + Claw|8|2d6+5 Tail Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. - Tail|8|1d8 + 5 + Tail|8|1d8+5 Hurl Moonlight @@ -5223,7 +5227,7 @@ fiend (devil),tome of Beasts lawful evil 19 (natural armor) - 261 (14d10 + 126) + 261 (14d10+126) 40 ft. 26 14 @@ -5232,7 +5236,7 @@ 26 21 Str +13, Dex +7, Con +14, Wis +13 - Deception +10, History +11, Insight +13, Perception +13, Persuasion +10 + Deception +10, History +11, Insight +13, Perception +13, Persuasion +10 acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned @@ -5293,7 +5297,7 @@ fiend (devil),tome of Beasts lawful evil 13 (natural armor) - 93 (11d8 + 44) + 93 (11d8+44) 30 ft. 18 13 @@ -5302,7 +5306,7 @@ 14 15 Dex +4, Con +7, Cha +5 - Perception +5, Stealth +4 + Perception +5, Stealth +4 acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered fire, poison poisoned @@ -5335,7 +5339,7 @@ Scimitar Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion. - Scimitar|7|1d6 + 4 + Scimitar|7|1d6+4 @@ -5344,7 +5348,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 95 (10d12 + 30) + 95 (10d12+30) 30 ft., swim 20 ft. 19 14 @@ -5352,7 +5356,7 @@ 2 12 6 - Perception +3 + Perception +3 13 - @@ -5364,7 +5368,7 @@ Tail Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - Tail|6|3d10 + 4 + Tail|6|3d10+4 Rollover @@ -5377,7 +5381,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 85 (10d10 + 30) + 85 (10d10+30) 40 ft. 20 9 @@ -5385,7 +5389,7 @@ 2 9 6 - Perception +5 + Perception +5 15 - @@ -5405,12 +5409,12 @@ Gore Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage. - Gore|8|6d10 + 5 + Gore|8|6d10+5 Stomp Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage. - Stomp|8|3d8 + 5 + Stomp|8|3d8+5 @@ -5419,7 +5423,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 231 (14d20 + 84) + 231 (14d20+84) 60 ft., swim 40 ft. 27 9 @@ -5427,7 +5431,7 @@ 2 11 10 - Perception +5 + Perception +5 15 - @@ -5447,17 +5451,17 @@ Bite Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. - Bite|13|4d12 + 8 + Bite|13|4d12+8 Claw Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. - Claw|13|4d6 + 8 + Claw|13|4d6+8 Tail Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. - Tail|13|3d8 + 8 + Tail|13|3d8+8 Frightful Presence @@ -5486,7 +5490,7 @@ beast,tome of Beasts unaligned 14 (natural armor) - 105 (10d12 + 40) + 105 (10d12+40) 50 ft., swim 30 ft. 23 11 @@ -5494,7 +5498,7 @@ 2 11 8 - Perception +3 + Perception +3 13 - @@ -5510,12 +5514,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target. - Bite|9|3d12 + 6 + Bite|9|3d12+6 Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. - Claw|9|2d6 + 6 + Claw|9|2d6+6 @@ -5524,7 +5528,7 @@ ooze,tome of Beasts unaligned 15 - 27 (6d4 + 12) + 27 (6d4+12) 20 ft., climb 20 ft., swim 20 ft. 3 17 @@ -5532,7 +5536,7 @@ 1 6 1 - Stealth +7 + Stealth +7 acid blinded, charmed, deafened, exhaustion, frightened, prone blindsight 60 ft. (blind beyond this radius) @@ -5567,7 +5571,7 @@ undead,tome of Beasts chaotic evil 15 (natural armor) - 112 (15d8 + 45) + 112 (15d8+45) 30 ft., climb 30 ft. 14 10 @@ -5594,7 +5598,7 @@ Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage. - Claw|5|3d8 + 2 + Claw|5|3d8+2 Terrifying Mask @@ -5607,7 +5611,7 @@ beast,tome of Beasts neutral 14 (natural armor) - 71 (11d8 + 22) + 71 (11d8+22) 30 ft., burrow 10 ft., swim 10 ft. 14 17 @@ -5634,12 +5638,12 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. - Bite|4|1d6 + 2 + Bite|4|1d6+2 Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage. - Claw|4|3d6 +2 + Claw|4|3d6+2 @@ -5648,7 +5652,7 @@ monstrosity,tome of Beasts neutral 15 (chain armor) - 126 (12d10 + 60) + 126 (12d10+60) 30 ft., burrow 10 ft., swim 10 ft. 21 14 @@ -5684,12 +5688,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage. - Bite|8|1d12 + 5 + Bite|8|1d12+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. - Claw|8|4d6 + 5 + Claw|8|4d6+5 @@ -5698,7 +5702,7 @@ fey,tome of Beasts chaotic neutral 15 (natural armor) - 93 (11d8 + 44) + 93 (11d8+44) 30 ft. 19 13 @@ -5706,7 +5710,7 @@ 6 10 16 - Intimidation +5, Perception +2 + Intimidation +5, Perception +2 acid, lightning darkvision 60 ft. 12 @@ -5725,7 +5729,7 @@ Slam Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. - Slam|6|2d8 + 4 + Slam|6|2d8+4 @@ -5734,7 +5738,7 @@ monstrosity,tome of Beasts unaligned 13 - 22 (5d4 + 10) + 22 (5d4+10) 15 ft., climb 15 ft., swim 15 ft. 2 17 @@ -5743,7 +5747,7 @@ 13 2 Dex +5 - Stealth +5 + Stealth +5 darkvision 60 ft. 11 - @@ -5776,7 +5780,7 @@ aberration,tome of Beasts neutral evil 15 (natural armor) - 93 (17d8 + 17) + 93 (17d8+17) 20 ft., climb 15 ft. 19 19 @@ -5785,7 +5789,7 @@ 8 6 Dex +6 - Intimidate +2, Perception +3, Stealth +8 + Intimidation +2, Perception +3, Stealth +8 acid, cold, lightning darkvision 60 ft. 13 @@ -5802,12 +5806,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. - Bite|6|4d8 + 4 + Bite|6|4d8+4 Tentacle Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time. - Tentacle|6|1d8 + 4 + Tentacle|6|1d8+4 Entanglement @@ -5820,7 +5824,7 @@ dragon,tome of Beasts neutral evil 18 (natural armor) - 243 (18d12 + 126) + 243 (18d12+126) 40 ft., climb 40 ft., Earth Glide 26 12 @@ -5829,7 +5833,7 @@ 12 20 Dex +6, Con +12, Wis +6, Cha +10 - Perception +10 + Perception +10 acid, poison, thunder poisoned blindsight 120 ft. @@ -5877,17 +5881,17 @@ Bite Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage. - Bite|13|3d6 + 8 + Bite|13|3d6+8 Claw Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. - Claw|13|2d6 + 8 + Claw|13|2d6+8 Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. - Tail|13|2d8 + 8 + Tail|13|2d8+8 Frightful Presence @@ -5928,7 +5932,7 @@ dragon,tome of Beasts neutral evil 17 (natural armor) - 157 (15d10 + 75) + 157 (15d10+75) 40 ft., climb 20 ft., fly 20 ft. 22 12 @@ -5937,7 +5941,7 @@ 12 18 Dex +4, Con +8, Wis +4, Cha +7 - Perception +4, Stealth +4 + Perception +4, Stealth +4 acid, poison, thunder poisoned blindsight 120 ft. @@ -5961,12 +5965,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage. - Bite|8|2d6 + 6 + Bite|8|2d6+6 Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. - Claw|8|2d6 + 6 + Claw|8|2d6+6 Poison Breath (Recharge 5-6) @@ -5983,7 +5987,7 @@ dragon,tome of Beasts neutral evil 16 (natural armor) - 75 (10d8 + 30) + 75 (10d8+30) 30 ft., burrow 20 ft., fly 20 ft. 19 12 @@ -5992,7 +5996,7 @@ 10 12 Dex +3, Con +5, Cha +3 - Perception +2, Stealth +5 + Perception +2, Stealth +5 acid, poison, thunder poisoned blindsight 120 ft. @@ -6011,7 +6015,7 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage. - Bite|6|2d6 + 4 + Bite|6|2d6+4 Poison Breath (Recharge 5-6) @@ -6024,7 +6028,7 @@ dragon,tome of Beasts chaotic evil 22 (natural armor) - 481 (26d20 + 208) + 481 (26d20+208) 40 ft., climb 40 ft., fly 80 ft. 23 14 @@ -6033,7 +6037,7 @@ 16 22 Dex +9, Con +15, Wis +10, Cha +13 - Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9 + Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9 fire blindsight 60 ft., darkvision 120 ft. 27 @@ -6069,17 +6073,17 @@ Bite Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. - Bite|13|2d10 + 6 + Bite|13|2d10+6 Claw Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. - Claw|13|2d6 + 6 + Claw|13|2d6+6 Tail Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. - Tail|13|2d8 + 6 + Tail|13|2d8+6 Frightful Presence @@ -6116,7 +6120,7 @@ dragon,tome of Beasts chaotic evil 19 (natural armor) - 212 (17d12 + 102) + 212 (17d12+102) 40 ft., climb 40 ft., fly 80 ft. 19 14 @@ -6125,7 +6129,7 @@ 14 20 Dex +7, Con +11, Wis +7, Cha +10 - Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7 + Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7 fire 22 @@ -6146,17 +6150,17 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage. - Bite|9|2d10 + 4 + Bite|9|2d10+4 Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. - Claw|9|2d6 + 4 + Claw|9|2d6+4 Tail Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. - Tail|9|2d8 + 4 + Tail|9|2d8+4 Frightful Presence @@ -6193,7 +6197,7 @@ dragon,tome of Beasts chaotic evil 18 (natural armor) - 161 (17d10 + 68) + 161 (17d10+68) 40 ft., climb 40 ft., fly 80 ft. 15 14 @@ -6202,7 +6206,7 @@ 13 18 Dex +6, Con +8, Wis +5, Cha +8 - Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6 + Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6 fire 19 @@ -6219,12 +6223,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage. - Bite|6|2d10 + 2 + Bite|6|2d10+2 Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. - Claw|6|2d6 + 2 + Claw|6|2d6+2 Fire Breath (Recharge 5-6) @@ -6237,7 +6241,7 @@ dragon,tome of Beasts chaotic evil 17 (natural armor) - 52 (8d8 + 16) + 52 (8d8+16) 30 ft., climb 30 ft., fly 60 ft. 12 14 @@ -6246,7 +6250,7 @@ 12 16 Dex +4, Con +4, Wis +3, Cha +5 - Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4 + Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4 fire 15 @@ -6268,7 +6272,7 @@ dragon,tome of Beasts neutral 20 (natural armor) - 297 (17d20 + 119) + 297 (17d20+119) 40 ft., fly 80 ft. 29 16 @@ -6277,7 +6281,7 @@ 25 24 Dex +9, Con +13, Int +13, Wis +13, Cha +13 - Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13 + Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13 bludgeoning, piercing, and slashing from acid, thunder charmed @@ -6319,17 +6323,17 @@ Bite Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. - Bite|15|2d12 + 9 + Bite|15|2d12+9 Claw Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws. - Claw|15|2d8 +9 + Claw|15|2d8+9 Tail Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. - Tail|15|2d10 + 9 + Tail|15|2d10+9 Frightful Presence @@ -6362,7 +6366,7 @@ dragon,tome of Beasts neutral 18 (natural armor) - 184 (16d12 + 80) + 184 (16d12+80) 40 ft., fly 80 ft. 27 18 @@ -6371,7 +6375,7 @@ 21 20 Dex +9, Con +10, Int +10, Wis +10, Cha +10 - Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10 + Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10 bludgeoning, piercing, and slashing from nonmagical weapons acid, thunder charmed @@ -6404,17 +6408,17 @@ Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. - Bite|13|2d10 + 8 + Bite|13|2d10+8 Claw Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws. - Claw|13|2d6 +8 + Claw|13|2d6+8 Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. - Tail|13|2d8 + 8 + Tail|13|2d8+8 Frightful Presence @@ -6447,7 +6451,7 @@ dragon,tome of Beasts neutral 16 (natural armor) - 92 (16d8 + 20) + 92 (16d8+20) 50 ft., fly 60 ft. 13 22 @@ -6456,7 +6460,7 @@ 15 14 Dex +9, Con +4, Wis +5, Cha +5 - Acrobatics +6, Insight +5, Perception +5, Persuasion +5 + Acrobatics +6, Insight +5, Perception +5, Persuasion +5 ludgeoning, piercing, and slashing from nonmagical weapons acid, thunder charmed @@ -6495,7 +6499,7 @@ dragon,tome of Beasts neutral evil 22 (natural armor) - 481 (26d20 + 208) + 481 (26d20+208) 40 ft., fly 80 ft., swim 80 ft. 29 10 @@ -6504,7 +6508,7 @@ 17 21 Dex +7, Con +15, Wis +10, Cha +12 - Perception +17, Stealth +7 + Perception +17, Stealth +7 cold blindsight 60 ft., darkvision 120 ft. 27 @@ -6544,17 +6548,17 @@ Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. - Bite|16|2d10 + 9 + Bite|16|2d10+9 Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. - Claw|16|2d6 + 9 + 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 + Tail|16|2d8+9 Frightful Presence @@ -6587,7 +6591,7 @@ dragon,tome of Beasts neutral evil 19 (natural armor) - 225 (18d12 + 108) + 225 (18d12+108) 40 ft., fly 80 ft., swim 60 ft. 25 10 @@ -6596,7 +6600,7 @@ 15 19 Dex +5, Con +11, Wis +7, Cha +9 - Perception +12, Stealth +5 + Perception +12, Stealth +5 cold 22 @@ -6621,17 +6625,17 @@ Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage. - Bite|12|2d10 + 7 + Bite|12|2d10+7 Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. - Claw|12|2d6 + 7 + Claw|12|2d6+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. - Tail|12|2d8 + 7 + Tail|12|2d8+7 Frightful Presence @@ -6664,7 +6668,7 @@ dragon,tome of Beasts neutral evil 18 (natural armor) - 152 (16d10 + 64) + 152 (16d10+64) 40 ft., fly 80 ft., swim 50 ft. 21 10 @@ -6673,7 +6677,7 @@ 13 17 Dex +4, Con +8, Wis +5, Cha +7 - Perception +9, Stealth +4 + Perception +9, Stealth +4 cold blindsight 30 ft. darkvision 120 ft. 19 @@ -6698,12 +6702,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage. - Bite|9|2d10 + 5 + Bite|9|2d10+5 Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|9|2d6 + 5 + Claw|9|2d6+5 Tidal Breath (Recharge 5-6) @@ -6716,7 +6720,7 @@ dragon,tome of Beasts neutral evil 17 (natural armor) - 52 (8d8 + 16) + 52 (8d8+16) 30 ft., fly 60 ft., swim 40 ft. 17 10 @@ -6725,7 +6729,7 @@ 11 15 Dex +2, Con +4, Wis +2, Cha +4 - Perception +4, Stealth +2 + Perception +4, Stealth +2 cold blindsight 10 ft. darkvision 60 ft. 14 @@ -6734,7 +6738,7 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. - Bite|5|1d10 + 3 + Bite|5|1d10+3 Tidal Breath (Recharge 5-6) @@ -6747,7 +6751,7 @@ dragon,tome of Beasts chaotic neutral 22 (natural armor) - 448 (23d20 + 207) + 448 (23d20+207) 40 ft., fly 80 ft. (hover) 28 10 @@ -6756,7 +6760,7 @@ 15 23 Dex +7, Con +16, Wis +9, Cha +13 - Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7 + Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7 cold charmed, frightened @@ -6801,17 +6805,17 @@ Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. - Bite|16|2d10 + 9 + Bite|16|2d10+9 Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage. - Claw|16|2d6 + 9 + 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 + Tail|16|2d8+9 Aura of Madness @@ -6864,7 +6868,7 @@ dragon,tome of Beasts chaotic neutral 19 (natural armor) - 229 (17d12 + 119) + 229 (17d12+119) 40 ft., fly 80 ft. (hover) 24 10 @@ -6873,7 +6877,7 @@ 13 21 Dex +5, Con +12, Wis +6, Cha +10 - Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5 + Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5 cold charmed, frightened @@ -6899,17 +6903,17 @@ Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage. - Bite|12|2d10 + 7 + Bite|12|2d10+7 Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage. - Claw|12|2d6 + 7 + Claw|12|2d6+7 Tail Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. - Tail|12|2d8 + 7 + Tail|12|2d8+7 Aura of Madness @@ -6962,7 +6966,7 @@ dragon,tome of Beasts chaotic neutral 18 (natural armor) - 157 (15d10 + 75) + 157 (15d10+75) 40 ft., fly 80 ft. (hover) 20 10 @@ -6971,7 +6975,7 @@ 11 19 Dex +4, Con +9, Wis +4, Cha +8 - Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4 + Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4 cold charmed, frightened @@ -6993,12 +6997,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage. - Bite|9|2d10 + 5 + Bite|9|2d10+5 Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|9|2d6 + 5 + Claw|9|2d6+5 Breath Weapons (Recharge 5-6) @@ -7027,7 +7031,7 @@ dragon,tome of Beasts chaotic neutral 17 (natural armor) - 45 (6d8 + 18) + 45 (6d8+18) 30 ft., fly 60 ft. (hover) 16 10 @@ -7036,7 +7040,7 @@ 9 17 Dex +4, Con +5, Wis +1, Cha +5 - Perception +3, Stealth +2 + Perception +3, Stealth +2 cold 13 @@ -7053,7 +7057,7 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. - Bite|5|1d10 + 3 + Bite|5|1d10+3 Breath Weapons (Recharge 5-6) @@ -7070,7 +7074,7 @@ Void Twist When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. - > + Ancient Wind Dragon @@ -7078,7 +7082,7 @@ dragon,tome of Beasts chaotic neutral 20 (natural armor) - 425 (23d20 +184) + 425 (23d20+184) 40 ft., fly 120 ft. 28 19 @@ -7087,7 +7091,7 @@ 17 20 Dex +11, Con +15, Wis +10, Cha +12 - Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11 + Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11 bludgeoning, piercing, and slashing from nonmagical weapons lightning, ranged weapons charmed, exhausted, paralyzed, restrained @@ -7135,17 +7139,17 @@ Bite Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage. - Bite|16|2d12 + 9 + Bite|16|2d12+9 Claw Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. - Claw|16|2d8 + 9 + Claw|16|2d8+9 Tail Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. - Tail|16|2d10 + 9 + Tail|16|2d10+9 Breath of Gales (Recharge 5-6) @@ -7178,7 +7182,7 @@ dragon,tome of Beasts chaotic neutral 19 (natural armor) - 237 (19d12 + 114) + 237 (19d12+114) 40 ft., fly 90 ft. 24 19 @@ -7187,7 +7191,7 @@ 15 18 Dex +10, Con +12, Wis +8, Cha +10 - Acrobatics +10, Intimidation +10, Perception +14, Stealth +10 + Acrobatics +10, Intimidation +10, Perception +14, Stealth +10 lightning charmed, exhausted, paralyzed, restrained blindsight 10 ft., darkvision 60 ft. @@ -7227,17 +7231,17 @@ Bite Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. - Bite|13|2d10 + 7 + Bite|13|2d10+7 Claw Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. - Claw|13|2d6 + 7 + Claw|13|2d6+7 Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. - Tail|13|2d8 + 7 + Tail|13|2d8+7 Breath of Gales (Recharge 5-6) @@ -7270,7 +7274,7 @@ dragon,tome of Beasts chaotic neutral 17 (natural armor) - 150 (16d10 + 62) + 150 (16d10+62) 40 ft., fly 90 ft. 20 19 @@ -7279,7 +7283,7 @@ 13 16 Dex +7, Con +7, Wis +4, Cha +6 - Perception +7, Stealth +7 + Perception +7, Stealth +7 lightning charmed, exhausted, paralyzed, restrained blindsight 10 ft., darkvision 60 ft. @@ -7306,12 +7310,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. - Bite|8|2d10 + 5 + Bite|8|2d10+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|8|2d6 + 5 + Claw|8|2d6+5 Breath of Gales (Recharge 5-6) @@ -7324,7 +7328,7 @@ dragon,tome of Beasts chaotic neutral 14 - 45 (7d8 + 14) + 45 (7d8+14) 40 ft., fly 80 ft. 16 19 @@ -7333,7 +7337,7 @@ 11 14 Dex +6, Con +4, Wis +2, Cha +4 - Perception +4, Stealth +6 + Perception +4, Stealth +6 lightning charmed, exhausted, paralyzed blindsight 10 ft., darkvision 60 ft. @@ -7343,7 +7347,7 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. - Bite|6|1d10 + 4 + Bite|6|1d10+4 Breath of Gales (Recharge 5-6) @@ -7356,7 +7360,7 @@ dragon,tome of Beasts neutral 18 (natural armor) - 230 (20d12 + 100) + 230 (20d12+100) 20 ft., swim 60 ft. 26 12 @@ -7365,7 +7369,7 @@ 13 14 Str +12, Dex +5, Int +6, Wis +5, Cha +6 - Acrobatics +5, Athletics +12, Insight +5, Perception +6 + Acrobatics +5, Athletics +12, Insight +5, Perception +6 lightning paralyzed, prone darkvision 60 ft. @@ -7391,12 +7395,12 @@ Bite Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds. - Bite|12|4d8 + 8 + Bite|12|4d8+8 Tail Slap Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away. - Tail Slap|12|5d8 + 8 + Tail Slap|12|5d8+8 Lightning Breath (Recharge 6) @@ -7409,7 +7413,7 @@ plant,tome of Beasts unaligned 16 (natural armor) - 152 (16d10 + 64) + 152 (16d10+64) 5 ft. 16 10 @@ -7434,7 +7438,7 @@ Slam Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage. - Slam|6|10d10 + 3 + Slam|6|10d10+3 Leaves @@ -7452,7 +7456,7 @@ dragon,tome of Beasts chaotic neutral 13 - 65 (10d4 + 40) + 65 (10d4+40) 40 ft., fly 80 ft. 7 16 @@ -7461,7 +7465,7 @@ 12 16 Dex +5 - Deception +5, Insight +3, Persuasion +5 + Deception +5, Insight +3, Persuasion +5 paralyzed, unconscious darkvision 60 ft. 11 @@ -7481,12 +7485,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. - Claw|5|2d4 + 3 + Claw|5|2d4+3 Breath Weapon (Recharge 5-6) @@ -7503,7 +7507,7 @@ dragon,tome of Beasts neutral evil 16 (natural armor) - 117 (18d6 + 54) + 117 (18d6+54) 30 ft., fly 60 ft. 14 15 @@ -7512,7 +7516,7 @@ 15 10 Dex +4 - Stealth +4 + Stealth +4 fire paralyzed, unconscious darkvision 60 ft. @@ -7526,12 +7530,12 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage. - Bite|4|2d6 + 2 + Bite|4|2d6+2 Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. - Claw|4|2d6 + 2 + Claw|4|2d6+2 Ash Cloud @@ -7548,7 +7552,7 @@ dragon,tome of Beasts neutral evil 16 (natural armor) - 127 (15d8 + 60) + 127 (15d8+60) 30 ft., swim 60 ft. 19 1 @@ -7557,7 +7561,7 @@ 13 10 Dex +6 - Acrobatics +6, Perception +4, Stealth +6 + Acrobatics +6, Perception +4, Stealth +6 cold paralyzed, poisoned, prone, unconscious darkvision 120 ft. @@ -7579,17 +7583,17 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. - Bite|7|2d10 + 4 + Bite|7|2d10+4 Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage. - Claw|7|4d8 +4 + Claw|7|4d8+4 Stinger Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. - Stinger|7|2d10 + 4 + Stinger|7|2d10+4 Breath Weapon (Recharge 5-6) @@ -7602,7 +7606,7 @@ dragon,tome of Beasts chaotic evil 14 (natural armor) - 54 (12d4 + 24) + 54 (12d4+24) 15 ft., fly 80 ft. 10 14 @@ -7611,7 +7615,7 @@ 9 14 Dex +4 - Acrobatics +4, Perception +1 + Acrobatics +4, Perception +1 fire paralyzed, unconscious darkvision 60 ft. @@ -7629,12 +7633,12 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage. - Bite|4|1d6 + 2 + Bite|4|1d6+2 Stinger Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early. - Stinger|4|1d4 + 2 + Stinger|4|1d4+2 Breath Weapon (Recharge 6) @@ -7647,7 +7651,7 @@ dragon,tome of Beasts chaotic evil 17 (natural armor) - 150 (20d10 + 40) + 150 (20d10+40) 50 ft., climb 30 ft., fly 100 ft. 21 19 @@ -7656,7 +7660,7 @@ 14 12 Dex +8, Con +6 - Athletics +9, Insight +6, Perception +6 + Athletics +9, Insight +6, Perception +6 necrotic paralyzed, unconscious blindsight 60 ft., darkvision 120 ft. @@ -7674,17 +7678,17 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. - Bite|9|2d10 + 5 + Bite|9|2d10+5 Claw Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|9|2d6 + 5 + Claw|9|2d6+5 Stinger Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components. - Stinger|9|2d10 + 5 + Stinger|9|2d10+5 Breath Weapon (Recharge 5-6) @@ -7697,7 +7701,7 @@ dragon,tome of Beasts chaotic evil 16 (natural armor) - 114 (12d10 + 48) + 114 (12d10+48) 20 ft., fly 60 ft. 22 13 @@ -7706,7 +7710,7 @@ 9 13 Dex +4, Con +7, Cha +4 - Perception +5, Stealth +7 + Perception +5, Stealth +7 radiant cold paralyzed, unconscious @@ -7733,12 +7737,12 @@ Bite Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. - Bite|9|3d10 + 6 + Bite|9|3d10+6 Tail Slap Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. - Tail Slap|9|3d8 + 6 + Tail Slap|9|3d8+6 Stygian Breath (Recharge 5-6) @@ -7751,7 +7755,7 @@ dragon,tome of Beasts neutral 13 - 78 (12d6 + 36) + 78 (12d6+36) 40 ft., fly 100 ft. 7 17 @@ -7779,12 +7783,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. - Bite|5|2d6 + 3 + Bite|5|2d6+3 Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. - Claws|5|3d6 + 3 + Claws|5|3d6+3 Tail (Recharge 5-6) @@ -7798,7 +7802,7 @@ dragon,tome of Beasts chaotic evil 17 (natural armor) - 161 (19d8 + 76) + 161 (19d8+76) 30 ft., burrow 5 ft., fly 100 ft. 20 15 @@ -7806,7 +7810,7 @@ 12 8 8 - Perception +3, Stealth +5 + Perception +3, Stealth +5 poison acid paralyzed, poisoned @@ -7821,12 +7825,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw. - Bite|8|3d8 + 5 + Bite|8|3d8+5 Tail Swipe Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. - Tail Swipe|8|2d8 + 5 + Tail Swipe|8|2d8+5 Vomits Scrap (Recharge 5-6) @@ -7843,7 +7847,7 @@ dragon,tome of Beasts neutral 19 (natural armor) - 189 (18d10 + 90) + 189 (18d10+90) 40 ft., fly 100 ft. 20 17 @@ -7852,7 +7856,7 @@ 24 20 Dex +8, Con +10, Int +8, Wis +12, Cha +10 - Arcana +8, History +8, Insight +12, Perception +12, Religion +8 + Arcana +8, History +8, Insight +12, Perception +12, Religion +8 cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons charmed, frightened, paralyzed, unconscious truesight 120 ft. @@ -7889,12 +7893,12 @@ Bite Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. - Bite|10|2d10 + 5 + Bite|10|2d10+5 Claw Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. - Claw|10|3d6 + 5 + Claw|10|3d6+5 Breath Weapon (Recharge 5-6) @@ -7928,7 +7932,7 @@ beast,tome of Beasts unaligned 16 (natural armor) - 105 (14d10 + 28) + 105 (14d10+28) 30 ft., fly 60 ft., swim 40 ft. 14 19 @@ -7936,7 +7940,7 @@ 2 12 10 - Perception +4, Stealth +7 + Perception +4, Stealth +7 acid paralyzed darkvision 60 ft. @@ -7954,12 +7958,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage. - Bite|7|2d6 + 4 + Bite|7|2d6+4 Tail Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. - Tail|7|1d8 + 4 + Tail|7|1d8+4 Acid Breath (Recharge 5-6) @@ -7972,7 +7976,7 @@ fiend,tome of Beasts lawful evil 15 (natural armor) - 75 (10d8 + 30) + 75 (10d8+30) 30 ft., fly 20 ft. 15 18 @@ -7980,7 +7984,7 @@ 16 13 20 - Deception +8, Insight +4, Persuasion +8 + Deception +8, Insight +4, Persuasion +8 cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons poison poisoned @@ -8005,12 +8009,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12). - Bite|7|2d8 + 2 + Bite|7|2d8+2 Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage. - Claw|7|4d10 + 2 + Claw|7|4d10+2 Dream Eater's Caress @@ -8063,12 +8067,12 @@ Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage. - Claw|6|1d8 + 3 + Claw|6|1d8+3 Hair Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time. - Hair|6|2d10 + 3 + Hair|6|2d10+3 Kiss @@ -8085,7 +8089,7 @@ fey,tome of Beasts chaotic 17 (natural armor) - 77 (14d8 + 14) + 77 (14d8+14) 30 ft. 10 20 @@ -8094,7 +8098,7 @@ 15 24 Con +3, Wis +4 - Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7 + Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7 darkvision 60 ft. 15 Common, Elvish, Sylvan, Umbral @@ -8125,12 +8129,12 @@ Dagger Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. - Dagger|7|1d4 + 5 + Dagger|7|1d4+5 Longbow Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. - Longbow|7|1d8 + 5 + Longbow|7|1d8+5 @@ -8139,7 +8143,7 @@ fey,tome of Beasts lawful evil 17 (natural armor) - 178 (17d10 + 85) + 178 (17d10+85) 60 ft. 19 18 @@ -8147,7 +8151,7 @@ 13 15 17 - Intimidation +7, Perception +6, Persuasion +7, Survival +6 + Intimidation +7, Perception +6, Persuasion +7, Survival +6 bludgeoning, piercing, and slashing damage from nonmagical weapons necrotic charmed, frightened, exhaustion @@ -8181,7 +8185,7 @@ Spine Whip Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone. - Spine Whip|8|2d10 + 4 + Spine Whip|8|2d10+4 Seal the Doom @@ -8198,7 +8202,7 @@ monstrosity (shapechanger),tome of Beasts neutral 13 (natural armor) - 168 (16d12 + 64) + 168 (16d12+64) 10 ft. 20 8 @@ -8206,7 +8210,7 @@ 9 13 10 - Perception +4 + Perception +4 acid prone darkvision 60 ft., tremorsense 30 ft. @@ -8236,7 +8240,7 @@ Pseudopod Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait. - Pseudopod|8|2d8 + 5 + Pseudopod|8|2d8+5 Engulf @@ -8249,7 +8253,7 @@ monstrosity,tome of Beasts unaligned 15 (natural) - 40 (9d6 + 9) + 40 (9d6+9) 10 ft., fly, 60 ft. 10 16 @@ -8270,7 +8274,7 @@ Wing Blades Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. - Wing Blades|5|1d8 + 3 + Wing Blades|5|1d8+3 Fire Breath (recharge 5-6) @@ -8287,7 +8291,7 @@ aberration,tome of Beasts neutral evil 17 (natural armor) - 114 (12d8 + 60) + 114 (12d8+60) 30 ft. 20 14 @@ -8296,7 +8300,7 @@ 15 17 Str +9, Con +9, Cha +7 - Athletics +9, Intimidate +7, Perception +6 + Athletics +9, Intimidation +7, Perception +6 acid, cold bludgeoning, piercing, poison and slashing from nonmagical weapons blindness, lightning, poisoned @@ -8329,7 +8333,7 @@ Mawblade Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. - Mawblade|9|4d6 + 5 + Mawblade|9|4d6+5 @@ -8338,7 +8342,7 @@ undead,tome of Beasts chaotic evil 15 - 75 (10d8 + 30) + 75 (10d8+30) 0 ft., fly 60 ft. (hover) 1 19 @@ -8373,7 +8377,7 @@ fey,tome of Beasts neutral 14 (natural armor) - 77 (14d8 + 14) + 77 (14d8+14) 30 ft., swim 40 ft. 19 16 @@ -8381,7 +8385,7 @@ 6 13 16 - Perception +3, Stealth +5 + Perception +3, Stealth +5 darkvision 60 ft. 13 Sylvan @@ -8405,7 +8409,7 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14). - Bite|6|1d8 + 4 + Bite|6|1d8+4 @@ -8414,7 +8418,7 @@ humanoid,tome of Beasts chaotic neutral 18 (chain mail and shield) - 119 (14d8 + 56) + 119 (14d8+56) 30 ft. 19 16 @@ -8422,7 +8426,7 @@ 10 14 11 - Animal Handling +5, Intimidation +6, Perception +5 + Animal Handling +5, Intimidation +6, Perception +5 piercing weapons that are nonmagical darkvision 60 ft., truesight 60 ft. 15 @@ -8463,12 +8467,12 @@ Asgardian Battleaxe Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed. - Asgardian Battleaxe|9|2d8 + 6 + Asgardian Battleaxe|9|2d8+6 Handaxe Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Handaxe|7|1d6 + 4 + Handaxe|7|1d6+4 @@ -8477,7 +8481,7 @@ fey,tome of Beasts chaotic evil 18 - 112 (15d8 + 45) + 112 (15d8+45) 30 ft., swim 30 ft. 13 19 @@ -8486,7 +8490,7 @@ 14 19 Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7 - Deception +7, Insight +5, Perception +5 + Deception +7, Insight +5, Perception +5 15 Aquan, Common, Elvish, Sylvan @@ -8513,12 +8517,12 @@ Dagger Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. - Dagger|7|1d4 + 4 + Dagger|7|1d4+4 Reed Flower Net Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10). - Reed Flower Net|7|AC 10 + Reed Flower Net|7| @@ -8527,7 +8531,7 @@ elemental,tome of Beasts neutral 16 (natural armor) - 290 (20d20 + 80) + 290 (20d20+80) 5 ft. 28 1 @@ -8536,7 +8540,7 @@ 11 11 Int +6, Wis +6, Cha +6 - Nature +6, Perception +6 + Nature +6, Perception +6 bludgeoning, piercing, and slashing acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious @@ -8571,7 +8575,7 @@ Slam Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. - Slam|15|6d8 + 9 + Slam|15|6d8+9 @@ -8588,7 +8592,7 @@ 11 11 13 - Arcana +2, Perception +2 + Arcana +2, Perception +2 darkvision 60 ft. 12 Common, Elvish, Umbral @@ -8613,12 +8617,12 @@ Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. - Shortsword|4|1d6 + 2 + 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 + Shortbow|4|1d6+2 @@ -8627,7 +8631,7 @@ humanoid (elf),tome of Beasts lawful evil 17 (studded leather) - 117 (18d8 + 36) + 117 (18d8+36) 30 ft. 13 20 @@ -8635,8 +8639,8 @@ 13 12 16 - Dex +8, Con + 5, Wis + 4, Cha +6 - Arcana +4, Deception +6, Perception +4, Stealth +8 + Dex +8, Con +5, Wis +4, Cha +6 + Arcana +4, Deception +6, Perception +4, Stealth +8 darkvision 60 ft. 14 Common, Elvish, Umbral @@ -8665,12 +8669,12 @@ Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. - Dagger|8|1d4 + 5 + Dagger|8|1d4+5 Rapier Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. - Rapier|8|1d8 + 5 + Rapier|8|1d8+5 Parry @@ -8683,7 +8687,7 @@ humanoid (shadow fey),tome of Beasts lawful evil 16 (breastplate) - 123 (19d8 + 38) + 123 (19d8+38) 30 ft. 10 15 @@ -8692,7 +8696,7 @@ 17 18 Dex +5, Wis +6, Cha +7 - Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5 + Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5 darkvision 60 ft. 16 Common, Elvish, Umbral @@ -8731,7 +8735,7 @@ Rapier Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage. - Rapier|5|1d8 + 2 + Rapier|5|1d8+2 Beguiling Whispers (recharge 5-6) @@ -8748,7 +8752,7 @@ humanoid (elf),tome of Beasts lawful evil 15 (chain shirt) - 104 (19d8 + 19) + 104 (19d8+19) 30 ft. 12 18 @@ -8757,7 +8761,7 @@ 12 16 Dex +7, Con +4, Cha +6 - Arcana +3, Perception +4, Stealth +10, Survival +4 + Arcana +3, Perception +4, Stealth +10, Survival +4 darkvision 60 ft. 14 Common, Elvish, Umbral @@ -8790,12 +8794,12 @@ Rapier Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. - Rapier|7|1d8 + 4 + Rapier|7|1d8+4 Longbow Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. - Longbow|7|1d8 + 4 + Longbow|7|1d8+4 @@ -8804,7 +8808,7 @@ humanoid (elf),tome of Beasts neutral evil 15 (chain shirt) - 110 (13d10 + 39) + 110 (13d10+39) 30 ft. 18 14 @@ -8813,7 +8817,7 @@ 14 8 Str +6, Con +5 - Athletics +6, Perception +4 + Athletics +6, Perception +4 charmed, frightened darkvision 60 ft. 14 @@ -8847,12 +8851,12 @@ Pike Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. - Pike|6|2d10 + 4 + Pike|6|2d10+4 Javelin Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. - Javelin|6|2d6 + 4 + Javelin|6|2d6+4 Protect @@ -8865,7 +8869,7 @@ construct,tome of Beasts chaotic evil 14 - 54 (12d4 + 24) + 54 (12d4+24) 0 ft., fly 30 ft. (hover) 3 15 @@ -8874,7 +8878,7 @@ 12 16 Dex +4, Con +4, Int +4 - Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4 + Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4 cold, fire; piercing damage poison blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious @@ -8893,7 +8897,7 @@ Slash Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage. - Slash|4|5d4 + 2 + Slash|4|5d4+2 Attraction (Recharge 5-6) @@ -8923,7 +8927,7 @@ 10 1 Dex +4, Con +2 - Stealth +4 + Stealth +4 fire bludgeoning poison @@ -8947,12 +8951,12 @@ Razor Cloak Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. - Razor Cloak|6|1d8 + 4 + Razor Cloak|6|1d8+4 Shadow Slam Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage. - Shadow Slam|6|1d4 + 4 + Shadow Slam|6|1d4+4 Shadow Snare @@ -8965,7 +8969,7 @@ humanoid (human),tome of Beasts chaotic neutral 13 (leather armor) - 65 (10d8 + 20) + 65 (10d8+20) 30 ft. 9 14 @@ -8973,7 +8977,7 @@ 18 11 13 - Arcana +6, History +6 + Arcana +6, History +6 10 Common, Eonic, Giant, Sylvan @@ -8985,7 +8989,7 @@ Time Warping Staff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. - Time Warping Staff|4|1d10 + 2 + Time Warping Staff|4|1d10+2 Drift Backward (1/Day) @@ -9002,7 +9006,7 @@ humanoid (erina),tome of Beasts neutral 12 (leather armor) - 22 (4d6 + 8) + 22 (4d6+8) 20 ft., burrow 20 ft. 9 12 @@ -9030,12 +9034,12 @@ Dagger Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. - Dagger|3|1d4 + 2 + Dagger|3|1d4+2 Sling Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. - Sling|3|1d4 + 2 + Sling|3|1d4+2 @@ -9044,7 +9048,7 @@ humanoid (erina),tome of Beasts neutral 15 (chain shirt) - 44 (8d6 + 16) + 44 (8d6+16) 20 ft., burrow 20 ft. 11 14 @@ -9052,7 +9056,7 @@ 13 12 11 - Athletics +4, Perception +3 + Athletics +4, Perception +3 poison darkvision 60 ft. 13 @@ -9095,7 +9099,7 @@ fey,tome of Beasts neutral 14 (hide armor) - 104 (16d6 + 48) + 104 (16d6+48) 20 ft. 15 16 @@ -9104,7 +9108,7 @@ 15 17 Dex +5, Con +7, Cha +7 - Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6 + Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6 darkvision 60 ft. 16 Common, Elvish, Sylvan @@ -9124,7 +9128,7 @@ Antler Glaive Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs. - Antler Glaive|4|1d10 + 2 + Antler Glaive|4|1d10+2 Enchanted Glaive Maneuvers @@ -9137,7 +9141,7 @@ aberration,tome of Beasts neutral 16 (natural armor) - 182 (28d8 + 56) + 182 (28d8+56) 40 ft., climb 40 ft. 18 12 @@ -9146,7 +9150,7 @@ 16 9 Con +5 - Arcana +7, History +7, Insight +6, Religion +7 + Arcana +7, History +7, Insight +6, Religion +7 charmed, unconscious truesight 60 ft. 13 @@ -9164,7 +9168,7 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage. - Bite|7|5d8 + 4 + Bite|7|5d8+4 Spectral Bite @@ -9184,7 +9188,7 @@ fey,tome of Beasts chaotic neutral 17 (natural armor) - 123 (19d8 + 38) + 123 (19d8+38) 40 ft., climb 15 ft. 11 17 @@ -9193,7 +9197,7 @@ 15 18 Wis +6 - Intimidate +6, Stealth +7 + Intimidation +6, Stealth +7 bludgeoning, piercing, and slashing from weapons that aren't made of cold iron charmed, frightened blindsight 30 ft. @@ -9238,7 +9242,7 @@ construct,tome of Beasts lawful evil 15 (natural armor) - 135 (18d8 + 54) + 135 (18d8+54) 30 ft. 14 12 @@ -9273,7 +9277,7 @@ Necrotic Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total 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. - Necrotic Slam|5|2d8 + 2 + Necrotic Slam|5|2d8+2 Violent Escapement @@ -9295,7 +9299,7 @@ 12 18 Dex +6, Wis +4, Cha +7 - Perception +4 + Perception +4 bludgeoning, piercing, and slashing damage with nonmagical weapons charmed, exhaustion, frightened, paralyzed, poisoned darkvision 60 ft. @@ -9333,7 +9337,7 @@ Eldritch Fury Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage. - Eldritch Fury|6|4d10 + 3 + Eldritch Fury|6|4d10+3 @@ -9342,7 +9346,7 @@ fey (shapechanger),tome of Beasts lawful neutral 18 (natural armor) - 133 (14d8 + 70) + 133 (14d8+70) 40 ft. 21 10 @@ -9351,7 +9355,7 @@ 17 16 Str +9, Dex +4, Wis +7 - Athletics +9, Intimidate +7, Perception +7 + Athletics +9, Intimidation +7, Perception +7 cold poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron poisoned @@ -9440,7 +9444,7 @@ fey,tome of Beasts lawful neutral 18 (natural armor) - 229 (27d8 + 108) + 229 (27d8+108) 40 ft. 21 18 @@ -9449,12 +9453,12 @@ 18 15 Str +11, Wis +10, Cha +8 - Athletics +11, Perception +10, Survival +10 + Athletics +11, Perception +10, Survival +10 bludgeoning, piercing, and slashing from weapons that aren't made of cold iron cold, poison exhaustion, charmed, frightened, poisoned blindsight 10 ft., darkvision 60 ft. - passive Perception 20 + 20 Common, Draconic, Elvish, Sylvan 18 @@ -9498,12 +9502,12 @@ Huntsman's Spear Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed. - Huntsman's Spear|11|2d6 + 5 + Huntsman's Spear|11|2d6+5 Howling Longbow Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. - Howling Longbow|10|2d8 + 4 + Howling Longbow|10|2d8+4 Parry @@ -9533,7 +9537,7 @@ fey,tome of Beasts neutral good 17 (half plate) - 170 (20d8 + 80) + 170 (20d8+80) 50 ft. 16 20 @@ -9542,7 +9546,7 @@ 18 20 Con +10, Wis +10, Cha +11 - Arcana +11, Perception +10 + Arcana +11, Perception +10 acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron. cold, fire, poison charmed, frightened, poisoned @@ -9591,7 +9595,7 @@ Crystal Staff Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. - Crystal Staff|9|1d8 + 3 + Crystal Staff|9|1d8+3 Moon Bolt @@ -9634,7 +9638,7 @@ fey,tome of Beasts neutral evil 15 (18 with mage armor) - 180 (24d8 + 72) + 180 (24d8+72) 30 ft., fly 60 ft. (hover) 12 20 @@ -9643,7 +9647,7 @@ 18 26 Con +10, Wis +11 - Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12 + Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12 fire, lightning cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron charmed, frightened @@ -9699,7 +9703,7 @@ Rapier Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage. - Rapier|12|1d8 + 5 + Rapier|12|1d8+5 Shadow Rift (Recharge 5-6) @@ -9750,7 +9754,7 @@ fey,tome of Beasts neutral 18 (natural armor) - 123 (13d10 + 52) + 123 (13d10+52) 40 ft., fly 50 ft. (hover) 22 10 @@ -9759,7 +9763,7 @@ 18 22 Dex +6, Wis +10, Cha +12 - Arcana +9, Deception +12, History +9, Insight +10, Perception +10 + Arcana +9, Deception +12, History +9, Insight +10, Perception +10 fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron radiant blinded, charmed, frightened @@ -9813,12 +9817,12 @@ Moonsilver Ring Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon. - Moonsilver Ring|12|2d8 + 6 + Moonsilver Ring|12|2d8+6 Blast Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin. - Blast|12|1d10 + 6 + Blast|12|1d10+6 Nicnevin can take 3 legendary actions, choosing from the options below @@ -9843,7 +9847,7 @@ fey,tome of Beasts chaotic neutral 18 (natural armor) - 152 (16d8 + 80) + 152 (16d8+80) 30 ft., swim 40 ft. 21 17 @@ -9852,7 +9856,7 @@ 13 17 Dex +8, Con +10, Wis +6 - Intimidation +8, Nature +7, Perception +6, Stealth +8 + Intimidation +8, Nature +7, Perception +6, Stealth +8 fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron lightning exhaustion @@ -9901,7 +9905,7 @@ Longsword Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage. - Longsword|10|1d8 + 5 + Longsword|10|1d8+5 Flood Blast @@ -9939,7 +9943,7 @@ fey,tome of Beasts neutral evil 17 (natural armor) - 123 (19d8 + 38) + 123 (19d8+38) 40 ft. 16 18 @@ -9948,7 +9952,7 @@ 20 18 Dex +9, Con +7, Cha +9 - Perception +10, Stealth +9 + Perception +10, Stealth +9 bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron cold charmed, frightened, exhaustion @@ -9999,12 +10003,12 @@ Claws Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. - Claws|9|2d6 + 4 + Claws|9|2d6+4 Ice Crown Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn. - Ice Crown|9|2d8 + 4 + Ice Crown|9|2d8+4 Cold Snap (Recharge 5-6) @@ -10037,7 +10041,7 @@ construct,tome of Beasts unaligned 17 (natural armor) - 94 (9d12 + 36) + 94 (9d12+36) 20 ft. 26 10 @@ -10046,7 +10050,7 @@ 11 6 Con +7, Wis +3, Cha +1 - Perception +3 + Perception +3 poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -10082,7 +10086,7 @@ Razor-Leafed Branch Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage. - Razor-Leafed Branch|11|3d8 + 8 + Razor-Leafed Branch|11|3d8+8 Flaying Leaves (Recharge 5-6) @@ -10095,7 +10099,7 @@ celestial,tome of Beasts neutral good 16 (natural armor) - 99 (18d6 + 36) + 99 (18d6+36) 20 ft., fly 100 ft. 12 19 @@ -10104,7 +10108,7 @@ 15 21 Dex +6, Con +4, Int +5, Wis +4, Cha +7 - Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5 + Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5 lightning; bludgeoning, piercing, and slashing from nonmagical weapons fire charmed, frightened, invisible @@ -10134,12 +10138,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage. - Bite|6|1d8 + 4 + Bite|6|1d8+4 Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage. - Claw|6|2d8 + 4 + Claw|6|2d8+4 Blinding Ray (Recharge 5-6) @@ -10160,7 +10164,7 @@ 4 16 6 - Perception +5 + Perception +5 fire, poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious darkvision 60 ft. @@ -10190,7 +10194,7 @@ Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. - Slam|6|1d6 + 4 + Slam|6|1d6+4 Combustion Touch (Recharge 5-6) @@ -10203,7 +10207,7 @@ undead,tome of Beasts chaotic evil 16 (natural armor) - 187 (22d10 + 66) + 187 (22d10+66) 10 ft., Fly 60 ft. 11 18 @@ -10212,7 +10216,7 @@ 13 10 Str +4, Dex +8 - Deception +4, Perception +5, Stealth +8 + Deception +4, Perception +5, Stealth +8 radiant cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons necrotic, poison @@ -10244,7 +10248,7 @@ Bone Spur Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage. - Bone Spur|8|2d12 + 4 + Bone Spur|8|2d12+4 Tormenting Gaze @@ -10253,7 +10257,7 @@ Slash Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted. - Slash|8|2d6 + 4 + Slash|8|2d6+4 @@ -10262,7 +10266,7 @@ humanoid,tome of Beasts neutral evil 14 (studded leather) - 68 (8d8 + 32) + 68 (8d8+32) 30 ft. 12 15 @@ -10271,7 +10275,7 @@ 16 22 Dex +4, Wis +5 - Arcana +4, Deception +8, Perception +5 + Arcana +4, Deception +8, Perception +5 cold necrotic frightened @@ -10301,12 +10305,12 @@ Etheric Harpoon Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered. - Etheric Harpoon|8|1d8 + 6 + Etheric Harpoon|8|1d8+6 Psychic Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage. - Psychic Scimitar|4|1d6 + 2 + Psychic Scimitar|4|1d6+2 Hooked Spider Net (Recharge 5-6) @@ -10319,7 +10323,7 @@ giant,tome of Beasts chaotic evil 15 (natural armor) - 114 (12d10 +48) + 114 (12d10+48) 40 ft. 21 10 @@ -10343,12 +10347,12 @@ Boar Spear Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. - Boar Spear|7|2d10 + 5 + Boar Spear|7|2d10+5 Rock Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage. - Rock|5|3d8 + 5 + Rock|5|3d8+5 @@ -10357,7 +10361,7 @@ fey,tome of Beasts neutral evil 15 (leather armor, shield) - 18 (4d6 + 4) + 18 (4d6+4) 25 ft. 8 14 @@ -10365,7 +10369,7 @@ 10 11 7 - Stealth +4 + Stealth +4 cold 10 @@ -10382,17 +10386,17 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. - Bite|4|1d4 + 2 + Bite|4|1d4+2 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 + 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 + Sling|4|1d4+2 @@ -10401,7 +10405,7 @@ plant,tome of Beasts unaligned 16 - 67 (9d8 + 27) + 67 (9d8+27) 10 ft., fly (varies; see Windborne ability) 20 20 @@ -10409,7 +10413,7 @@ 1 11 1 - Stealth +7 + Stealth +7 fire bludgeoning and piercing from nonmagical weapons cold @@ -10437,7 +10441,7 @@ Tendril Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed. - Tendril|7|2d8 + 5 + Tendril|7|2d8+5 Engulf @@ -10454,7 +10458,7 @@ beast,tome of Beasts unaligned 13 (natural armor) - 18 (4d4 + 8) + 18 (4d4+8) 30 ft., swim 20 ft. 7 14 @@ -10475,7 +10479,7 @@ Whip-claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components. - Whip-claw|4|1d6 + 2 + Whip-claw|4|1d6+2 @@ -10484,7 +10488,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 126 (12d12 + 48) + 126 (12d12+48) 50 ft. 21 14 @@ -10492,7 +10496,7 @@ 2 13 7 - Perception +4, Stealth +8 + Perception +4, Stealth +8 14 - @@ -10508,12 +10512,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target. - Bite|8|3d12 + 5 + Bite|8|3d12+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. - Claw|8|2d8 + 5 + Claw|8|2d8+5 @@ -10522,7 +10526,7 @@ humanoid (gearforged),tome of Beasts lawful neutral 18 (plate armor) - 71 (11d8 + 22) + 71 (11d8+22) 30 ft. 20 9 @@ -10553,12 +10557,12 @@ Glaive Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage. - Glaive|8|1d10 + 5 + Glaive|8|1d10+5 Javelin Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. - Javelin|8|1d6 + 5 + Javelin|8|1d6+5 Whirlwind (recharge 5-6) @@ -10575,7 +10579,7 @@ elemental,tome of Beasts chaotic evil 17 (natural armor) - 172 (15d10 + 90) + 172 (15d10+90) 30 ft., fly 90 ft. (hover) 21 15 @@ -10623,7 +10627,7 @@ Scimitar Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage. - Scimitar|9|2d6 + 5 + Scimitar|9|2d6+5 Dust Devil @@ -10636,7 +10640,7 @@ fey,tome of Beasts neutral 14 - 77 (9d10 + 27) + 77 (9d10+27) 10 ft., climb 10 ft., swim 80 ft. 16 15 @@ -10663,12 +10667,12 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. - Claw|5|1d4 + 3 + Claw|5|1d4+3 @@ -10702,12 +10706,12 @@ Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. - Bite|4|2d6 + 2 + Bite|4|2d6+2 Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Claws|4|2d4 + 2 + Claws|4|2d4+2 @@ -10716,7 +10720,7 @@ undead,tome of Beasts neutral evil 18 (natural armor) - 195 (26d6 + 104) + 195 (26d6+104) 30 ft. 10 20 @@ -10725,7 +10729,7 @@ 15 18 Dex +9, Con +8, Wis +6, Cha +8 - Perception +6, Stealth +9 + Perception +6, Stealth +9 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons necrotic, poison charmed, exhaustion, frightened, paralyzed, poisoned @@ -10755,7 +10759,7 @@ Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever. - Bite|9|3d8 + 5 + Bite|9|3d8+5 Gravedust @@ -10772,7 +10776,7 @@ undead,tome of Beasts neutral evil 16 (scale mail; 18 with shield) - 78 (12d8 + 24) + 78 (12d8+24) 30 ft. 16 17 @@ -10780,7 +10784,7 @@ 14 12 12 - Deception +3, Stealth +5 + Deception +3, Stealth +5 necrotic poison charmed, exhaustion, poisoned @@ -10819,17 +10823,17 @@ Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. - Bite|5|2d8 + 3 + Bite|5|2d8+3 Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever. - Claw|5|2d6 + 3 + Claw|5|2d6+3 War Pick Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. - War Pick|5|1d8 + 3 + War Pick|5|1d8+3 @@ -10838,7 +10842,7 @@ undead,tome of Beasts neutral evil 20 (natural armor) - 204 (24d8 + 96) + 204 (24d8+96) 30 ft., burrow 15 ft. 18 14 @@ -10847,7 +10851,7 @@ 17 21 Dex +8, Wis +9 - Deception +11, Insight +9, Perception +9, Persuasion +11 + Deception +11, Insight +9, Perception +9, Persuasion +11 cold, necrotic poison; bludgeoning, piercing, and slashing damage from nonmagical weapons. charmed, exhaustion, frightened, poisoned @@ -10903,7 +10907,7 @@ Bite Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215). - Bite|10|2d8 + 4 + Bite|10|2d8+4 Claw @@ -10913,7 +10917,7 @@ Scepter Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. - Scepter|10|1d10 + 4 + Scepter|10|1d10+4 Blood Armor @@ -10943,7 +10947,7 @@ undead,tome of Beasts lawful evil 16 (breastplate) - 93 (17d8 + 17) + 93 (17d8+17) 30 ft., burrow 15 ft. 16 14 @@ -10973,12 +10977,12 @@ Claws Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Claws|5|4d6 + 3 + Claws|5|4d6+3 Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage. - Light Crossbow|4|1d8 + 2 + Light Crossbow|4|1d8+2 @@ -10987,7 +10991,7 @@ undead,tome of Beasts lawful evil 16 (breastplate) - 143 (22d8 + 44) + 143 (22d8+44) 30 ft., burrow 20 ft. 18 16 @@ -11012,22 +11016,22 @@ Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. - Bite|7|3d8 + 4 + Bite|7|3d8+4 Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. - Claws|7|4d6 + 4 + Claws|7|4d6+4 Glaive Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage. - Glaive|7|1d10 + 4 + Glaive|7|1d10+4 Heavy Bone Crossbow Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage. - Heavy Bone Crossbow|6|1d10 + 3 + Heavy Bone Crossbow|6|1d10+3 @@ -11036,7 +11040,7 @@ giant,tome of Beasts neutral 17 (natural armor) - 175 (14d12 + 84) + 175 (14d12+84) 40 ft. 27 10 @@ -11044,8 +11048,8 @@ 13 18 15 - Str + 12, Con +10, Cha +6 - Perception +8, Stealth +4, Survival +8 + Str +12, Con +10, Cha +6 + Perception +8, Stealth +4, Survival +8 fire 18 @@ -11066,12 +11070,12 @@ Falchion Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage. - Falchion|12|6d4 + 8 + Falchion|12|6d4+8 Rock Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. - Rock|12|4d10 + 8 + Rock|12|4d10+8 @@ -11080,7 +11084,7 @@ giant,tome of Beasts chaotic evil 14 (natural armor) - 110 (13d10 + 39) + 110 (13d10+39) 20 ft. 20 6 @@ -11089,7 +11093,7 @@ 13 8 Con +5 - Perception +3 + Perception +3 poison poisoned @@ -11107,7 +11111,7 @@ Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. - Slam|7|2d6 + 5 + Slam|7|2d6+5 Squatting Pin @@ -11120,7 +11124,7 @@ giant (shapechanger,tome of Beasts titan), neutral 19 (natural armor) - 241 (21d12 + 105) + 241 (21d12+105) 50 ft. (20 ft., fly 120 ft. in roc form) 25 10 @@ -11129,7 +11133,7 @@ 17 20 Dex +6, Int +9, Wis +9, Cha +11 - Athletics +13, Perception +9, Survival +9 + Athletics +13, Perception +9, Survival +9 lightning, thunder cold; bludgeoning, piercing, and slashing from nonmagical weapons exhaustion @@ -11216,7 +11220,7 @@ giant,tome of Beasts chaotic neutral 20 (natural armor) - 407 (22d20 + 176) + 407 (22d20+176) 60 ft. 30 8 @@ -11225,7 +11229,7 @@ 20 14 Con +14, Wis +11, Cha +8 - Arcana +10, History +10, Nature +10, Stealth +5 + Arcana +10, History +10, Nature +10, Stealth +5 bludgeoning, piercing, and slashing from nonmagical weapons darkvision 120 ft. 15 @@ -11261,12 +11265,12 @@ Greatclub Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage. - Greatclub|16|10d8 + 10 + Greatclub|16|10d8+10 Rock Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage. - Rock|16|6d12 + 10 + Rock|16|6d12+10 Frightful Presence @@ -11299,7 +11303,7 @@ giant,tome of Beasts neutral evil (50%) lawful evil (50%) 13 (chain shirt) - 114 (12d10 + 48) + 114 (12d10+48) 40 ft. 19 10 @@ -11308,7 +11312,7 @@ 15 11 Con +6 - Athletics +6, Perception +4 + Athletics +6, Perception +4 darkvision 60 ft. 14 Common, Dwarven, Giant @@ -11324,12 +11328,12 @@ Warhammer Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. - Warhammer|6|2d8 + 4 + Warhammer|6|2d8+4 Rock Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. - Rock|6|2d10 + 4 + Rock|6|2d10+4 Runic Blood (3/day) @@ -11342,7 +11346,7 @@ beast,tome of Beasts unaligned 15 (natural armor) - 45 (7d10 + 7) + 45 (7d10+7) 30 ft, swim 50 ft 15 14 @@ -11350,7 +11354,7 @@ 4 10 5 - Perception +2, Stealth +4 + Perception +2, Stealth +4 Blindsight 30 ft. 12 - @@ -11374,7 +11378,7 @@ Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target. - Claws|4|2d4 + 2 + Claws|4|2d4+2 Constrict @@ -11391,7 +11395,7 @@ construct,tome of Beasts unaligned 16 - 63 (14d6 + 14) + 63 (14d6+14) 30 ft. 13 22 @@ -11400,7 +11404,7 @@ 14 1 Dex +9 - Perception +5, Stealth +9 + Perception +5, Stealth +9 cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons necrotic, poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -11411,7 +11415,7 @@ Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone. - Bite|9|2d8 + 6 + Bite|9|2d8+6 Gnaw @@ -11424,7 +11428,7 @@ humanoid (gnoll),tome of Beasts chaotic evil 15 (chain shirt) - 58 (9d8 + 18) + 58 (9d8+18) 30 ft. 16 14 @@ -11432,7 +11436,7 @@ 8 12 9 - Athletics +5, Perception +5 + Athletics +5, Perception +5 darkvision 60 ft. 15 Gnoll @@ -11456,12 +11460,12 @@ Battleaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands. - Battleaxe|5|1d8 + 3 + Battleaxe|5|1d8+3 Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 @@ -11470,7 +11474,7 @@ monstrosity,tome of Beasts chaotic evil 14 (natural armor) - 65 (10d8 + 20) + 65 (10d8+20) 40 ft. 19 14 @@ -11479,7 +11483,7 @@ 13 8 Dex +4 - Acrobatics +4, Athletics +6, Stealth +6 + Acrobatics +4, Athletics +6, Stealth +6 bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered charmed, frightened darkvision 60 ft. @@ -11497,12 +11501,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. - Bite|6|1d6 + 4 + Bite|6|1d6+4 Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. - Slam|6|2d8 + 4 + Slam|6|2d8+4 @@ -11511,7 +11515,7 @@ humanoid (goblinoid),tome of Beasts neutral evil 14 (leather armor) - 5 (1d6 + 2) + 5 (1d6+2) 40 ft. 8 16 @@ -11519,7 +11523,7 @@ 10 8 8 - Stealth +7 + Stealth +7 charmed, frightened darkvision 60 ft. 9 @@ -11532,12 +11536,12 @@ Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Shortsword|5|1d6 + 3 + Shortsword|5|1d6+3 Light Crossbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Light Crossbow|5|1d6 + 3 + Light Crossbow|5|1d6+3 @@ -11546,7 +11550,7 @@ construct,tome of Beasts unaligned 20 (natural armor) - 157 (15d10 + 75) + 157 (15d10+75) 30 ft. 22 9 @@ -11554,7 +11558,7 @@ 5 11 1 - Perception +8 + Perception +8 fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine charmed, exhausted, frightened, paralyzed, petrified, poisoned truesight 120 ft. @@ -11580,7 +11584,7 @@ Slam Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. - Slam|10|4d8 + 6 + Slam|10|4d8+6 Gaze of Ancient Light (Recharge 6) @@ -11601,7 +11605,7 @@ construct,tome of Beasts unaligned 18 (natural armor) - 161 (14d12 + 70) + 161 (14d12+70) 40 ft. 22 15 @@ -11610,7 +11614,7 @@ 11 1 Con +9 - Athletics +10, Perception +4 + Athletics +10, Perception +4 poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine charmed, exhausted, frightened, paralyzed, petrified, poisoned darkvision 120 ft. @@ -11640,7 +11644,7 @@ Slam Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage. - Slam|10|6d10 + 6 + Slam|10|6d10+6 Thieving Whirlwind (Recharge 5-6) @@ -11653,7 +11657,7 @@ construct,tome of Beasts unaligned 17 (natural armor) - 110 (11d10 + 55) + 110 (11d10+55) 20 ft. 20 9 @@ -11661,7 +11665,7 @@ 3 11 1 - Athletics +9 + Athletics +9 fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 120 ft. @@ -11691,7 +11695,7 @@ Slam Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. - Slam|9|5d8 + 5 + Slam|9|5d8+5 @@ -11700,7 +11704,7 @@ construct,tome of Beasts unaligned 17 (natural armor) - 231 (22d10 + 110) + 231 (22d10+110) 30 ft. 24 11 @@ -11737,7 +11741,7 @@ Slam Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. - Slam|12|4d8 + 7 + Slam|12|4d8+7 Release Spell @@ -11750,7 +11754,7 @@ construct,tome of Beasts unaligned 18 (natural armor) - 171 (18d10 + 72) + 171 (18d10+72) 40 ft. 26 12 @@ -11791,12 +11795,12 @@ Ax Arm Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage. - Ax Arm|13|4d6 + 8 + Ax Arm|13|4d6+8 Long Axe Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage. - Long Axe|13|5d12 + 8 + Long Axe|13|5d12+8 Steam Blast (Recharge 5-6) @@ -11813,7 +11817,7 @@ undead,tome of Beasts neutral evil 13 - 39 (6d8 + 12) + 39 (6d8+12) 30 ft. 12 16 @@ -11821,7 +11825,7 @@ 6 12 14 - Stealth +5 + Stealth +5 bludgeoning, necrotic fire, poison charmed, exhaustion, frightened, poisoned @@ -11840,12 +11844,12 @@ Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. - Claw|5|1d6 + 3 + Claw|5|1d6+3 Withering Turban Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels. - Withering Turban|5|1d4 + 3 + Withering Turban|5|1d4+3 Drought (1/Day) @@ -11858,7 +11862,7 @@ fey,tome of Beasts chaotic evil 13 - 22 (5d4 + 10) + 22 (5d4+10) 20 ft., climb 10 ft., swim 10 ft. 10 16 @@ -11866,7 +11870,7 @@ 12 9 12 - Stealth +5 + Stealth +5 poisoned darkvision 120 ft. 10 @@ -11889,12 +11893,12 @@ Bite Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Bite|5|1d4 + 3 + Bite|5|1d4+3 Claws Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Claws|5|1d6 + 3 + Claws|5|1d6+3 Aura of Drunkenness @@ -11907,7 +11911,7 @@ undead,tome of Beasts chaotic evil 18 (natural armor) - 136 (16d8 + 64) + 136 (16d8+64) 30 ft. 14 22 @@ -11916,7 +11920,7 @@ 16 20 Dex +10, Con +8, Cha +9 - Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10 + Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10 cold necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, paralyzed, poisoned @@ -11962,7 +11966,7 @@ giant,tome of Beasts neutral evil 17 (natural armor) - 270 (20d12 + 140) + 270 (20d12+140) 40 ft. 24 10 @@ -11971,7 +11975,7 @@ 8 14 Str +12, Dex +4, Con +11, Cha +6 - Athletics +11, Perception +3, Stealth +4 + Athletics +11, Perception +3, Stealth +4 poison confusion, exhaustion, paralysis, poisoned darkvision 240 ft. @@ -11989,7 +11993,7 @@ Slam Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion. - Slam|11|2d8 + 7 + Slam|11|2d8+7 Stomp @@ -12010,7 +12014,7 @@ Grab Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17). - Grab|11|escape DC 17 + Grab|11| Swallow @@ -12027,7 +12031,7 @@ fey,tome of Beasts chaotic evil 16 (natural armor) - 178 (21d8 + 84) + 178 (21d8+84) 30 ft., climb 30 ft. 20 16 @@ -12036,7 +12040,7 @@ 21 17 Dex +7, Con +8, Cha +7 - Deception +7, Intimidation +7, Perception +9, Stealth +7 + Deception +7, Intimidation +7, Perception +9, Stealth +7 charmed, poisoned blood sense 90 ft., darkvision 60 ft. 19 @@ -12060,12 +12064,12 @@ Blood-Drinking Hair Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel. - Blood-Drinking Hair|9|3d8 + 5 + Blood-Drinking Hair|9|3d8+5 Claws Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. - Claws|9|4d6 + 5 + Claws|9|4d6+5 Call the Blood @@ -12098,7 +12102,7 @@ fey,tome of Beasts chaotic neutral 16 (natural armor) - 168 (16d8 + 96) + 168 (16d8+96) 30 ft., fly 10 ft. 15 16 @@ -12133,12 +12137,12 @@ Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target. - Bite|6|4d8 + 3 + Bite|6|4d8+3 Quarterstaff Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. - Quarterstaff|5|1d6 + 2 + Quarterstaff|5|1d6+2 Reconfiguring Curse @@ -12151,7 +12155,7 @@ fey,tome of Beasts neutral evil 15 (natural armor) - 119 (14d8 + 56) + 119 (14d8+56) 30 ft., swim 30 ft. 19 16 @@ -12159,7 +12163,7 @@ 18 22 15 - Arcana +9, Deception +5, Insight +7, Perception +9 + Arcana +9, Deception +5, Insight +7, Perception +9 charmed, poisoned blood sense 90 ft., darkvision 60 ft. 16 @@ -12189,7 +12193,7 @@ Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. - Claws|6|3d8 + 4 + Claws|6|3d8+4 Siphoning Aura (Recharge 5-6) @@ -12202,7 +12206,7 @@ monstrosity,tome of Beasts chaotic evil 17 (natural armor) - 112 (15d8 + 45) + 112 (15d8+45) 30 ft., burrow 30 ft. 18 15 @@ -12210,7 +12214,7 @@ 16 14 16 - Deception +6, Perception +5, Stealth +5 + Deception +6, Perception +5, Stealth +5 darkvision 120 ft. 15 Common, Dwarvish, Giant, Gnomish @@ -12240,7 +12244,7 @@ Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. - Claw|7|1d8 + 4 + Claw|7|1d8+4 Scouring Sirocco (Recharge 5-6) @@ -12257,7 +12261,7 @@ monstrosity,tome of Beasts neutral evil 14 - 112 (15d8 + 45) + 112 (15d8+45) 20 ft., fly 80 ft. (hover). 12 17 @@ -12265,7 +12269,7 @@ 11 14 14 - Performance +7, Stealth +6 + Performance +7, Stealth +6 thunder blindsight 60 ft. 12 @@ -12291,12 +12295,12 @@ Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. - Claws|6|2d4 + 3 + Claws|6|2d4+3 Talons Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. - Talons|6|2d6 + 3 + Talons|6|2d6+3 Hovering Darkness @@ -12313,7 +12317,7 @@ undead,tome of Beasts lawful neutral 18 (natural armor) - 136 (16d8 + 64) + 136 (16d8+64) 0 ft., fly 40 ft. (hover) 18 17 @@ -12322,7 +12326,7 @@ 20 16 Dex +8, Con +9, Wis +10 - Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12 + Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12 cold, lightning, necrotic poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, paralyzed, poisoned @@ -12368,7 +12372,7 @@ Psychic Claw Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage. - Psychic Claw|10|6d8 + 5 + Psychic Claw|10|6d8+5 @@ -12377,7 +12381,7 @@ fiend,tome of Beasts neutral evil 15 (natural armor) - 115 (10d12 + 50) + 115 (10d12+50) 30 ft., swim 30 ft, fly 50 ft. 22 12 @@ -12386,7 +12390,7 @@ 17 16 Str +10, Con +9, Wis +7 - Arcana +6, Perception +7 + Arcana +6, Perception +7 piercing, lightning fire, poison exhaustion, frightened, paralyzed, petrified, poisoned @@ -12417,7 +12421,7 @@ Engulfing Protoplasm Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way. - Engulfing Protoplasm|10|2d12 + 6 + Engulfing Protoplasm|10|2d12+6 A herald of blood can take 3 legendary actions, choosing from the options below @@ -12442,7 +12446,7 @@ fiend,tome of Beasts neutral evil 15 (chain shirt) - 105 (10d10 + 50) + 105 (10d10+50) 30 ft., swim 30 ft, fly 50 ft. 20 14 @@ -12451,7 +12455,7 @@ 15 20 Str +8, Con +8, Cha +8 - Athletics +8, Deception +8, Perception +5 + Athletics +8, Deception +8, Perception +5 bludgeoning, thunder cold, lightning, necrotic, poison exhaustion, frightened, paralyzed, petrified, poisoned @@ -12486,7 +12490,7 @@ Shadow Sword Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage. - Shadow Sword|8|2d12 + 5 + Shadow Sword|8|2d12+5 @@ -12495,7 +12499,7 @@ monstrosity,tome of Beasts neutral 17 (natural armor) - 161 (19d8 + 76) + 161 (19d8+76) 40 ft., climb 30 ft. 18 19 @@ -12504,7 +12508,7 @@ 15 10 Dex +12 - Athletics +8, Perception +6, Stealth +8 + Athletics +8, Perception +6, Stealth +8 darkvision 60 ft., tremorsense 30 ft. 20 understands Undercommon @@ -12524,12 +12528,12 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below. - Bite|8|4d8 + 4 + Bite|8|4d8+4 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14). - Claw|8|3d8 + 4 + Claw|8|3d8+4 Implant Egg @@ -12542,7 +12546,7 @@ monstrosity,tome of Beasts unaligned 16 (natural armor) - 112 (15d10 + 30) + 112 (15d10+30) 30 ft. 20 16 @@ -12551,7 +12555,7 @@ 14 10 Dex +6, Con +5, Wis +5 - Intimidation + 3, Perception +5, Stealth +6 + Intimidation +3, Perception +5, Stealth +6 cold fire darkvision 60 ft. @@ -12570,7 +12574,7 @@ Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. - Bite|8|3d10 + 5 + Bite|8|3d10+5 Frost Breath (Recharge 5-6) @@ -12583,7 +12587,7 @@ fey (shapechanger),tome of Beasts chaotic neutral 15 (natural armor) - 94 (9d12 + 36) + 94 (9d12+36) 40 ft. 21 10 @@ -12615,7 +12619,7 @@ Slam Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. - Slam|8|3d8 + 5 + Slam|8|3d8+5 Quick Step @@ -12628,7 +12632,7 @@ celestial,tome of Beasts chaotic good 18 (natural armor) - 153 (18d10 + 54) + 153 (18d10+54) 40 ft., fly 40 ft. 20 14 @@ -12637,7 +12641,7 @@ 20 18 Con +7, Wis +9, Cha +8 - Athletics +9, Insight +9, Perception +9 + Athletics +9, Insight +9, Perception +9 lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons acid, psychic blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious @@ -12697,7 +12701,7 @@ Slam Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. - Slam|9|3d6 + 5 + Slam|9|3d6+5 @@ -12706,7 +12710,7 @@ fey,tome of Beasts lawful evil 16 (natural armor) - 84 (13d8 + 26) + 84 (13d8+26) 30ft. 12 17 @@ -12715,7 +12719,7 @@ 13 23 Con +5, Cha +9 - Deception +9, Persuasion +9, Stealth +6 + Deception +9, Persuasion +9, Stealth +6 fire bludgeoning, piercing, and slashing from nonmagical weapons cold @@ -12758,7 +12762,7 @@ Ice Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. - Ice Dagger|6|1d4 + 3 + Ice Dagger|6|1d4+3 Flurry-Form @@ -12783,7 +12787,7 @@ construct,tome of Beasts neutral evil 17 (natural armor) - 90 (12d6 + 48) + 90 (12d6+48) 0 ft., fly 30 ft. 14 20 @@ -12792,7 +12796,7 @@ 11 20 Wis +3 - Deception +8, Stealth +8 + Deception +8, Stealth +8 fire cold; bludgeoning, piercing, and slashing from nonmagical weapons poison @@ -12824,7 +12828,7 @@ Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage. - Slam|8|1d6 + 5 + Slam|8|1d6+5 Seduce the Righteous @@ -12837,7 +12841,7 @@ monstrosity,tome of Beasts neutral 15 (chain shirt) - 97 (15d8 + 30) + 97 (15d8+30) 30 ft. 17 14 @@ -12864,7 +12868,7 @@ Ceremonial Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Ceremonial Greatsword|5|2d6 + 3 + Ceremonial Greatsword|5|2d6+3 Vomit Swarm (1/Day) @@ -12882,7 +12886,7 @@ monstrosity,tome of Beasts chaotic neutral 18 (natural armor) - 222 (12d20 + 96) + 222 (12d20+96) swim 100 ft. 30 14 @@ -12891,7 +12895,7 @@ 18 8 Str +14, Con +12, Wis +8 - Athletics +14, Perception +8 + Athletics +14, Perception +8 ability damage/drain darkvision 90 ft. 18 @@ -12923,12 +12927,12 @@ Bite Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below). - Bite|14|5d12+ 10 + Bite|14|5d12+10 Tail Slap Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. - Tail Slap|14|6d6 + 10 + Tail Slap|14|6d6+10 Breach @@ -12945,7 +12949,7 @@ dragon,tome of Beasts neutral evil 18 (natural armor) - 65 (10d6 + 30) + 65 (10d6+30) 20 ft., climb 20 ft., fly 10 ft. 14 18 @@ -12954,7 +12958,7 @@ 13 13 Str +4, Dex +6, Con +5, Wis +3, Cha +3 - Acrobatics +6, Perception +3, Stealth +6 + Acrobatics +6, Perception +3, Stealth +6 acid, lightning blindsight 10 ft., darkvision 60 ft. 13 @@ -12971,12 +12975,12 @@ Jaws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage. - Jaws|4|2d4 + 2 + Jaws|4|2d4+2 Claws Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage. - Claws|4|2d6 + 2 + Claws|4|2d6+2 @@ -12985,7 +12989,7 @@ fiend,tome of Beasts neutral evil 14 (natural armor) - 9 (2d6 + 2) + 9 (2d6+2) 30 ft., climb 30 ft. 8 17 @@ -12993,7 +12997,7 @@ 13 7 13 - Perception +0, Stealth +5 + Perception +0, Stealth +5 darkvision 120 ft. 10 Abyssal, Common, Infernal @@ -13013,7 +13017,7 @@ Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Dagger|5|1d4 + 3 + Dagger|5|1d4+3 @@ -13022,7 +13026,7 @@ fey,tome of Beasts chaotic neutral 15 (natural armor) - 65 (10d8 + 20) + 65 (10d8+20) 30 ft. 13 18 @@ -13030,7 +13034,7 @@ 12 16 21 - Deception +7, Persuasion +7, Stealth +6 + Deception +7, Persuasion +7, Stealth +6 bludgeoning, piercing, and slashing from darkvision 60 ft. 13 @@ -13054,7 +13058,7 @@ Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. - Claw|6|2d6 + 4 + Claw|6|2d6+4 Hidey-Hole @@ -13067,7 +13071,7 @@ humanoid (kobold),tome of Beasts lawful neutral 15 (studded leather) - 44 (8d6 + 16) + 44 (8d6+16) 30 ft. 7 16 @@ -13076,7 +13080,7 @@ 9 8 Dex +5 - Arcana +5, Medicine +3 + Arcana +5, Medicine +3 poison poisoned darkvision 60 ft. @@ -13102,12 +13106,12 @@ Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. - Dagger|5|1d4 + 3 + Dagger|5|1d4+3 Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. - Dart|5|1d4 + 3 + Dart|5|1d4+3 Alchemical Protection (Recharge after a Short or Long Rest) @@ -13124,7 +13128,7 @@ humanoid (kobold),tome of Beasts lawful evil 17 (studded leather and shield) - 82 (15d6 + 30) + 82 (15d6+30) 30 ft. 10 17 @@ -13133,7 +13137,7 @@ 13 14 Dex +5, Cha +4 - Intimidation +6, Stealth +5 + Intimidation +6, Stealth +5 charmed, frightened darkvision 60 ft. 11 @@ -13154,12 +13158,12 @@ Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. - Shortsword|5|1d6 + 3 + Shortsword|5|1d6+3 Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. - Shortbow|5|1d6 + 3 + Shortbow|5|1d6+3 Inspiring Presence (Recharge after Short or Long Rest) @@ -13176,7 +13180,7 @@ humanoid,tome of Beasts lawful neutral 14 (leather) - 36 (8d6 + 8) + 36 (8d6+8) 30 ft. 7 16 @@ -13184,7 +13188,7 @@ 16 13 8 - Stealth +5 + Stealth +5 darkvision 60 ft. 11 Common, Draconic @@ -13224,12 +13228,12 @@ Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Dagger|5|1d4 + 3 + Dagger|5|1d4+3 Light Crossbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. - Light Crossbow|5|1d8 + 3 + Light Crossbow|5|1d8+3 Shredder (Recharge 6) @@ -13247,7 +13251,7 @@ beast,tome of Beasts unaligned 16 (natural armor) - 112 (15d10 + 30) + 112 (15d10+30) 10 ft., fly 60 ft. 19 18 @@ -13255,7 +13259,7 @@ 2 10 7 - Perception +3 + Perception +3 13 - @@ -13279,12 +13283,12 @@ Bite Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it. - Bite|7|4d6 + 4 + Bite|7|4d6+4 Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. - Claw|7|3d6 + 4 + Claw|7|3d6+4 @@ -13293,7 +13297,7 @@ fiend,tome of Beasts neutral evil 18 (natural armor) - 135 (18d8 + 54) + 135 (18d8+54) 30 ft. 22 12 @@ -13302,7 +13306,7 @@ 13 21 Dex +7, Wis +7, Cha +11 - Arcana +9, Insight +7, Perception +7 + Arcana +9, Insight +7, Perception +7 cold, lightning necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons charmed, exhaustion, frightened @@ -13355,12 +13359,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Longsword Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage. - Longsword|12|1d8 + 6 + Longsword|12|1d8+6 Drain Life Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - Drain Life|11|4d6 + 6 + Drain Life|11|4d6+6 Koschei can take 3 legendary actions, choosing from the options below @@ -13385,7 +13389,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral 15 - 44 (8d8 + 8) + 44 (8d8+8) 40 ft., climb 20 ft. 16 16 @@ -13415,12 +13419,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. - Bite|5|1d8 + 3 + Bite|5|1d8+3 Claws Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage. - Claws|5|2d10 + 3 + Claws|5|2d10+3 Slumbering Song @@ -13433,7 +13437,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral evil 16 (natural armor) - 150 (12d12 + 72) + 150 (12d12+72) 20 ft., swim 30 ft. 24 12 @@ -13496,7 +13500,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon,tome of Beasts lawful neutral 13 (natural armor) - 28 (8d4 + 8) + 28 (8d4+8) 15 ft., fly 40 ft. (hover) 7 12 @@ -13505,7 +13509,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 12 Dex +3, Wis +3, Cha +3 - Arcana +5, History +5, Nature +5, Perception +3, Religion +5 + Arcana +5, History +5, Nature +5, Perception +3, Religion +5 paralyzed, unconscious darkvision 60 ft. 13 @@ -13527,7 +13531,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. - Bite|3|1d4 + 1 + Bite|3|1d4+1 @@ -13544,7 +13548,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 10 8 - Acrobatics +4, Stealth +4 + Acrobatics +4, Stealth +4 darkvision 60 ft. 10 Common, Lemurfolk @@ -13560,12 +13564,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Kukri Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage. - Kukri Dagger|4|1d4 + 2 + Kukri Dagger|4|1d4+2 Blowgun Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. - Blowgun|4|1d4 + 2 + Blowgun|4|1d4+2 @@ -13574,7 +13578,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (lemurfolk),tome of Beasts neutral 13 (16 with mage armor) - 67 (15d6 + 15) + 67 (15d6+15) 20 ft., climb 10 ft., fly 40 ft. 9 16 @@ -13582,7 +13586,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 12 10 - Acrobatics +5, Stealth +5 + Acrobatics +5, Stealth +5 darkvision 60 ft. 11 Common, Lemurfolk @@ -13606,12 +13610,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Kukri Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage. - Kukri Dagger|5|1d4 + 3 + Kukri Dagger|5|1d4+3 Blowgun Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning. - Blowgun|5|1d4 + 3 + Blowgun|5|1d4+3 @@ -13620,7 +13624,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic neutral 14 (natural armor) - 84 (13d8 + 26) + 84 (13d8+26) 30 ft. 16 12 @@ -13628,7 +13632,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 15 16 - Deception +5, Perception +4, Stealth +3, Survival +4 + Deception +5, Perception +4, Stealth +3, Survival +4 darkvision 60 ft. 14 Common, Elvish, Sylvan @@ -13658,7 +13662,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Club Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. - Club|5|1d6 + 3 + Club|5|1d6+3 @@ -13675,7 +13679,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 12 8 - History +4, Investigation +4 + History +4, Investigation +4 poison charmed, poisoned blindsight 60 ft., truesight 10 ft. @@ -13701,7 +13705,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 14 - 119 (14d8 + 56) + 119 (14d8+56) 30 ft., fly 50 ft. 10 18 @@ -13710,7 +13714,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 16 Dex +4, Con +4, Cha +3 - Acrobatics +6, Perception +4 + Acrobatics +6, Perception +4 piercing and bludgeoning from nonmagical weapons poison exhaustion, poisoned @@ -13725,7 +13729,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - Bite|6|1d12 + 4 + Bite|6|1d12+4 Ethereal Jaunt @@ -13746,7 +13750,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic evil 15 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) 40 ft. 16 18 @@ -13755,7 +13759,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 21 Dex +7, Cha +8 - Acrobatics +7, Perception +6, Stealth +10 + Acrobatics +7, Perception +6, Stealth +10 darkvision 60 ft. 16 Common, Goblin, Void Speech @@ -13782,7 +13786,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. - Claw|6|2d6 + 3 + Claw|6|2d6+3 Disruptive Gaze @@ -13795,7 +13799,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon,tome of Beasts neutral evil 15 - 136 (16d10 + 48) + 136 (16d10+48) 40 ft., swim 20 ft. 18 20 @@ -13804,7 +13808,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 8 Str +7, Dex +8, Con +6 - Acrobatics +8, Athletics +8, Perception +4, Stealth +9 + Acrobatics +8, Athletics +8, Perception +4, Stealth +9 fire cold paralyzed, prone, unconscious @@ -13830,17 +13834,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever. - Bite|7|2d8 + 4 + Bite|7|2d8+4 Claws Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. - Claws|7|3d8 + 4 + Claws|7|3d8+4 Constrict Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target. - Constrict|7|2d8 + 4 + Constrict|7|2d8+4 @@ -13858,7 +13862,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 12 Dex +10, Con +3, Int +7, Wis +7, Cha +4 - Arcana +7, Insight +7, Perception +7 + Arcana +7, Insight +7, Perception +7 acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons poison, psychic, radiant blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious @@ -13952,7 +13956,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic evil 15 (18 mage armor) - 76 (9d8 + 36) + 76 (9d8+36) 30 ft., swim 30 ft. 10 21 @@ -13961,7 +13965,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 23 Dex +8, Cha +9 - Deception +9, Performance +9, Persuasion +9 + Deception +9, Performance +9, Persuasion +9 darkvision 60 ft. 13 Common, Sylvan @@ -13990,7 +13994,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Dagger Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. - Dagger|8|1d4 + 5 + Dagger|8|1d4+5 Charm @@ -14007,7 +14011,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral evil 13 (natural armor) - 147 (14d12 + 56) + 147 (14d12+56) 40 ft. 19 12 @@ -14015,7 +14019,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 14 10 - Survival +5 + Survival +5 12 Loxodan @@ -14031,17 +14035,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Maul Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage. - Maul|7|6d6 + 4 + Maul|7|6d6+4 Stomp Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. - Stomp|7|3d10 + 4 + Stomp|7|3d10+4 Javelin Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage. - Javelin|7|3d6 + 4 + Javelin|7|3d6+4 @@ -14050,7 +14054,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts unaligned 15 (natural armor) - 91 (14d8 + 28) + 91 (14d8+28) 10 ft., swim 60 ft. 18 19 @@ -14058,7 +14062,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 3 12 7 - Perception +3, Stealth +6 + Perception +3, Stealth +6 darkvision 60 ft. 13 - @@ -14082,7 +14086,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. - Bite|6|3d10 + 4 + Bite|6|3d10+4 Roar @@ -14107,7 +14111,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts lawful neutral 14 (natural armor) - 120 (16d8 + 48) + 120 (16d8+48) 20 ft. 16 9 @@ -14116,7 +14120,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 14 Int +3, Cha +5 - History +3, Insight +6, Religion +3 + History +3, Insight +6, Religion +3 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons necrotic, poison charmed, exhaustion, frightened, paralyzed, poisoned @@ -14152,7 +14156,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Desiccating Touch Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage. - Desiccating Touch|7|5d6 + 3 + Desiccating Touch|7|5d6+3 Xeric Aura @@ -14161,7 +14165,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Xeric Blast Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage. - Xeric Blast|7|3d6 + 3 + Xeric Blast|7|3d6+3 @@ -14170,7 +14174,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts neutral evil 16 (studded leather) - 120 (16d8 + 48) + 120 (16d8+48) 40 ft., fly 30 ft. 19 19 @@ -14179,7 +14183,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 14 Dex +7, Con +6, Wis +4, Cha +5 - Perception +4 + Perception +4 darkvision 60 ft. 14 Common, Giant, Ravenfolk, Sylvan @@ -14209,7 +14213,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Longsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. - Longsword|7|1d8 + 4 + Longsword|7|1d8+4 Shadow Call @@ -14222,7 +14226,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration (fey),tome of Beasts neutral evil 16 (natural armor) - 97 (13d6 + 52) + 97 (13d6+52) 20 ft., fly 30 ft. 8 18 @@ -14231,7 +14235,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 16 Dex +7, Con +7, Cha +6 - Acrobatics +7, Perception +6, Stealth +7 + Acrobatics +7, Perception +6, Stealth +7 bludgeoning, piercing, and slashing from nonmagical weapons darkvision 60 ft. 16 @@ -14264,12 +14268,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws. - Claw|7|1d8 + 4 + Claw|7|1d8+4 Whiptail Stinger Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect. - Whiptail Stinger|7|1d8 + 4 + Whiptail Stinger|7|1d8+4 @@ -14278,7 +14282,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 19 (natural armor) - 207 (18d8 + 126) + 207 (18d8+126) 40 ft. 22 18 @@ -14313,12 +14317,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Khopesh of Oblivion Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight. - Khopesh of Oblivion|11|3d8 + 6 + Khopesh of Oblivion|11|3d8+6 Enervating Spiked Gauntlet Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest. - Enervating Spiked Gauntlet|11|2d12 + 6 + Enervating Spiked Gauntlet|11|2d12+6 Wail of the Forgotten (Recharge 6) @@ -14331,7 +14335,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts chaotic evil 17 (natural armor) - 170 (20d8 + 80) + 170 (20d8+80) 30 ft. 20 15 @@ -14340,7 +14344,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 18 Str +9, Dex +6, Con +8, Cha +8 - Athletics +9, Nature +5, Perception +5 + Athletics +9, Nature +5, Perception +5 acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons cold, lightning darkvision 90 ft. @@ -14370,7 +14374,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage. - Slam|9|4d8 + 5 + Slam|9|4d8+5 @@ -14379,7 +14383,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts neutral evil 17 (natural armor) - 76 (8d8 + 40) + 76 (8d8+40) 30 ft., fly 60 ft. 16 19 @@ -14388,7 +14392,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 15 13 Str +6, Con +8, Cha +4 - Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 + Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7 radiant, cold blindsight 30 ft., darkvision 240 ft. 15 @@ -14413,7 +14417,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage. - Claw|7|3d6 + 4 + Claw|7|3d6+4 Spore Release @@ -14426,7 +14430,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral 14 (natural armor) - 85 (10d10 + 30) + 85 (10d10+30) 40 ft., burrow 20 ft., climb 30 ft. 18 14 @@ -14434,7 +14438,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 12 10 - Acrobatics +4 + Acrobatics +4 poison; bludgeoning and slashing from nonmagical weapons prone darkvision 60 ft., tremorsense 30 ft. @@ -14448,7 +14452,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Handaxe Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage. - Handaxe|6|2d6 + 4 + Handaxe|6|2d6+4 @@ -14457,7 +14461,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration (shapechanger),tome of Beasts neutral 14 (natural armor) - 32 (5d8 + 10) + 32 (5d8+10) 30 ft., fly 15 ft. 10 15 @@ -14490,7 +14494,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Pseudopod Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait. - Pseudopod|4|1d6 + 2 + Pseudopod|4|1d6+2 @@ -14499,7 +14503,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts neutral 15 (natural armor) - 82 (11d8 + 33) + 82 (11d8+33) 30 ft. 15 14 @@ -14526,7 +14530,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. - Claw|4|2d6 + 2 + Claw|4|2d6+2 Acid Breath (Recharge 4-6) @@ -14543,7 +14547,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey (shapechanger),tome of Beasts neutral evil 13 - 78 (12d8 + 24) + 78 (12d8+24) 30 ft. 12 16 @@ -14551,7 +14555,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 14 20 - Deception +7, Performance +9, Perception +4 + Deception +7, Performance +9, Perception +4 darkvision 60 ft. 14 Common, Sylvan @@ -14577,7 +14581,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. - Slam|5|1d6 + 3 + Slam|5|1d6+3 Thirst Kiss @@ -14594,7 +14598,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic evil 13 - 22 (5d6 + 5) + 22 (5d6+5) 30 ft., swim 30 ft. 10 16 @@ -14602,7 +14606,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 12 8 - Perception +3, Stealth +5, Survival +3 + Perception +3, Stealth +5, Survival +3 darkvision 60 ft. 13 Sylvan, Umbral @@ -14626,12 +14630,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Claws|5|1d6 + 3 + Claws|5|1d6+3 Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Bog Spew (Recharge 5-6) @@ -14648,7 +14652,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts neutral evil 16 - 91 (14d8 + 28) + 91 (14d8+28) 40 ft. 19 17 @@ -14656,7 +14660,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 17 17 - Perception +5, Stealth +7 + Perception +5, Stealth +7 darkvision 60 ft. 15 Common, Sylvan, can speak with felines @@ -14688,12 +14692,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. - Bite|6|1d8 + 4 + Bite|6|1d8+4 Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Claw|6|1d6 + 4 + Claw|6|1d6+4 @@ -14702,7 +14706,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 17 (natural armor) - 102 (12d10 + 36) + 102 (12d10+36) 40 ft. 19 12 @@ -14731,12 +14735,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greatsword Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage. - Greatsword|7|3d6 + 4 + Greatsword|7|3d6+4 Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage. - Slam|7|2d6 + 4 + Slam|7|2d6+4 @@ -14745,7 +14749,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 14 (natural armor) - 60 (8d10 + 16) + 60 (8d10+16) 40 ft. 18 12 @@ -14774,12 +14778,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage. - Longsword|6|2d6 + 4 + Longsword|6|2d6+4 Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage. - Slam|6|1d8 + 4 + Slam|6|1d8+4 @@ -14788,7 +14792,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic evil 18 (natural armor) - 264 (16d20 + 96) + 264 (16d20+96) 10 ft., burrow 20 ft. 23 16 @@ -14796,7 +14800,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 15 14 6 - Deception +8 + Deception +8 bludgeoning from nonmagical weapons acid prone @@ -14827,17 +14831,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Spike Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. - Spike|8|2d8 + 3 + Spike|8|2d8+3 Tentacle Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage. - Tentacle|11|2d10 + 6 + Tentacle|11|2d10+6 Filaments Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained. - Filaments|11|3d10 + 6 + Filaments|11|3d10+6 @@ -14846,7 +14850,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant (shapechanger),tome of Beasts chaotic evil 13 (may be higher with armor) - 33 (6d8 + 6) + 33 (6d8+6) 30 ft., swim 30 ft. 11 16 @@ -14873,7 +14877,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. - Claws|5|1d8 + 3 + Claws|5|1d8+3 Trident @@ -14883,7 +14887,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Shortbow|5|1d6 + 3 + Shortbow|5|1d6+3 @@ -14892,7 +14896,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid,tome of Beasts chaotic neutral 15 (natural armor) - 45 (10d6 + 10) + 45 (10d6+10) 30 ft. 14 14 @@ -14901,7 +14905,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 Str +4, Dex +4 - Perception +2, Stealth +4 + Perception +2, Stealth +4 fire, poison blind, poisoned blindsight 60 ft. @@ -14932,17 +14936,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Great Sword or Maul Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage. - Great Sword or Maul|4|2d6 + 2 + Great Sword or Maul|4|2d6+2 Mushroom-Poisoned Javelin Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning. - Mushroom-Poisoned Javelin|4|1d6 + 2 + Mushroom-Poisoned Javelin|4|1d6+2 Dropped Boulder Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage. - Dropped Boulder|4|vertically + Dropped Boulder|4|3d6 @@ -14951,7 +14955,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts lawful evil 11 (natural armor) - 58 (9d8 + 18) + 58 (9d8+18) 20 ft. 16 8 @@ -14979,7 +14983,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Venomous Fist Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above). - Venomous Fist|5|2d6 + 3 + Venomous Fist|5|2d6+3 @@ -14988,7 +14992,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts neutral evil 15 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) 20 ft. 12 10 @@ -15015,7 +15019,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Fist Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage. - Fist|3|4d4 + 1 + Fist|3|4d4+1 Deathcap Spores (3/day) @@ -15032,7 +15036,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts chaotic evil 13 (natural armor) - 45 (10d6 + 10) + 45 (10d6+10) 30 ft., burrow 10 ft. 15 10 @@ -15040,7 +15044,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 12 10 - Stealth +4 + Stealth +4 bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered necrotic, poison charmed, frightened, poisoned, stunned, unconscious @@ -15055,12 +15059,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically. - Bite|4|2d4 + 2 + Bite|4|2d4+2 Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. - Claw|4|2d6 + 1 + Claw|4|2d6+1 Buried Alive @@ -15073,7 +15077,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon (shapechanger),tome of Beasts lawful evil 17 (natural armor) - 231 (22d10 + 110) + 231 (22d10+110) 40 ft., fly 120 ft. 20 16 @@ -15082,7 +15086,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 18 Dex +7, Con +9, Int +6, Wis +8, Cha +8 - Arcana +6, Deception +8, Insight +8, Perception +8, + Arcana +6, Deception +8, Insight +8, Perception +8 bludgeoning, piercing, and slashing from nonmagical weapons paralyzed, poisoned, unconscious darkvision 60 ft. @@ -15114,12 +15118,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite (drake form only) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage. - Bite (drake form only)|9|drake form only + Bite (drake form only)|9|3d12+5 Claw (drake form only) Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. - Claw (drake form only)|9|drake form only + Claw (drake form only)|9|3d12+5 Poison Breath (Recharge 5-6) @@ -15144,7 +15148,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts neutral evil 17 (natural armor) - 112 (15d8 + 45) + 112 (15d8+45) 30 ft., climb 30 ft. 17 19 @@ -15153,7 +15157,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 19 Dex +7 - Acrobatics +7, Insight +7, Perception +7 + Acrobatics +7, Insight +7, Perception +7 acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered poison charmed, frightened, paralyzed, poisoned, unconscious @@ -15195,7 +15199,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. - Claw|7|2d12 + 4 + Claw|7|2d12+4 @@ -15204,7 +15208,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic evil 15 (natural armor) - 114 (12d10 + 48) + 114 (12d10+48) 20 ft. (bipedal), 40 ft. (quadrupedal) 20 14 @@ -15212,7 +15216,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 15 16 - Perception +5, Stealth +5 + Perception +5, Stealth +5 radiant; silvered weapons lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered darkvision 60 ft. @@ -15249,7 +15253,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (shapechanger,tome of Beasts nkosi), lawful neutral 15 (studded leather) - 11 (2d8 + 2) + 11 (2d8+2) 30 ft. 16 16 @@ -15257,7 +15261,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 8 - Survival +2 + Survival +2 darkvision 60 ft. 10 Common @@ -15277,17 +15281,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Scimitar (Nkosi Form Only) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Scimitar (Nkosi Form Only)|5|Nkosi Form Only + Scimitar (Nkosi Form Only)|5|1d6+3 Mambele Throwing Knife (Nkosi Form Only) Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Mambele Throwing Knife (Nkosi Form Only)|5|Nkosi Form Only + Mambele Throwing Knife (Nkosi Form Only)|5|1d6+3 Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 @@ -15296,7 +15300,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (shapechanger,tome of Beasts nkosi), lawful neutral 16 (studded leather) - 93 (17d8 + 17) + 93 (17d8+17) 30 ft. 18 18 @@ -15304,7 +15308,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 14 - Survival +2 + Survival +2 darkvision 60 ft. 10 Common @@ -15332,17 +15336,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Scimitar (Nkosi Form Only) Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. - Scimitar (Nkosi Form Only)|6|Nkosi Form Only + Scimitar (Nkosi Form Only)|6|2d6+4 Mambele Throwing Knife (Nkosi Form Only) Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. - Mambele Throwing Knife (Nkosi Form Only)|6|Nkosi Form Only + Mambele Throwing Knife (Nkosi Form Only)|6|1d6+4 Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. - Bite|6|2d6 + 4 + Bite|6|2d6+4 Pridelord's Roar (Recharges after a Short or Long Rest) @@ -15355,7 +15359,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 11 - 42 (5d10 + 15) + 42 (5d10+15) 60 ft. 15 12 @@ -15382,7 +15386,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. - Claw|4|1d8 + 2 + Claw|4|1d8+2 @@ -15391,7 +15395,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (noctiny),tome of Beasts neutral evil 13 (studded leather armor) - 52 (8d8 + 16) + 52 (8d8+16) 30 ft. 12 13 @@ -15426,7 +15430,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Pact Staff Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands. - Pact Staff|3|1d6 + 4 + Pact Staff|3|1d6+4 @@ -15435,7 +15439,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny aberrations,tome of Beasts neutral evil 15 - 110 (13d10 + 39) + 110 (13d10+39) 5 ft., fly 40 ft. (hover) 10 20 @@ -15443,7 +15447,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 15 17 - Insight +6, Perception +6, Stealth +7 + Insight +6, Perception +6, Stealth +7 bludgeoning, piercing, slashing charmed, frightened, paralyzed, petrified, prone, restrained, stunned darkvision 60 ft. @@ -15469,7 +15473,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves ooze,tome of Beasts unaligned 7 - 217 (14d20 + 70) + 217 (14d20+70) 20 ft., climb 20 ft., swim 20 ft. 18 5 @@ -15478,7 +15482,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 22 18 Int +5, Wis +10, Cha +8 - Deception +8, History +5, Insight +10, Perception +10 + Deception +8, History +5, Insight +10, Perception +10 thunder fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons acid @@ -15506,7 +15510,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Pseudopod Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time. - Pseudopod|8|2d8 + 4 + Pseudopod|8|2d8+4 Engulf @@ -15523,7 +15527,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves ooze,tome of Beasts neutral evil 12 (natural armor) - 115 (10d10 + 60) + 115 (10d10+60) 20 ft., swim 30 ft. 16 10 @@ -15531,7 +15535,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 4 2 1 - Stealth +3 + Stealth +3 slashing, bludgeoning acid, fire, poison exhaustion, frightened, paralyzed, petrified, poisoned @@ -15550,7 +15554,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13). - Slam|6|2d8 + 3 + Slam|6|2d8+3 @@ -15559,7 +15563,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic neutral 15 - 39 (6d8 + 12) + 39 (6d8+12) fly 50 ft. (hover) 1 20 @@ -15567,7 +15571,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 5 12 17 - Perception +3 + Perception +3 thunder acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons poison @@ -15612,7 +15616,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic neutral 15 (natural armor) - 90 (12d8 + 36) + 90 (12d8+36) 30 ft. 17 16 @@ -15620,7 +15624,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 10 14 - Athletics +5, Sleight of Hand +5, Stealth +5 + Athletics +5, Sleight of Hand +5, Stealth +5 darkvision 60 ft. 10 Sylvan @@ -15648,7 +15652,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Fist Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13). - Fist|5|2d6 + 3 + Fist|5|2d6+3 Charming Touch (recharge 5-6) @@ -15665,7 +15669,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 14 (natural armor) - 95 (10d10 + 40) + 95 (10d10+40) 20 ft. 20 8 @@ -15706,7 +15710,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. - Slam|8|3d8 + 5 + Slam|8|3d8+5 @@ -15715,7 +15719,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 13 (natural armor) - 44 (8d8 + 8) + 44 (8d8+8) 30 ft. 17 8 @@ -15741,7 +15745,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. - Slam|5|2d8 + 3 + Slam|5|2d8+3 Vomit Leeches (Recharge 6) @@ -15754,7 +15758,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts neutral evil 16 (natural armor) - 110 (13d8 + 52) + 110 (13d8+52) 30 ft. 12 20 @@ -15763,7 +15767,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 16 Dex +8, Cha +6 - Acrobatics +11, Perception +4 + Acrobatics +11, Perception +4 acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons darkvision 60 ft. 14 @@ -15784,7 +15788,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage. - Claw|8|3d12 + 5 + Claw|8|3d12+5 Deadly Gaze (recharge 5-6) @@ -15810,7 +15814,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 12 11 - Arcana +5, Investigation +5 + Arcana +5, Investigation +5 11 Common @@ -15822,12 +15826,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. - Scimitar|4|1d6 + 2 + Scimitar|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 + Shortbow|4|1d6+2 @@ -15836,7 +15840,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic evil 14 (natural armor) - 76 (9d8 + 36) + 76 (9d8+36) 30 ft., burrow 20 ft. 6 16 @@ -15844,7 +15848,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 15 16 - Stealth +6 + Stealth +6 bludgeoning, piercing, slashing poison charmed, frightened, paralyzed, petrified, prone, restrained, stunned @@ -15867,7 +15871,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest. - Bite|6|2d6 + 3 + Bite|6|2d6+3 Summon Swarm (1/Day) @@ -15884,7 +15888,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts chaotic neutral 14 - 42 (12d4 + 12) + 42 (12d4+12) 20 ft., climb 20 ft. 4 18 @@ -15893,7 +15897,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 18 Wis +4, Cha +6 - Deception +6, Persuasion +6, Stealth +6 + Deception +6, Persuasion +6, Stealth +6 bludgeoning, piercing, and slashing damage from nonmagical weapons darkvision 60 ft. 10 @@ -15938,7 +15942,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 10 10 - Perception +2 + Perception +2 darkvision 60 ft. 12 Common @@ -15954,12 +15958,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. - Dagger|4|1d4 + 2 + Dagger|4|1d4+2 Light crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. - Light crossbow|4|1d8 + 2 + Light crossbow|4|1d8+2 @@ -15968,7 +15972,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (ratfolk),tome of Beasts neutral 15 (studded leather armor) - 18 (4d6 + 4) + 18 (4d6+4) 25 ft., swim 10 ft. 7 16 @@ -15976,7 +15980,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 10 10 - Acrobatics +5, Perception +2, Stealth +7 + Acrobatics +5, Perception +2, Stealth +7 darkvision 60 ft. 12 Common, Thieves Cant @@ -16000,17 +16004,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Dagger|5|1d4 + 3 + Dagger|5|1d4+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 + Light Crossbow|5|1d8+3 Rat Dagger Flurry Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage. - Rat Dagger Flurry|5|1d4 + 3 + Rat Dagger Flurry|5|1d4+3 @@ -16019,7 +16023,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts unaligned 15 (natural armor) - 126 (12d10 + 60) + 126 (12d10+60) 30 ft. 20 10 @@ -16061,7 +16065,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bursting Pod Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw. - Bursting Pod|8|1d6 + 5 + Bursting Pod|8|1d6+5 Lamenting Engulfment @@ -16074,7 +16078,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (kenku),tome of Beasts neutral 14 (studded leather armor) - 21 (6d8 . 6) + 21 (6d8-6) 30 ft. 10 14 @@ -16082,8 +16086,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 15 12 - Dex+4, Con +1, Wis +4, Cha +3 - Deception +3, Perception +6, Stealth +6 + Dex +4, Con +1, Wis +4, Cha +3 + Deception +3, Perception +6, Stealth +6 darkvision 120 ft. 16 Common, Feather Speech, Huginn @@ -16107,12 +16111,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Peck Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. - Peck|4|1d4 + 2 + Peck|4|1d4+2 Rapier Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage. - Rapier|4|1d8+ 2 + Rapier|4|1d8+2 @@ -16121,7 +16125,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (kenku),tome of Beasts neutral 15 (studded leather armor) - 78 (12d8 + 24) + 78 (12d8+24) 30 ft. 12 16 @@ -16129,8 +16133,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 13 10 - Dex+5, Wis +3, Cha +2 - Deception +2, Perception +5, Stealth +5 + Dex +5, Wis +3, Cha +2 + Deception +2, Perception +5, Stealth +5 darkvision 120 ft. 15 Common, Feather Speech, Huginn @@ -16158,17 +16162,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Peck Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. - Peck|5|1d4 + 3 + Peck|5|1d4+3 Radiant Runespear Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage. - Radiant Runespear|3|1d12 + 1 + Radiant Runespear|3|1d12+1 Rapier Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. - Rapier|5|1d8 + 3 + Rapier|5|1d8+3 Odin's Call @@ -16181,7 +16185,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (kenku),tome of Beasts neutral 14 (studded leather armor) - 88 (16d8 + 16) + 88 (16d8+16) 30 ft. 10 14 @@ -16189,8 +16193,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 18 14 - Str +3, Dex+5, Wis +7 - Intimidate +5, Perception +10 + Str +3, Dex +5, Wis +7 + Intimidation +5, Perception +10 darkvision 120 ft. 20 Common, Feather Speech, Huginn @@ -16227,7 +16231,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts neutral evil 15 (natural armor) - 105 (14d8 + 42) + 105 (14d8+42) 40 ft. 20 10 @@ -16236,7 +16240,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 8 Con +6 - Athletics +8, Intimidation +5 + Athletics +8, Intimidation +5 bludgeoning, piercing, and slashing damage from nonmagical weapons charmed, frightened darkvision 60 ft. @@ -16262,12 +16266,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect. - Bite|8|2d8 + 5 + Bite|8|2d8+5 Pike Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. - Pike|8|1d10 + 5 + Pike|8|1d10+5 @@ -16276,7 +16280,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic neutral 15 (natural armor) - 110 (13d10 + 39) + 110 (13d10+39) 40 ft. 18 10 @@ -16310,12 +16314,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tusks Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. - Tusks|7|2d8 + 4 + Tusks|7|2d8+4 Tentacle Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target. - Tentacle|7|2d6 + 4 + Tentacle|7|2d6+4 @@ -16324,7 +16328,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts neutral 15 (natural armor) - 105 (10d10 + 50) + 105 (10d10+50) 30 ft., swim 30 ft, burrow (snow, ice) 30 ft. 20 14 @@ -16353,13 +16357,13 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tendril Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled. - Tendril|8|1d6 + 5 + Tendril|8|1d6+5 Devour Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage. - Devour|8|2d12 + 5 + Devour|8|2d12+5 Black Ice Spray (Recharge 5-6) @@ -16372,7 +16376,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts neutral 13 (natural armor) - 45 (6d8 + 18) + 45 (6d8+18) 30 ft., swim 30 ft, burrow (snow, ice) 20 ft. 16 12 @@ -16401,12 +16405,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tendril Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. - Tendril|5|1d6 + 3 + Tendril|5|1d6+3 Gnash Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. - Gnash|5|2d8 + 3 + Gnash|5|2d8+3 @@ -16415,7 +16419,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts chaotic evil 15 (studded leather) - 168 (16d10 + 80) + 168 (16d10+80) 40 ft. 19 16 @@ -16424,7 +16428,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 7 6 Dex +6 - Perception +1 + Perception +1 darkvision 120 ft. 11 any languages it knew in life @@ -16452,7 +16456,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Blade Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage. - Blade|7|2d10 + 4 + Blade|7|2d10+4 @@ -16469,8 +16473,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 9 8 - Dexterity +4, Constitution +2 - Acrobatics +4, Stealth +6 + Dex +4, Con +2 + Acrobatics +4, Stealth +6 darkvision 60 ft., tremorsense 10 ft. 9 Common @@ -16486,12 +16490,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. - Shortsword|4|1d6 + 2 + Shortsword|4|1d6+2 Dart Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. - Dart|4|1d4 + 2 + Dart|4|1d4+2 @@ -16500,7 +16504,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (roachling),tome of Beasts chaotic neutral 15 (natural armor) - 63 (14d6 + 14) + 63 (14d6+14) 25 ft. 10 16 @@ -16508,8 +16512,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 10 - Dexterity +5, Constitution +3 - Acrobatics +5, Stealth +7 + Dex +5, Con +3 + Acrobatics +5, Stealth +7 darkvision 60 ft., tremorsense 10 ft. 9 Common @@ -16529,12 +16533,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Begrimed Shortsword Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. - Begrimed Shortsword|5|1d6 + 3 + Begrimed Shortsword|5|1d6+3 Begrimed Dart Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. - Begrimed Dart|5|1d4 + 2 + Begrimed Dart|5|1d4+2 @@ -16543,7 +16547,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 15 - 82 (11d10 + 22) + 82 (11d10+22) 0 ft., fly 60 ft. (hover) 14 20 @@ -16573,7 +16577,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Wind of Decay Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb 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 comparable magic. - Wind of Decay|8|2d6 + 5 + Wind of Decay|8|2d6+5 @@ -16582,7 +16586,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts chaotic evil 14 (natural armor) - 88 (16d8 + 16) + 88 (16d8+16) 30 ft., swim 40 ft. 17 13 @@ -16613,7 +16617,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Breathless Kiss Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating. - Breathless Kiss|6|escape DC 13 + Breathless Kiss|6| Drowning Hair (1/Day) @@ -16626,7 +16630,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 15 (natural armor) - 105 (14d8 + 42) + 105 (14d8+42) 30 ft., burrow 30 ft. 18 12 @@ -16664,7 +16668,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it. - Slam|7|3d6 + 4 + Slam|7|3d6+4 Engulf @@ -16681,7 +16685,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts chaotic neutral 14 - 82 (11d8 + 33) + 82 (11d8+33) 40 ft. 11 19 @@ -16723,7 +16727,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. - Claw|7|2d6 + 4 + Claw|7|2d6+4 @@ -16732,7 +16736,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon,tome of Beasts unaligned 15 (natural armor) - 142 (15d10 + 60) + 142 (15d10+60) 20 ft., burrow 40 ft. 20 12 @@ -16740,7 +16744,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 5 13 8 - Perception +7, Stealth +4 + Perception +7, Stealth +4 darkvision 60 ft., tremorsense 120 ft. 17 6 @@ -16755,17 +16759,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. - Bite|8|2d6 + 5 + Bite|8|2d6+5 Gore Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. - Gore|8|1d12 + 5 + Gore|8|1d12+5 Stinger Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis. - Stinger|8|2d6 + 5 + Stinger|8|2d6+5 @@ -16774,7 +16778,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves ooze,tome of Beasts chaotic evil 13 (natural) - 67 (15d6 + 15) + 67 (15d6+15) 20 ft., climb 20 ft. 14 6 @@ -16804,7 +16808,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action. - Slam|4|2d8 + 2 + Slam|4|2d8+2 Soul Sap @@ -16817,7 +16821,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 11 - 105 (14d8 + 42) + 105 (14d8+42) 20 ft. 14 12 @@ -16826,7 +16830,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 12 Wis +4, Cha +4 - Stealth +4 + Stealth +4 acid, necrotic poison blinded, charmed, deafened, exhaustion, frightened, poisoned, prone @@ -16845,7 +16849,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage. - Slam|5|2d6 + 2 + Slam|5|2d6+2 Frightful Presence @@ -16862,7 +16866,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts neutral evil 16 (natural armor) - 172 (15d12 + 75) + 172 (15d12+75) 20 ft., burrow 20 ft., swim 20 ft. 22 6 @@ -16870,7 +16874,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 5 12 9 - Perception +5, Stealth +2 (+6 in sand, mud, or + Perception +5, Stealth +2 thunder fire; bludgeoning, piercing, and slashing from nonmagical weapons acid, poison @@ -16886,6 +16890,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Earth Glide The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + Stealth +6 in sand, mud, or stone terrain Siege Monster @@ -16894,7 +16899,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. - Bite|10|4d8 + 6 + Bite|10|4d8+6 @@ -16903,7 +16908,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts neutral evil 17 (natural armor) - 115 (1d10 + 60) + 115 (1d10+60) 40 ft., climb 20 ft. 22 14 @@ -16912,7 +16917,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 13 Dex +5, Con +9 - Perception +3 + Perception +3 bludgeoning, piercing, and slashing from nonmagical weapons charmed, frightened darkvision 60 ft. @@ -16933,12 +16938,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage. - Bite|9|2d12 + 6 + Bite|9|2d12+6 Claw Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage. - Claw|9|5d12 + 6 + Claw|9|5d12+6 @@ -16947,7 +16952,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic evil 16 (natural armor) - 153 (18d6 + 72) + 153 (18d6+72) 20 ft., climb 15 ft. 19 15 @@ -16980,12 +16985,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Heavy Pick Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. - Heavy Pick|7|1d8 + 4 + Heavy Pick|7|1d8+4 Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. - Hand Crossbow|5|1d6 + 2 + Hand Crossbow|5|1d6+2 @@ -16994,7 +16999,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 14 (natural armor) - 90 (12d10 + 24) + 90 (12d10+24) 40 ft. 15 14 @@ -17018,7 +17023,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - Sting|4|1d10 + 2 + Sting|4|1d10+2 @@ -17060,7 +17065,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic evil 15 (natural armor) - 76 (9d8 + 36) + 76 (9d8+36) 40 ft. 18 15 @@ -17069,7 +17074,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 19 Dex +4, Con +6, Cha +6 - Perception +6, Performance +8 + Perception +6, Performance +8 bludgeoning, piercing, and slashing from nonmagical weapons acid, lightning darkvision 60 ft. @@ -17089,12 +17094,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 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, plus sleep poison. - Dagger|6|1d4 + 4 + Dagger|6|1d4+4 Short Bow Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison. - Short Bow|4|1d6 + 2 + Short Bow|4|1d6+2 Sleep Poison @@ -17111,7 +17116,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 15 (natural armor) - 85 (10d10 + 30) + 85 (10d10+30) 40 ft., swim 30 ft. 17 16 @@ -17119,7 +17124,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 2 12 6 - Perception +3, Stealth +5 + Perception +3, Stealth +5 poison poisoned darkvision 60 ft. @@ -17141,12 +17146,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. - Bite|5|2d6 + 3 + Bite|5|2d6+3 Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. - Claw|5|2d8 + 3 + Claw|5|2d8+3 Musk (Recharges after a Short or Long Rest) @@ -17159,7 +17164,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 17 (natural armor) - 102 (12d8 + 48) + 102 (12d8+48) 40 ft. 14 20 @@ -17196,7 +17201,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Nabboot Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) 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 comparable magic. - Nabboot|8|1d4 + 5 + Nabboot|8|1d4+5 Telekinesis @@ -17209,7 +17214,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral 14 (natural) - 97 (13d10 + 26) + 97 (13d10+26) 50 ft. 14 15 @@ -17217,7 +17222,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 10 16 - Stealth +4 + Stealth +4 darkvision 60 ft. 12 understands Elvish and Umbral but can't speak @@ -17247,12 +17252,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Gore Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. - Gore|4|1d8 + 2 + Gore|4|1d8+2 Hooves Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage. - Hooves|4|3d6 + 2 + Hooves|4|3d6+2 @@ -17261,7 +17266,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic evil 14 - 135 (18d8 + 54) + 135 (18d8+54) 0 ft., fly 40 ft. (hover) 20 18 @@ -17270,7 +17275,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 19 Dex +7, Con +6 - Stealth +7 + Stealth +7 darkvision 60 ft. 12 Common, Elvish, Umbral, Void Speech @@ -17303,12 +17308,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. - Bite|8|2d8 + 5 + Bite|8|2d8+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. - Claw|8|2d10 + 5 + Claw|8|2d10+5 Shadow Push (Recharge 5-6) @@ -17321,7 +17326,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts neutral evil 14 (natural armor) - 75 (10d8 + 30) + 75 (10d8+30) 30 ft., swim 20 ft. 17 15 @@ -17329,7 +17334,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 13 9 7 - Perception +1, Stealth +4 + Perception +1, Stealth +4 charmed, unconscious Darkvision 60 ft. 11 @@ -17360,12 +17365,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Bite|5|1d6 + 3 + Bite|5|1d6+3 Claws Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature. - Claws|5|2d8 + 3 + Claws|5|2d8+3 @@ -17374,7 +17379,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic neutral 18 (natural armor) - 387 (25d12 + 225) + 387 (25d12+225) 50 ft., climb 30 ft., swim 30 ft. 26 14 @@ -17382,7 +17387,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 16 13 - Perception +9 + Perception +9 fire, bludgeoning, piercing cold, thunder, slashing blinded, deafened, prone, stunned, unconscious @@ -17421,7 +17426,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks. - Slam|14|4d10 + 8 + Slam|14|4d10+8 @@ -17438,7 +17443,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 2 10 8 - Stealth +3 + Stealth +3 radiant acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered necrotic, poison @@ -17466,7 +17471,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Strength Drain Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - Strength Drain|3|1d4 + 1 + Strength Drain|3|1d4+1 @@ -17475,7 +17480,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts neutral 20 (natural armor) - 162 (25d8 +50) + 162 (25d8+50) 30 ft., fly 30 ft. 6 12 @@ -17484,7 +17489,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 20 20 Int +8, Wis +10, Cha +10 - History +8, Insight +15, Perception +15 + History +8, Insight +15, Perception +15 radiant fire, lightning, psychic truesight 60 ft. @@ -17518,7 +17523,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Inexorable Threads Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is "one step closer to death." If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest. - Inexorable Threads|9|5d8 + 5 + Inexorable Threads|9|5d8+5 Bind Fates (1/Day) @@ -17535,7 +17540,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts lawful evil 13 (natural armor) - 45 (6d10 + 12) + 45 (6d10+12) 30 ft., swim 30 ft. 16 10 @@ -17543,7 +17548,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 6 8 4 - Perception +1, Stealth +2 + Perception +1, Stealth +2 bludgeoning cold, necrotic, poison exhaustion, poisoned @@ -17558,12 +17563,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so. - Bite|5|1d8 + 3 + Bite|5|1d8+3 Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. - Claw|5|2d8 + 3 + Claw|5|2d8+3 @@ -17572,7 +17577,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts unaligned 16 (natural armor) - 119 (14d10 + 42) + 119 (14d10+42) 30 ft. 20 12 @@ -17581,7 +17586,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 5 Con +12 - bludgeoning, + bludgeoning poison deafened, exhaustion, poisoned darkvision 60 ft. @@ -17599,12 +17604,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. - Bite|8|3d10 + 5 + Bite|8|3d10+5 Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. - Claw|8|3d8 + 5 + Claw|8|3d8+5 @@ -17613,7 +17618,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves ooze,tome of Beasts unaligned 14 (natural armor) - 95 (10d10 + 40) + 95 (10d10+40) 30 ft. 15 11 @@ -17642,12 +17647,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target. - Claw|4|1d8 + 2 + Claw|4|1d8+2 Sting Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage. - Sting|4|1d10 + 2 + Sting|4|1d10+2 Acid Spray (Recharge 6) @@ -17660,7 +17665,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts chaotic neutral 19 - 225 (18d12 + 108) + 225 (18d12+108) 0 ft., fly 60 ft. (hover) 20 19 @@ -17693,7 +17698,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage. - Slam|10|4d12 + 5 + Slam|10|4d12+5 Static Shock (Recharge 5-6) @@ -17706,7 +17711,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 13 - 18 (4d6 + 4) + 18 (4d6+4) 30 ft. 4 16 @@ -17734,7 +17739,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 14 (natural armor) - 38 (4d10 + 16) + 38 (4d10+16) 30 ft., climb 10 ft., swim 30 ft. 12 11 @@ -17749,7 +17754,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. - Bite|3|2d8 + 1 + Bite|3|2d8+1 @@ -17758,7 +17763,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic evil 17 (natural armor) - 175 (14d12 + 84) + 175 (14d12+84) 60 ft., burrow 15 ft. (30 ft. in ice or snow) 26 16 @@ -17767,7 +17772,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 14 Dex +7, Con +10, Wis +8 - Arcana +7, Intimidation +6, Religion +12 + Arcana +7, Intimidation +6, Religion +12 psychic, radiant cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -17807,12 +17812,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. - Bite|12|2d10 + 8 + Bite|12|2d10+8 Slam Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. - Slam|12|2d10 + 8 + Slam|12|2d10+8 Acid Breath (Recharge 5-6) @@ -17825,7 +17830,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fiend,tome of Beasts neutral evil 16 - 104 (16d8 + 32) + 104 (16d8+32) 30 ft., fly 100 ft. 13 22 @@ -17834,7 +17839,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 11 Dex +9, Con +5, Cha +3 - Intimidation +3, Perception +3, Stealth +9 + Intimidation +3, Perception +3, Stealth +9 bludgeoning, piercing, and slashing from nonmagical weapons poison paralyzed, poisoned, stunned, unconscious @@ -17857,7 +17862,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw. - Claw|9|2d6 + 6 + Claw|9|2d6+6 Soul Drain @@ -17870,7 +17875,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts chaotic neutral 16 (natural armor) - 84 (13d4 + 52) + 84 (13d4+52) 10 ft., fly 60 ft. (hover) 4 20 @@ -17904,7 +17909,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts neutral evil 14 - 110 (13d8 + 52) + 110 (13d8+52) 0 ft., fly 60 ft. (hover) 6 18 @@ -17949,7 +17954,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Spectral Rend Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn. - Spectral Rend|7|2d8 + 4 + Spectral Rend|7|2d8+4 @@ -17958,7 +17963,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral evil 17 (natural armor) - 171 (18d10 + 72) + 171 (18d10+72) 40 ft., fly 70 ft. 20 14 @@ -17966,7 +17971,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 18 18 - Arcana +9, History +9, Perception +9, Religion +9 + Arcana +9, History +9, Perception +9, Religion +9 bludgeoning, piercing, and slashing from nonmagical weapons psychic, poison poisoned @@ -18003,12 +18008,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. - Bite|10|3d10 + 5 + Bite|10|3d10+5 Claws Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage. - Claws|10|6d8 + 5 + Claws|10|6d8+5 Rake @@ -18037,7 +18042,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral evil 15 - 119 (14d10 + 42) + 119 (14d10+42) 50 ft., climb 50 ft. 15 20 @@ -18046,7 +18051,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 8 Dex +9, Cha +3 - Perception +6 + Perception +6 poison poisoned blindsight 10 ft., darkvision 60 ft. @@ -18076,7 +18081,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below). - Bite|9|2d10 + 5 + Bite|9|2d10+5 Ghostly Snare (During Ghostwalk Only, Recharge 5-6) @@ -18089,7 +18094,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 18 (natural armor) - 75 (10d10 + 20) + 75 (10d10+20) 40 ft., climb 40 ft. 17 17 @@ -18097,7 +18102,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 4 13 6 - Stealth +5 + Stealth +5 blindsight 10 ft., darkvision 60 ft. 11 3 @@ -18128,7 +18133,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. - Bite|5|1d10 + 3 + Bite|5|1d10+3 @@ -18145,7 +18150,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 1 10 2 - Perception +2, Stealth +5 + Perception +2, Stealth +5 psychic charmed, frightened darkvision 60 ft. @@ -18168,7 +18173,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Swingline Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away. - Swingline|5|up to 60 feet + Swingline|5| @@ -18177,7 +18182,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 15 (natural armor) - 105 (14d10 + 28) + 105 (14d10+28) 30 ft., burrow 20 ft. 20 17 @@ -18185,7 +18190,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 4 12 4 - Perception +4, Stealth +6 + Perception +4, Stealth +6 darkvision 60 ft., tremorsense 60 ft. 14 - @@ -18209,12 +18214,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Impaling Leg Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage. - Impaling Leg|8|1d12 + 5 + Impaling Leg|8|1d12+5 Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw. - Bite|8|2d10 + 5 + Bite|8|2d10+5 Trapdoor Ambush @@ -18227,7 +18232,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic evil 15 (natural armor) - 144 (17d10 + 51) + 144 (17d10+51) 30 ft., climb 20 ft. 14 16 @@ -18236,7 +18241,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 Dex +6, Con +6, Int +6 - Athletics +5, Perception +3, Stealth +6 + Athletics +5, Perception +3, Stealth +6 poison charmed, poisoned, unconscious darkvision 240 ft. @@ -18269,17 +18274,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage. - Claw|6|2d10 + 3 + Claw|6|2d10+3 Spit Venom Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. - Spit Venom|6|3d8 + 3 + Spit Venom|6|3d8+3 Staff of Leng Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn. - Staff of Leng|5|2d6 + 2 + Staff of Leng|5|2d6+2 Ancient Hatred @@ -18292,7 +18297,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 13 (natural armor) - 54 (12d6 + 12) + 54 (12d6+12) 30 ft., climb 20 ft. 10 12 @@ -18300,7 +18305,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 3 10 1 - Stealth +3 + Stealth +3 fire poison, psychic charmed, exhaustion, frightened, paralyzed, petrified, poisoned @@ -18327,12 +18332,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Sickle Claw Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage. - Sickle Claw|3|2d8 + 1 + Sickle Claw|3|2d8+1 Razor Line (Recharge 5-6) Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet. - Razor Line (Recharge 5-6)|3|Recharge 5-6 + Razor Line (Recharge 5-6)|3| @@ -18341,7 +18346,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts chaotic neutral 16 (natural armor) - 38 (11d4 + 22) + 38 (11d4+22) 20 ft. 3 18 @@ -18383,7 +18388,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fiend,tome of Beasts chaotic evil 17 (natural armor) - 187 (15d10 + 105) + 187 (15d10+105) 30 ft., swim 30 ft., fly 50 ft. 25 15 @@ -18392,7 +18397,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 18 23 Str +12, Con +12, Int +15, Wis +9 - Arcana +15, Perception +14 + Arcana +15, Perception +14 bludgeoning, piercing, slashing cold, fire, lightning, poison, psychic exhaustion, frightened, paralyzed, petrified, poisoned @@ -18423,12 +18428,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Disintegrating Gaze (Recharge 5-6) Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work. - Disintegrating Gaze (Recharge 5-6)|15|Recharge 5-6 + Disintegrating Gaze (Recharge 5-6)|15| Dimensional Stomp Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature. - Dimensional Stomp|12|2d20 + 7 + Dimensional Stomp|12|2d20+7 @@ -18445,7 +18450,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 15 6 - Perception +4, Stealth +5 + Perception +4, Stealth +5 darkvision 120 ft. 14 Common, Elvish @@ -18479,7 +18484,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fiend,tome of Beasts neutral evil 18 (natural armor) - 190 (20d8 + 100) + 190 (20d8+100) 40 ft., climb 40 ft. 22 18 @@ -18488,7 +18493,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 15 Str +11, Dex +9, Con +10, Cha +7 - Deception +12 + Deception +12 acid, fire; bludgeoning and piercing from nonmagical weapons cold, poison poisoned @@ -18515,12 +18520,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage. - Bite|11|4d6 + 6 + Bite|11|4d6+6 Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage. - Claw|11|5d8 + 6 + Claw|11|5d8+6 Hobble @@ -18533,7 +18538,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (subek),tome of Beasts lawful neutral 17 (natural armor) - 76 (8d10 + 32) + 76 (8d10+32) 30 ft., swim 20 ft. 19 10 @@ -18541,7 +18546,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 13 13 - History +5, Investigation +5 + History +5, Investigation +5 darkvision 60 ft. 11 Common @@ -18565,12 +18570,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. - Bite|7|2d6 + 4 + Bite|7|2d6+4 Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. - Claws|7|4d8 + 4 + Claws|7|4d8+4 Thrash @@ -18592,7 +18597,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 1 12 4 - Stealth +6 + Stealth +6 darkvision 60 ft. 11 - @@ -18617,7 +18622,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny elementals,tome of Beasts neutral evil 15 - 90 (12d8 + 36) + 90 (12d8+36) 30 ft., fly 30 ft. (hover) 10 20 @@ -18660,7 +18665,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny beasts,tome of Beasts unaligned 15 (natural armor) - 75 (10d8 + 30) + 75 (10d8+30) 20 ft., burrow 5 ft., climb 20ft. 3 16 @@ -18668,7 +18673,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 1 13 2 - Perception +3, Stealth +5 + Perception +3, Stealth +5 bludgeoning, piercing, slashing charmed, frightened, paralyzed, petrified, prone, restrained, stunned blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft. @@ -18703,7 +18708,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny beasts,tome of Beasts unaligned 13 - 38 (7d8 + 7) + 38 (7d8+7) 20 ft., burrow 5 ft., fly 30 ft. 3 16 @@ -18711,7 +18716,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 1 13 2 - Perception +3, Stealth +5 + Perception +3, Stealth +5 bludgeoning, piercing, slashing charmed, frightened, paralyzed, petrified, prone, restrained, stunned blindsight 10 ft., darkvision 30 ft. @@ -18746,7 +18751,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 6 13 10 - Stealth +5 + Stealth +5 fire cold; bludgeoning, piercing, and slashing charmed, frightened, paralyzed, petrified, prone, restrained, stunned @@ -18782,7 +18787,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Medium undead,tome of Beasts neutral evil 16 (natural armor) - 97 (15d10 + 15) + 97 (15d10+15) 50 ft., fly 50 ft. (hover) 14 16 @@ -18791,7 +18796,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 12 Str +5, Dex +6 - Perception +3, Stealth +6 + Perception +3, Stealth +6 necrotic; bludgeoning, piercing, slashing cold exhaustion, frightened, paralyzed, petrified, poisoned @@ -18827,7 +18832,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts good 15 (natural armor) - 97 (15d8 + 30) + 97 (15d8+30) 30 ft. 18 14 @@ -18836,7 +18841,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 10 Str +7, Con +5, Int +2, Wis +5 - Perception +5 + Perception +5 bludgeoning, piercing, and slashing from nonmagical weapons darkvision 60 ft. 15 @@ -18857,7 +18862,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn. - Bite|7|3d8 + 4 + Bite|7|3d8+4 Slam @@ -18871,7 +18876,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves elemental,tome of Beasts chaotic neutral 17 - 149 (13d12 + 65) + 149 (13d12+65) 0 ft., fly 100 ft. (hover) 22 24 @@ -18880,7 +18885,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 14 Int +4, Wis +4, Cha +6 - Perception +4 + Perception +4 lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons poison fire @@ -18933,7 +18938,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial (titan),tome of Beasts neutral good 15 (breastplate) - 198 (12d20 + 72) + 198 (12d20+72) 50 ft. 27 13 @@ -18942,7 +18947,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 20 Con +10, Wis +7, Cha +9 - Athletics +14, Intimidation +9, Perception +7 + Athletics +14, Intimidation +9, Perception +7 bludgeoning, piercing, and slashing from nonmagical weapons darkvision 120 ft. 17 @@ -18965,12 +18970,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greatsword Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage. - Greatsword|12|8d6 + 8 + Greatsword|12|8d6+8 Longbow Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage. - Longbow|5|4d8 + 1 + Longbow|5|4d8+1 Eldritch Singularity (Recharge 5-6) @@ -18983,7 +18988,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves giant,tome of Beasts chaotic evil 12 (crude armored coat) - 161 (14d12 + 70) + 161 (14d12+70) 40 ft. 24 6 @@ -18991,7 +18996,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 6 9 7 - Intimidation +1, Perception +2 + Intimidation +1, Perception +2 darkvision 60 ft. 12 Titan @@ -19007,12 +19012,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greatclub Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. - Greatclub|10|3d8 + 7 + Greatclub|10|3d8+7 Rock Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. - Rock|10|4d10 + 7 + Rock|10|4d10+7 Earthstrike (Recharge 4-6) @@ -19029,7 +19034,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 14 (natural armor) - 232 (15d20 + 75) + 232 (15d20+75) 40 ft., climb 40 ft., swim 40 ft. 26 10 @@ -19038,7 +19043,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 3 Dex +5, Wis +5 - Perception +5 + Perception +5 blindsight 10 ft. 15 - @@ -19063,7 +19068,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Constrict Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target. - Constrict|13|3d12 + 8 + Constrict|13|3d12+8 @@ -19072,7 +19077,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts neutral evil 16 (natural armor) - 184 (16d12 + 80) + 184 (16d12+80) 30 ft. 24 10 @@ -19081,7 +19086,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 10 Str +10, Con +8, Dex +3 - Perception +3 + Perception +3 necrotic fire, cold, poison exhaustion, frightened, paralyzed, petrified, poisoned @@ -19120,7 +19125,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts lawful evil 17 - 157 (15d10 + 75) + 157 (15d10+75) 40 ft., fly 60 ft. 17 24 @@ -19129,7 +19134,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 18 Dex +12, Con +10, Wis +8, Cha +9 - Perception +8 + Perception +8 poison charmed, poisoned darkvision 60 ft. @@ -19166,12 +19171,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Scimitar Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. - Scimitar|12|2d6 + 7 + Scimitar|12|2d6+7 Stinger Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Stinger|12|1d6 + 7 + Stinger|12|1d6+7 Glitter Dust @@ -19204,7 +19209,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts lawful evil 15 - 58 (9d6 + 27) + 58 (9d6+27) 20 ft., fly 60 ft. 12 20 @@ -19227,22 +19232,22 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage. - Bite|7|1d4 + 5 + Bite|7|1d4+5 Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. - Claws|7|2d4 + 5 + Claws|7|2d4+5 Stinger Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Stinger|7|1d4 + 5 + Stinger|7|1d4+5 Prepare Host Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.) - Prepare Host|7|2d4 + 5 + Prepare Host|7|2d4+5 @@ -19251,7 +19256,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts lawful evil 13 - 22 (4d6 + 8) + 22 (4d6+8) 20 ft. 8 16 @@ -19274,12 +19279,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claws Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. - Claws|5|2d4 + 3 + Claws|5|2d4+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 + Light Crossbow|5|1d8+3 @@ -19288,7 +19293,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (tosculi),tome of Beasts lawful evil 16 (natural armor) - 97 (13d8 + 39) + 97 (13d8+39) 30 ft., fly 60 ft. 14 18 @@ -19296,7 +19301,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 14 12 - Perception +6, Stealth +7 + Perception +6, Stealth +7 darkvision 60 ft. 16 Gnoll, Infernal, Tosculi @@ -19324,12 +19329,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claws Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Claws|7|1d6 + 4 + Claws|7|1d6+4 Longbow Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage. - Longbow|7|3d8 + 4 + Longbow|7|3d8+4 @@ -19338,7 +19343,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves ooze,tome of Beasts unaligned 13 (natural armor) - 22 (4d4 + 12) + 22 (4d4+12) 15 ft., climb 10 ft. 4 6 @@ -19346,7 +19351,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 1 1 10 - Deception +4 + Deception +4 blindsight 60 ft. 10 - @@ -19374,7 +19379,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts neutral 17 (natural armor) - 105 (10d12 + 40) + 105 (10d12+40) 30 ft. 21 8 @@ -19407,12 +19412,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Slam Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage. - Slam|8|3d6 + 5 + Slam|8|3d6+5 Rock Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. - Rock|8|3d10 + 5 + Rock|8|3d10+5 @@ -19421,7 +19426,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves giant,tome of Beasts chaotic evil 15 (natural armor) - 126 (12d10 + 60) + 126 (12d10+60) 20 ft., swim 40 ft. 20 13 @@ -19429,7 +19434,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 10 6 - Perception +3 + Perception +3 darkvision 60 ft. 13 Common, Giant @@ -19453,7 +19458,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. - Bite|8|1d8 + 5 + Bite|8|1d8+5 Claws @@ -19468,7 +19473,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (trollkin),tome of Beasts neutral 14 (hide armor) - 82 (11d8 + 33) + 82 (11d8+33) 30 ft. 19 13 @@ -19477,7 +19482,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 13 Con +5, Wis +3, Cha +3 - Intimidation +5, Survival +3 + Intimidation +5, Survival +3 darkvision 60 ft. 11 Common, Trollkin @@ -19497,22 +19502,22 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. - Bite|6|1d4 + 4 + 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 + Claw|6|1d4+4 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. Using the battleaxe two-handed prevents using the handaxe. - Battleaxe|6|1d8 + 4 + Battleaxe|6|1d8+4 Handaxe Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. - Handaxe|6|1d6 + 4 + Handaxe|6|1d6+4 Howl of Battle (Recharge 6) @@ -19525,7 +19530,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts lawful good 14 (natural armor) - 102 (12d10 + 36) + 102 (12d10+36) 5 ft., fly 20 ft. (hover) 17 12 @@ -19554,7 +19559,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tentacles Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it. - Tentacles|5|3d6 + 3 + Tentacles|5|3d6+3 Stench Spray (Recharge 5-6) @@ -19567,7 +19572,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts lawful neutral 14 (natural armor) - 40 (9d4 + 18) + 40 (9d4+18) 30 ft., fly 60 ft. 6 15 @@ -19575,7 +19580,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 14 9 - Perception +4 + Perception +4 fire; bludgeoning, piercing, and slashing damage from nonmagical weapons poison poisoned @@ -19594,7 +19599,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. - Bite|4|1d6 + 2 + Bite|4|1d6+2 Searing Breath (Recharge 5-6) @@ -19611,7 +19616,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts chaotic evil 19 (natural armor) - 256 (19d12 + 133) + 256 (19d12+133) 40 ft., climb 20 ft. 24 15 @@ -19620,7 +19625,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 20 Dex +8, Con +13, Wis +9, Cha +11 - Perception +8, Stealth +8 + Perception +8, Stealth +8 cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered thunder frightened @@ -19654,7 +19659,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tentacle Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target. - Tentacle|13|3d8 + 7 + Tentacle|13|3d8+7 Paralyzing Gaze (Recharge 5-6) @@ -19683,7 +19688,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 18 (natural armor) - 105 (10d10 + 50) + 105 (10d10+50) 30 ft. 21 17 @@ -19692,7 +19697,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 19 9 Dex +7, Cha +3 - Arcana +4, History +4, Perception +8 + Arcana +4, History +4, Perception +8 poison; bludgeoning, piercing, and slashing from nonmagical weapons charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -19726,12 +19731,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Medjai's Scepter Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage. - Medjai's Scepter|9|2d6 + 5 + Medjai's Scepter|9|2d6+5 Khopesh Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Khopesh|9|2d6 + 5 + Khopesh|9|2d6+5 @@ -19740,7 +19745,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves undead,tome of Beasts lawful evil 15 (chain shirt) - 120 (16d8 + 48) + 120 (16d8+48) 30 ft. 20 14 @@ -19781,12 +19786,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greataxe Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage. - Greataxe|7|1d12 + 5 + Greataxe|7|1d12+5 Longbow Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. - Longbow|4|1d8 + 2 + Longbow|4|1d8+2 Corpse Breath (Recharge 5-6) @@ -19803,7 +19808,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves celestial,tome of Beasts neutral 16 (chain mail) or 18 (chain mail with shield) - 112 (15d8 + 45) + 112 (15d8+45) 30 ft., fly 30 ft. 18 18 @@ -19812,7 +19817,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 19 18 Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12 - Perception +8 + Perception +8 acid, cold, fire, lightning, thunder bludgeoning, piercing, and slashing from nonmagical weapons frightened @@ -19843,12 +19848,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Longsword Melee Weapon Attack: +8 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 11 (2d10) radiant damage. - Longsword|8|1d8 + 4 + Longsword|8|1d8+4 Spear Melee or Ranged Weapon Attack: +8 to hit, reach 10 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, plus 11 (2d10) radiant damage. - Spear|8|1d6 + 4 + Spear|8|1d6+4 A valkyrie can take 3 legendary actions, choosing from the options below @@ -19873,7 +19878,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fiend,tome of Beasts chaotic evil 14 - 84 (13d8 + 26) + 84 (13d8+26) 0 ft., fly 40 ft. (hover) 1 18 @@ -19882,7 +19887,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 19 Dex +7, Cha +7 - Perception +5, Stealth +7 + Perception +5, Stealth +7 acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons cold, necrotic, poison exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained @@ -19915,7 +19920,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Umbral Grasp Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later. - Umbral Grasp|7|4d6 + 4 + Umbral Grasp|7|4d6+4 @@ -19924,7 +19929,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic neutral 14 (natural armor) - 127 (15d10 + 45) + 127 (15d10+45) 50 ft., climb 30 ft. 15 18 @@ -19932,7 +19937,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 13 14 - Perception +4, Stealth +7 + Perception +4, Stealth +7 darkvision 60 ft. 14 Common, Sylvan @@ -19953,12 +19958,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage. - Bite|7|3d8 + 4 + Bite|7|3d8+4 Claw Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. - Claw|7|2d8 + 4 + Claw|7|2d8+4 Poison Breath (Recharge 5-6) @@ -19971,7 +19976,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts unaligned 15 (natural armor) - 203 (14d20 + 56) + 203 (14d20+56) 0 ft., burrow 5 ft. 20 10 @@ -19979,7 +19984,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 2 14 2 - Perception +6 + Perception +6 fire, bludgeoning, piercing charmed, blinded, deafened, frightened, prone tremorsense 60 ft. @@ -20029,7 +20034,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves fey,tome of Beasts lawful neutral 15 - 77 (14d8 + 14) + 77 (14d8+14) 30 ft. 12 20 @@ -20038,7 +20043,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 14 16 Dex +8, Con +4, Wis +5, Cha +6 - Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8 + Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8 bludgeoning, piercing, and slashing from nonmagical weapons darkvision 60 ft. 18 @@ -20069,12 +20074,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves +1 Shortsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. - +1 Shortsword|9|1d6 + 6 + +1 Shortsword|9|1d6+6 +1 Shortbow Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage. - +1 Shortbow|9|1d6 + 6 + +1 Shortbow|9|1d6+6 Fascinate (1/Day) @@ -20099,7 +20104,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 8 10 - Athletics +3, Stealth +6 + Athletics +3, Stealth +6 bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron frightened 60 ft. @@ -20137,12 +20142,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Straight Razor Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. - Straight Razor|6|1d4 + 4 + Straight Razor|6|1d4+4 Unclean Cut Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds. - Unclean Cut|6|1d4 + 4 + Unclean Cut|6|1d4+4 @@ -20151,7 +20156,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts lawful neutral 16 (natural armor) - 105 (14d8 + 42) + 105 (14d8+42) 30 ft. 12 20 @@ -20189,7 +20194,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. - Claw|8|1d6 + 5 + Claw|8|1d6+5 Spore Sacs (1/week) @@ -20198,7 +20203,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tendril Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage. - Tendril|8|1d4 + 5 + Tendril|8|1d4+5 Awaken the Green (1/Day) @@ -20211,7 +20216,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves plant,tome of Beasts lawful neutral 13 (studded leather armor) - 34 (4d8 + 16) + 34 (4d8+16) 30 ft. 16 12 @@ -20248,12 +20253,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Assegai Melee or Ranged Weapon Attack: +5 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. - Assegai|5|1d6 + 3 + Assegai|5|1d6+3 Hurl Thorns Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. - Hurl Thorns|5|2d8 + 3 + Hurl Thorns|5|2d8+3 @@ -20271,7 +20276,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 10 Con +4, Int +6, Wis +7, Cha +4 - Stealth +10 + Stealth +10 necrotic exhaustion, petrified, prone truesight 60 ft. @@ -20304,7 +20309,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Tendril Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage. - Tendril|10|1d8 + 6 + Tendril|10|1d8+6 Necrotic Burst (Recharge 5-6) @@ -20317,7 +20322,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts chaotic neutral 14 - 58 (9d8 + 18) + 58 (9d8+18) 40 ft., climb 20 ft., swim 20 ft. 14 18 @@ -20325,7 +20330,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 14 16 - Deception +5, Persuasion +5 + Deception +5, Persuasion +5 darkvision 60 ft. 12 Common @@ -20360,7 +20365,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts unaligned 14 (natural armor) - 97 (13d10 + 26) + 97 (13d10+26) 5 ft., fly 50 ft., swim 40 ft. 16 14 @@ -20396,7 +20401,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Stinger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. - Stinger|5|1d6 + 3 + Stinger|5|1d6+3 Swallow @@ -20409,7 +20414,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 13 - 6 (4d4 . 4) + 6 (4d4-4) 30 ft., climb 30 ft., swim 20 ft. 4 16 @@ -20417,7 +20422,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 2 12 8 - Perception +3, Sleight of Hand +5 + Perception +3, Sleight of Hand +5 darkvision 60 ft. 13 - @@ -20438,7 +20443,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves swarm of Tiny beasts,tome of Beasts unaligned 14 (natural armor) - 63 (14d10 . 14) + 63 (14d10-14) 30 ft., climb 30 ft., swim 20 ft. 10 16 @@ -20446,7 +20451,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 2 12 7 - Perception +3, Sleight of Hand +5 + Perception +3, Sleight of Hand +5 bludgeoning, piercing, slashing charmed, frightened, paralyzed, petrified, prone, restrained, stunned darkvision 60 ft. @@ -20477,7 +20482,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity,tome of Beasts neutral 14 (natural armor) - 114 (12d10 + 48) + 114 (12d10+48) 40 ft., climb 40 ft. 18 16 @@ -20485,7 +20490,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 8 14 8 - Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6 + Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6 darkvision 60 ft. 15 Common @@ -20505,7 +20510,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar). - Bite|7|2d8 + 4 + Bite|7|2d8+4 Claw @@ -20531,7 +20536,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 13 7 - Perception +3 + Perception +3 poison, radiant charmed, exhaustion, frightened, paralyzed, petrified, poisoned darkvision 60 ft. @@ -20553,7 +20558,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Light Ray Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage. - Light Ray|6|1d4 + 4 + Light Ray|6|1d4+4 Flash (Recharge 5-6) @@ -20565,21 +20570,21 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves M undead,tome of Beasts chaotic evil - 12 - 97 (13d8 + 39) - 30 ft. + 12 + 97 (13d8+39) + 30 ft. 10 14 16 11 16 8 - Medicine +6, Religion +3 + Medicine +6, Religion +3 necrotic; bludgeoning, piercing, and slashing from nonmagical weapons radiant darkvision 60 ft. 13 - the languages it knew in life + the languages it knew in life 5 Innate Spellcasting @@ -20605,7 +20610,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves construct,tome of Beasts unaligned 15 (natural armor) - 18 (4d6 + 4) + 18 (4d6+4) 25 ft., climb 15 ft. 10 15 @@ -20613,7 +20618,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 4 10 7 - charmed, exhaustion, frightened, + charmed, exhaustion, frightened blindsight 120 ft. 10 Understands the languages of its creator but can't @@ -20643,7 +20648,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves aberration,tome of Beasts neutral evil 19 (natural and mystic armor) - 133 (14d10 + 56) + 133 (14d10+56) 50 ft., climb 30 ft. 17 21 @@ -20652,7 +20657,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 15 Cha +5 - Insight + 6, Perception +6, Stealth +8 + Insight +6, Perception +6, Stealth +8 darkvision 60 ft., tremorsense 120 ft. 16 Common, Deep Speech, Undercommon @@ -20664,12 +20669,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. - Claw|8|2d6 + 5 + Claw|8|2d6+5 Stinger Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic. - Stinger|8|2d6 + 5 + Stinger|8|2d6+5 Seize Strand @@ -20686,7 +20691,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves beast,tome of Beasts unaligned 17 (natural armor) - 231 (14d20 + 84) + 231 (14d20+84) 50 ft. 28 10 @@ -20719,12 +20724,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Gore Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. - Gore|13|4d8 + 9 + Gore|13|4d8+9 Stomp Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. - Stomp|13|4d10 + 9 + Stomp|13|4d10+9 Destroying Bellow (Recharge 5-6) @@ -20737,7 +20742,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves monstrosity (titan),tome of Beasts unaligned 25 (natural armor) - 507 (26d20 + 234) + 507 (26d20+234) 10 ft., swim 50 ft. 30 3 @@ -20776,12 +20781,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target. - Bite|18|3d10 + 10 + Bite|18|3d10+10 Flipper Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan. - Flipper|18|2d8 + 10 + Flipper|18|2d8+10 Swallow @@ -20810,7 +20815,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves giant,tome of Beasts chaotic evil 17 (natural armor) - 76 (9d8 + 36) + 76 (9d8+36) 40 ft. 13 18 @@ -20818,7 +20823,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 6 9 7 - Perception +1 + Perception +1 darkvision 60 ft. 11 Giant @@ -20830,12 +20835,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, 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 zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - Bite|6|2d8 + 4 + Bite|6|2d8+4 Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11). - Claws|6|2d6 + 4 + Claws|6|2d6+4 @@ -20844,7 +20849,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon,tome of Beasts chaotic evil 18 (natural armor) - 189 (18d12 + 72) + 189 (18d12+72) 30 ft., fly 50 ft., swim 30 ft. 22 13 @@ -20853,7 +20858,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 16 12 Con +9, Wis +8, Cha +6 - Perception +8 + Perception +8 cold, fire paralyzed, unconscious blindsight 60 ft., darkvision 90 ft. @@ -20891,17 +20896,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage. - Bite|11|2d12 + 6 + Bite|11|2d12+6 Claws Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. - Claws|11|2d12 + 6 + Claws|11|2d12+6 Tail Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. - Tail|11|2d8 + 6 + Tail|11|2d8+6 Fire Breath (Recharge 5-6) @@ -20930,7 +20935,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves dragon,tome of Beasts chaotic evil 16 (natural armor) - 105 (14d8 + 42), regeneration 5/round + 105 (14d8+42) 30 ft., swim 20 ft. 16 10 @@ -20959,17 +20964,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. - Bite|6|2d12 + 3 + Bite|6|2d12+3 Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. - Claws|11|2d12 + 6 + Claws|11|2d12+6 Tail Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. - Tail|11|2d8 + 6 + Tail|11|2d8+6 Fire Breath (Recharge 5-6) @@ -20978,11 +20983,11 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bandit Lord - m + M Humanoid (Any Race),tome of Beasts any non-lawful 16 (breastplate) - 91 (14d8 + 28) + 91 (14d8+28) 30 ft. 16 15 @@ -20991,7 +20996,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 11 14 Str +5, Dex +4, Wis +2 - Athletics +5, Deception +4, Intimidation +4 + Athletics +5, Deception +4, Intimidation +4 10 any two languages @@ -21007,12 +21012,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greatsword Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage. - Greatsword|5|2d6 + 3 + Greatsword|5|2d6+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 + Dagger|5|1d4+3 Leadership (Recharges after a Short or Long Rest) @@ -21029,11 +21034,11 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Black Knight Commander - m + M Humanoid (Any Race),tome of Beasts lawful evil 18 (plate) - 78 (12d8 + 24) + 78 (12d8+24) 30 ft. 18 10 @@ -21041,8 +21046,8 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 12 13 15 - Str +7, Wis +4, Cha +5, - Animal Handling + 4, Athletics +7, Intimidation +5 + Str +7, Wis +4, Cha +5 + Animal Handling +4, Athletics +7, Intimidation +5 11 any two languages 5 @@ -21066,12 +21071,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Mace Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage. - Mace|8|1d6 + 5 + Mace|8|1d6+5 Lance Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. - Lance|8|1d12 + 5 + Lance|8|1d12+5 Frightful Charge (Recharges after a Short or Long Rest) @@ -21082,11 +21087,11 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves City Watch Captian - m + M Humanoid (Any Race),tome of Beasts lawful neutral 17 (scale mail) - 91 (14d8 + 28) + 91 (14d8+28) 30 ft. 13 16 @@ -21094,7 +21099,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 11 13 - Perception +2 + Perception +2 12 one language (usually Common) 4 @@ -21109,17 +21114,17 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Rapier Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage. - Rapier|5|1d6 + 3 + Rapier|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 + Dagger|5|1d4+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 + Light Crossbow|5|1d8+3 Disarming Attack @@ -21133,11 +21138,11 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Devilbound Gnomish Prince - s + S Humanoid (gnome),tome of Beasts any evil 12 (15 with mage armor) - 104 (19d6 + 38) + 104 (19d6+38) 25 ft. 10 14 @@ -21184,12 +21189,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Dagger Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. - Dagger|6|1d4 + 2 + Dagger|6|1d4+2 Dwarven Ringmage - m + M Humanoid (dwarf),tome of Beasts any 16 (breastplate) @@ -21242,7 +21247,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Elvish Veteran Archer - m + M Humanoid (elf),tome of Beasts chaotic good or chaotic neutral 15 (studded leather) @@ -21290,12 +21295,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Shortsword Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage. - Shortsword|6|1d6 + 4 + 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 + Longbow|6|1d8+4 Volley (Recharge 6) @@ -21304,7 +21309,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Ghost Knight - m + M undead,tome of Beasts lawful evil 17 (half plate) @@ -21347,22 +21352,22 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. - Bite|6|2d6 + 3 + Bite|6|2d6+3 Claws Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. - Claws|6|2d4 + 3 + Claws|6|2d4+3 Battleaxe 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, plus 10 (3d6) necrotic damage. - Battleaxe|6|1d8 + 3 + Battleaxe|6|1d8+3 Lance Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage. - Lance|6|1d12 + 3 + Lance|6|1d12+3 @@ -21372,7 +21377,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves giant,tome of Beasts chaotic evil 17 (splint) - 127 (15d10 + 45) + 127 (15d10+45) 40 ft. 20 8 @@ -21403,12 +21408,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Greatclub Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. - Greatclub|8|2d8 + 5 + Greatclub|8|2d8+5 Javelin Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. - Javelin|8|2d6 + 5 + Javelin|8|2d6+5 @@ -21417,7 +21422,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves humanoid (any race),tome of Beasts neutral 13 (leather armor) - 19 (3d8 + 6) + 19 (3d8+6) 30 ft. 11 14 @@ -21425,7 +21430,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves 10 13 10 - Animal Handling +2, Deception +2, Perception +3, Stealth +4 + Animal Handling +2, Deception +2, Perception +3, Stealth +4 poison 15 Common @@ -21441,12 +21446,12 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage. - Scimitar|4|1d6 + 2 + Scimitar|4|1d6+2 Sling Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. - Sling|4|1d4 + 2 + Sling|4|1d4+2 @@ -21457,7 +21462,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Humanoid (dwarf),tome of Beasts any chaotic 16 (chain shirt, shield) - 76(9d8+36) + 76 (9d8+36) 35 ft. 18 12 @@ -21509,7 +21514,7 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves Emerald Order Cult Leader - m + M Humanoid (any race),tome of Beasts lawful neutral or evil 14 (breastplate) @@ -21618,4 +21623,4 @@ whirlwind by using its action to repeat the saving throw; on a success, it moves The vampire warlock uses call the blood. - \ No newline at end of file + diff --git a/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml b/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml index 6d723a6..d29d397 100644 --- a/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml +++ b/FightClub5eXML/Sources/UnearthedArcana/2020-02-04_2020SubclassesPart2.xml @@ -151,7 +151,7 @@ - Sorcerer + Sorcerer