From cf35f27e7728cf008feaf5386f6448a4650c4de9 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Tue, 21 Jan 2020 12:45:51 -0700 Subject: [PATCH] refactor: Separate core from other sourcebooks and adventures - Monsters in progress --- FightClub5eXML/Sources/CoreSourcebooks.xml | 10548 +++++++++++++++ .../Sources/SourcebooksAndAdventures.xml | 10919 +--------------- 2 files changed, 10924 insertions(+), 10543 deletions(-) diff --git a/FightClub5eXML/Sources/CoreSourcebooks.xml b/FightClub5eXML/Sources/CoreSourcebooks.xml index a2db17b..170ef41 100644 --- a/FightClub5eXML/Sources/CoreSourcebooks.xml +++ b/FightClub5eXML/Sources/CoreSourcebooks.xml @@ -39825,4 +39825,10552 @@ + + Aboleth + L + aberration + lawful evil + 17 (natural armor) + 135 (18d10+36) + 10 ft., swim 40 ft. + 21915181518 + Con +6, Int +8, Wis +6 + History +12, Perception +10 + + + + + darkvision 120 ft. + 20 + Deep Speech, telepathy 120 ft. + 10 + + Source + Monster Manual, p. 13 + + + Amphibious + The aboleth can breathe air and water + + + Mucous Cloud + While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. + + + Probing Telepathy + If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. + + + Multiattack + The aboleth makes three tentacle attacks. + + + Tentacle + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. + Tentacle|9|2d6+5 + + + Tail + 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 aboleth 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 aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth 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 aboleth. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + Legendary Actions (3/Turn) + The aboleth 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 aboleth 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. + + + + underdark + + + Abominable Yeti + H + monstrosity + chaotic evil + 15 (natural armor) + 137 (11d12+66) + 40 ft., climb 40 ft. + 2410229139 + + Perception +5, Stealth +4 + + + cold + + darkvision 60 ft. + 15 + Yeti + 9 + + Source + Monster Manual, p. 306 + + + Fear of Fire + If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Keen Smell + The yeti has advantage on Wisdom (Perception) checks that rely on smell. + + + Snow Camouflage + The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Multiattack + The yeti can use its Chilling Gaze and makes two claw attacks. + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) cold damage. + Claw|11|2d6+7+2d6 + + + Chilling Gaze + The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. + + 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. + + + Cold Breath (Recharge 6) + The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath||10d8 + + + + arctic + + + Acolyte + M + humanoid (any race) + any alignment + 10 + 9 (2d8) + 30 ft. + 101010101411 + + Medicine +4, Religion +2 + + + + + + 12 + any one language (usually Common) + 1/4 + + Source + Monster Manual, p. 342 + + + Spellcasting + The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: + + • Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (3 slots): bless, cure wounds, sanctuary + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + |2|1d4 + + light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary + 3 + urban + + + Adult Black Dragon + H + dragon + chaotic evil + 19 (natural armor) + 195 (17d12+85) + 40 ft., fly 80 ft., swim 40 ft. + 231421141317 + Dex +7, Con +10, Wis +6, Cha +8 + Perception +11, Stealth +7 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 14 + + Source + Monster Manual, p. 88 + + + 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. + + + 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. + Bite|11|2d10+6+1d8 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|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 16 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. + + 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. + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath||12d8 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 19 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. + + 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. + + + + swamp + + + Adult Blue Dracolich + H + undead + lawful evil + 19 (natural armor) + 225 (18d12+108) + 40 ft., burrow 30 ft., fly 80 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + necrotic + + lightning, poison + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 17 + + Source + Monster Manual, p. 84 + + + Legendary Resistance (3/Day) + If the dracolich fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The dracolich has advantage on saving throws against spells and other magical effects. + + + Multiattack + The dracolich 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) lightning damage. + Bite|12|2d10+7+1d10 + + + 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 dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lightning Breath (Recharge 5-6) + The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + The dracolich 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 dracolich regains spent legendary actions at the start of its turn. + + + Detect + The dracolich makes a Wisdom (Perception) check. + + + Tail Attack + The dracolich makes a tail attack. + + + Wing Attack (Costs 2 Actions) + The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed. + + 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. + + + + desert + + + Adult Blue Dragon + H + dragon + lawful evil + 19 + 225 (18d12+108) + 40 ft., burrow 30 ft., fly 80 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Perception +12, Stealth +5 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 16 + + Source + Monster Manual, p. 91 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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) lightning damage. + Bite|12|2d10+7+1d10 + + + 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 ft. of the dragon and aware of it must succeed on a DC 17 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + 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 ft. 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 fly up to half its flying speed. + + 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. + + + + coastal, desert + + + Adult Brass Dragon + H + dragon + chaotic good + 18 (natural armor) + 172 (15d12+75) + 40 ft., burrow 40 ft., fly 80 ft. + 231021141317 + Dex +5, Con +10, Wis +6, Cha +8 + History +7, Perception +11, Persuasion +8, Stealth +5 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 13 + + Source + Monster Manual, p. 105 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|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 16 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||13d6 + + + + desert + + + Adult Bronze Dragon + H + dragon + lawful good + 19 (natural armor) + 212 (17d12+102) + 40 ft., fly 80 ft., swim 40 ft. + 251023161519 + Dex +5, Con +11, Wis +7, Cha +9 + Insight +7, Perception +12, Stealth +5 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 15 + + Source + Monster Manual, p. 108 + + + 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. + + + 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. + 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 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + Lightning Breath||12d10 + + + Legendary Actions (3/Turn) + 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 ft. 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 fly up to half its flying speed. + + 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. + + + + coastal + + + Adult Copper Dragon + H + dragon + chaotic good + 18 (natural armor) + 184 (16d12+80) + 40 ft., climb 40 ft., fly 80 ft. + 231221181517 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Perception +12, Stealth +6 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 14 + + Source + Monster Manual, p. 111 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|11|2d10+6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|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 16 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + Acid Breath||12d8 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 19 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. + + 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. + + + + hill + + + Adult Gold Dragon + H + dragon + lawful good + 19 (natural armor) + 256 (19d12+133) + 40 ft., fly 80 ft., swim 40 ft. + 271425161524 + Dex +8, Con +13, Wis +8, Cha +13 + Insight +8, Perception +14, Persuasion +13, Stealth +8 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 24 + Common, Draconic + 17 + + Source + Monster Manual, p. 114 + + + 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. + + + 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|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 21 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Fire Breath||12d10 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 22 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. + + 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. + + + + forest, grassland + + + Adult Green Dragon + H + dragon + lawful evil + 19 (natural armor) + 207 (18d12+90) + 40 ft., fly 80 ft., swim 40 ft. + 231221181517 + Dex +6, Con +10, Wis +7, Cha +8 + Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 + + + poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 22 + Common, Draconic + 15 + + Source + Monster Manual, p. 94 + + + 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. + + + 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. + Bite|11|2d10+6+2d6 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|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 16 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 . + + 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. + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath||16d6 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 19 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. + + 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. + + + + forest + + + Adult Red Dragon + H + dragon + chaotic evil + 19 (natural armor) + 256 (19d12+133) + 40 ft., climb 40 ft., fly 80 ft. + 271025161321 + Dex +6, Con +13, Wis +7, Cha +11 + Perception +13, Stealth +6 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 23 + Common, Draconic + 17 + + Source + Monster Manual, p. 98 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. + Bite|14|2d10+8+2d6 + + + Claw + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|2d8+8 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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. + + 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. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||18d6 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 22 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. + + 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. + + + + hill, mountain + + + Adult Silver Dragon + H + dragon + lawful good + 19 (natural armor) + 243 (18d12+126) + 40 ft., fly 80 ft. + 271025161321 + Dex +5, Con +12, Wis +6, Cha +10 + Arcana +8, History +8, Perception +11, Stealth +5 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 16 + + Source + Monster Manual, p. 117 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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. + 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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. + + 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. + Cold Breath||13d8 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 22 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. + + 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. + + + + mountain, urban + + + Adult White Dragon + H + dragon + chaotic evil + 18 (natural armor) + 200 (16d12+96) + 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. + 22102281212 + Dex +5, Con +11, Wis +6, Cha +6 + Perception +11, Stealth +5 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 21 + Common, Draconic + 13 + + Source + Monster Manual, p. 101 + + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. + Bite|11|2d10+6+1d8 + + + Claw + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|11|2d6+6 + + + Tail + Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Tail|11|2d8+6 + + + Frightful Presence + Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 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. + + 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. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath||12d8 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 19 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. + + 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. + + + + arctic + + + Air Elemental + L + elemental + neutral + 15 + 90 (12d10+24) + fly 90 ft. (hover) + 1420146106 + + + lightning; thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Auran + 5 + + Source + Monster Manual, p. 124 + + + Air Form + The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Slam|8|2d8+5 + + + Whirlwind (Recharge 4-6) + Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and 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 was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. + If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + + desert, mountain + + + Allosaurus + L + beast + unaligned + 15 (natural armor) + 60 (6d10+18) + 60 ft. + 1913172125 + + Perception +5 + + + + + + 15 + + 2 + + Source + Monster Manual, p. 79 + + + Pounce + If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|6|2d10+4 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|6|1d8+4 + + + + grassland + + + Ancient Black Dragon + G + dragon + chaotic evil + 22 (natural armor) + 367 (21d20+147) + 40 ft., fly 80 ft., swim 40 ft. + 271425161519 + Dex +9, Con +14, Wis +9, Cha +11 + Perception +16, Stealth +9 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 21 + + Source + Monster Manual, p. 87 + + + 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. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. + Bite|15|2d10+8+2d8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|15|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 19 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. + + 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. + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 23 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. + + 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. + + + + swamp + + + Ancient Blue Dragon + G + dragon + lawful evil + 22 (natural armor) + 481 (26d20+208) + 40 ft., burrow 40 ft., fly 80 ft. + 291027181721 + Dex +7, Con +15, Wis +10, Cha +12 + Perception +17, Stealth +7 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 23 + + Source + Monster Manual, p. 90 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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) lightning damage. + Bite|16|2d10+9+2d10 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. + Claw|16|2d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. + Tail|16|2d8+9 + + + Frightful Presence + Each creature of 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 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. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||16d10 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + 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. + + + + coastal, desert + + + Ancient Brass Dragon + G + dragon + chaotic good + 20 (natural armor) + 297 (17d20+119) + 40 ft., burrow 40 ft., fly 80 ft. + 271025161519 + Dex +6, Con +13, Wis +8, Cha +10 + History +9, Perception +14, Persuasion +10, Stealth +6 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 24 + Common, Draconic + 20 + + Source + Monster Manual, p. 104 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage. + Bite|14|2d10+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons: + Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||16d6 + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a 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. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 22 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. + + 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. + + + + desert + + + Ancient Bronze Dragon + G + dragon + lawful good + 22 (natural armor) + 444 (24d20+192) + 40 ft., fly 80 ft., swim 40 ft. + 291027181721 + Dex +7, Con +15, Wis +10, Cha +12 + Insight +10, Perception +17, Stealth +7 + + + lightning + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 22 + + Source + Monster Manual, p. 107 + + + 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. + + + 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. + Bite|16|2d10+9 + + + Claw + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. + Claw|16|1d6+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 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. + Lightning Breath||16d10 + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a 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. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + 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. + + + + coastal + + + Ancient Copper Dragon + G + dragon + chaotic good + 21 (natural armor) + 350 (20d20+140) + 40 ft., climb 40 ft., fly 80 ft. + 271225201719 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Perception +17, Stealth +8 + + + acid + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 21 + + Source + Monster Manual, p. 110 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: 19 (2d10+8) piercing damage. + Bite|15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|15|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 19 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + Acid Breath||14d8 + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a 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. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 23 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. + + 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. + + + + hill + + + Ancient Gold Dragon + G + dragon + lawful good + 22 (natural armor) + 546 (28d20+252) + 40 ft., fly 80 ft., swim 40 ft. + 301429181728 + Dex +9, Con +16, Wis +10, Cha +16 + Insight +10, Perception +17, Persuasion +16, Stealth +9 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 24 + + Source + Monster Manual, p. 113 + + + 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. + + + 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. + Bite|17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + 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 24 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Fire Breath||13d10 + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a 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. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + 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. + + + + forest, grassland + + + Ancient Green Dragon + G + dragon + lawful evil + 21 (natural armor) + 385 (22d20+154) + 40 ft., fly 80 ft., swim 40 ft. + 271225201719 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 + + + poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 27 + Common, Draconic + 22 + + Source + Monster Manual, p. 93 + + + 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. + + + 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: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage. + Bite|15|2d10+9+3d6 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage. + Claw|15|4d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|16|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 19 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. + + 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. + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath||22d6 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 23 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. + + 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. + + + + forest + + + Ancient Red Dragon + G + dragon + chaotic evil + 22 (natural armor) + 546 (28d20+252) + 40 ft., climb 40 ft., fly 80 ft. + 301029181523 + Dex +7, Con +16, Wis +9, Cha +13 + Perception +16, Stealth +7 + + + fire + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 24 + + Source + Monster Manual, p. 97 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. + Bite|17|2d10+10+4d6 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + 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 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. + + 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. + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||26d6 + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + 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. + + + + hill, mountain + + + Ancient Silver Dragon + G + dragon + lawful good + 22 (natural armor) + 487 (25d20+225) + 40 ft., fly 80 ft. + 301029181523 + Dex +7, Con +16, Wis +9, Cha +13 + Arcana +11, History +11, Perception +16, Stealth +7 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 26 + Common, Draconic + 23 + + Source + Monster Manual, p. 116 + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. + Bite|17|2d10+10 + + + Claw + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. + Claw|17|2d6+10 + + + Tail + Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. + Tail|17|2d8+10 + + + 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 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. + + 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. + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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. + + 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. + Cold Breath||15d8 + + + Change Shape + The dragon magically polymorphs into a humanoid or beast that has a 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. + + + Legendary Actions (3/Turn) + 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. + + 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. + + + + mountain, urban + + + Ancient White Dragon + G + dragon + chaotic evil + 20 (natural armor) + 333 (18d20+144) + 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. + 261026101314 + Dex +6, Con +14, Wis +7, Cha +8 + Perception +13, Stealth +6 + + + cold + + blindsight 60 ft., darkvision 120 ft. + 23 + Common, Draconic + 20 + + Source + Monster Manual, p. 100 + + + Ice Walk + The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. + + + Legendary Resistance (3/Day) + If the dragon fails a saving throw, it can choose to succeed instead. + + + 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. + Bite|14|2d10+8+2d8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. + Claw|14|2d6+8 + + + Tail + Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. + Tail|14|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 16 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 . + + 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. + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath||16d8 + + + + arctic + + + Androsphinx + L + monstrosity + lawful neutral + 17 (natural armor) + 199 (19d10+95) + 40 ft., fly 60 ft. + 221020161823 + Dex +6, Con +11, Int +9, Wis +10 + Arcana +9, Perception +10, Religion +15 + + + psychic; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, frightened + truesight 120 ft. + 20 + Common, Sphinx + 17 + + Source + Monster Manual, p. 281 + + + 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. + + + Spellcasting + The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: + + • Cantrips (at will): sacred flame, spare the dying, thaumaturgy + + • 1st level (4 slots): command, detect evil and good, detect magic + + • 2nd level (3 slots): lesser restoration, zone of truth + + • 3rd level (3 slots): dispel magic, tongues + + • 4th level (3 slots): banishment, freedom of movement + + • 5th level (2 slots): flame strike, greater restoration + + • 6th level (1 slot): heroes' feast + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage. + Claw|12|2d10+6 + + + Roar (3/Day) + The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. + + First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. + + Deafened: + • A deafened creature can't hear and automatically fails any ability check that requires hearing. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Legendary Actions (3/Turn) + The androsphinx 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 androsphinx regains spent legendary actions at the start of his turn. + + + Claw Attack + The sphinx makes one claw 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. + + sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast + 4, 3, 3, 3, 2, 1 + desert + + + Animated Armor + M + construct + unaligned + 18 (natural armor) + 33 (6d8+6) + 25 ft. + 141113131 + + + + + poison, psychic + blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 6 + + 1 + + Source + Monster Manual, p. 19 + + + Antimagic Susceptibility + The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + False Appearance + While the armor remains motionless, it is indistinguishable from a normal suit of armor. + + + Multiattack + The armor makes two melee attacks. + + + Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+2 + + + + + + + Ankheg + L + monstrosity + unaligned + 14 (natural armor, 11 while prone) + 39 (6d10+6) + 30 ft., burrow 10 ft. + 1711131136 + + + + + + + darkvision 60 ft., tremorsense 60 ft. + 11 + + 2 + + Source + Monster Manual, p. 21 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Bite|5|2d6+3+1d6 + + + Acid Spray (Recharge 6) + The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. + Acid Spray||3d6 + + + + forest, grassland + + + Ankylosaurus + H + beast + unaligned + 15 (natural armor) + 68 (8d12+16) + 30 ft. + 1911152125 + + + + + + + + 11 + + 3 + + Source + Monster Manual, p. 79 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|7|4d6+4 + + + + grassland + + + Ape + M + beast + unaligned + 12 + 19 (3d8+6) + 30 ft., climb 30 ft. + 1614146127 + + Athletics +5, Perception +3 + + + + + + 13 + + 1/2 + + Source + Monster Manual, p. 317 + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Fist|5|1d6+3 + + + Rock + Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Rock|5|1d6+3 + + + + forest + + + Arcanaloth + M + fiend (yugoloth) + neutral evil + 17 (natural armor) + 104 (16d8+32) + 30 ft., fly 30 ft. + 171214201617 + Dex +5, Int +9, Wis +7, Cha +7 + Arcana +13, Deception +9, Insight +9, Perception +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + charmed, poisoned + truesight 120 ft. + 17 + all, telepathy 120 ft. + 12 + + Source + Monster Manual, p. 313 + + + Innate Spellcasting + The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: + + At will: alter self, darkness, heat metal, invisibility (self only), magic missile + + + Magic Resistance + The arcanaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The arcanaloth's weapon attacks are magical. + + + Spellcasting + The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation + + • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk + + • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion + + • 3rd level (3 slots): counterspell, fear, fireball + + • 4th level (3 slots): banishment, dimension door + + • 5th level (2 slots): contact other plane, hold monster + + • 6th level (1 slot): chain lightning + + • 7th level (1 slot): finger of death + + • 8th level (1 slot): mind blank + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Claws|7|2d4+3 + + + Teleport + The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. + + + Variant: Summon Yugoloth (1/Day) + The yugoloth attempts a magical summoning. + An arcanaloth has a 40 percent chance of summoning one arcanaloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. + + alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank + 4, 3, 3, 3, 2, 1, 1, 1 + + + + Archmage + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 99 (18d8+18) + 30 ft. + 101412201516 + Int +9, Wis +6 + Arcana +13, History +13 + damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin) + + + + + 12 + any six languages + 12 + + Source + Monster Manual, p. 342 + + + Magic Resistance + The archmage has advantage on saving throws against spells and other magical effects. + + + Spellcasting + The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + + • 2nd level (3 slots): detect thoughts, mirror image, misty step + + • 3rd level (3 slots): counterspell, fly, lightning bolt + + • 4th level (3 slots): banishment, fire shield, stoneskin* + + • 5th level (3 slots): cone of cold, scrying, wall of force + + • 6th level (1 slot): globe of invulnerability + + • 7th level (1 slot): teleport + + • 8th level (1 slot): mind blank* + + • 9th level (1 slot): time stop + * The archmage casts these spells on itself before combat. + + + 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 + + fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + 4, 3, 3, 3, 3, 1, 1, 1, 1 + urban + + + Assassin + M + humanoid (any race) + any non-good alignment + 15 (studded leather) + 78 (12d8+24) + 30 ft. + 111614131110 + Dex +6, Int +4 + Acrobatics +6, Deception +3, Perception +3, Stealth +9 + poison + + + + + 13 + Thieves' cant plus any two languages + 8 + + Source + Monster Manual, p. 343 + + + Assassinate + During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. + + + Evasion + If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Sneak Attack (1/Turn) + The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. + Sneak Attack||4d6 + + + Multiattack + The assassin makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + |6|1d6+3 + + + Light Crossbow + Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. + |6|1d8+3 + + + + urban + + + Avatar of Death + M + undead + neutral evil + 20 + 0 + 60 ft., fly 60 ft. (hover) + 161616161616 + + + + + necrotic, poison + charmed, frightened, paralyzed, petrified, poisoned , unconscious + darkvision 60 ft., truesight 60 ft. + 13 + all languages known to its summoner + 00 + + Source + Dungeon Master's Guide, p. 164 + + + Incorporeal Movement + The avatar 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. + + + Turning Immunity + The avatar is immune to features that turn undead. + + + Hit Points + The Avatar of Death appears with hit points equal to half its summoner's maximum hit points. + + + Reaping Scythe + The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. + Reaping Scythe||1d8+3+1d8 + + + + + + + Awakened Shrub + S + plant + unaligned + 9 + 10 (3d6) + 20 ft. + 381110106 + + + piercing + fire + + + + 10 + one language known by its creator + 0 + + Source + Monster Manual, p. 317 + + + False Appearance + While the shrub remains motionless, it is indistinguishable from a normal shrub. + + + Rake + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage. + |1|1d4-1 + + + + forest + + + Awakened Tree + H + plant + unaligned + 13 (natural armor) + 59 (7d12+14) + 20 ft. + 1961510107 + + + bludgeoning, piercing + fire + + + + 10 + one language known by its creator + 2 + + Source + Monster Manual, p. 317 + + + False Appearance + While the tree remains motionless, it is indistinguishable from a normal tree. + + + Slam + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. + |6|3d6+4 + + + + forest + + + Axe Beak + L + beast + unaligned + 11 + 19 (3d10+3) + 50 ft. + 1412122105 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 317 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. + Beak|4|1d8+2 + + + + grassland, hill + + + Azer + M + elemental + lawful neutral + 17 (natural armor, shield) + 39 (6d8+12) + 30 ft. + 171215121310 + Con +4 + + + + fire, poison + poisoned + + 11 + Ignan + 2 + + Source + Monster Manual, p. 22 + + + Heated Body + A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. + Heated Body||1d10 + + + Heated Weapons + When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). + + + Illumination + The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. + + + Warhammer + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Warhammer|5|1d8+3+1d6 + + + + + + + Baboon + S + beast + unaligned + 12 + 3 (1d6) + 30 ft., climb 30 ft. + 814114126 + + + + + + + + 11 + + 0 + + Source + Monster Manual, p. 318 + + + Pack Tactics + The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. + Bite|1|1d4-1 + + + + forest, hill + + + Badger + T + beast + unaligned + 10 + 3 (1d4+1) + 20 ft., burrow 5 ft. + 411122125 + + + + + + + darkvision 30 ft. + 11 + + 0 + + Source + Monster Manual, p. 318 + + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|2|1 + + + + forest + + + Balor + H + fiend (demon) + chaotic evil + 19 (natural armor) + 262 (21d12+126) + 40 ft., fly 80 ft. + 261522201622 + Str +14, Con +12, Wis +9, Cha +12 + + cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 19 + + Source + Monster Manual, p. 55 + + + Death Throes + When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. + Death Throes||20d6 + + + Fire Aura + At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + Fire Aura||3d6 + + + Magic Resistance + The balor has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The balor's weapon attacks are magical. + + + Multiattack + The balor makes two attacks: one with its longsword and one with its whip. + + + Longsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. + Longsword|14|3d8+8+3d8 + + + Whip + Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. + Whip|14|2d6+8+3d6 + + + Teleport + The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + + + + + Bandit + M + humanoid (any race) + any non-lawful alignment + 12 (leather armor) + 11 (2d8+2) + 30 ft. + 111212101010 + + + + + + + + 10 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 343 + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + Light Crossbow + Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + arctic, coastal, desert, forest, hill, urban + + + Bandit Captain + M + humanoid (any race) + any non-lawful alignment + 15 (studded leather) + 65 (10d8+20) + 30 ft. + 151614141114 + Str +4, Dex +5, Wis +2 + Athletics +4, Deception +4 + + + + + + 10 + any two languages + 2 + + Source + Monster Manual, p. 344 + + + Multiattack + The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. + + + Scimitar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger|5|1d4+3 + + + Parry + The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. + + + + arctic, coastal, desert, forest, hill, urban + + + Banshee + M + undead + chaotic evil + 12 + 58 (13d8) + 0 ft., fly 40 ft. (hover) + 11410121117 + Wis +2, Cha +5 + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + Common, Elvish + 4 + + Source + Monster Manual, p. 23 + + + Detect Life + The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Corrupting Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage. + |4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Wail (1/Day) + The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. + + + + coastal, forest + + + Barbed Devil + M + fiend (devil) + lawful evil + 15 (natural armor) + 110 (13d8+52) + 30 ft. + 161718121414 + Str +6, Con +7, Wis +5, Cha +5 + Deception +5, Insight +5, Perception +8 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 18 + Infernal, telepathy 120 ft. + 5 + + Source + Monster Manual, p. 70 + + + Barbed Hide + At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. + Barbed Hide||1d10 + + + 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. + + + Multiattack + The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage. + Claw|6|1d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Tail|6|2d6+3 + + + Hurl Flame + Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Flame|5|3d6 + + + + + + + Barlgura + L + fiend (demon) + chaotic evil + 15 (natural armor) + 68 (8d10+24) + 40 ft., climb 40 ft. + 1815167149 + Dex +5, Con +6 + Perception +5, Stealth +5 + cold, fire, lightning + + poison + poisoned + blindsight 30 ft., darkvision 120 ft. + 15 + Abyssal, telepathy 120 ft. + 5 + + Source + Monster Manual, p. 56 + + + Innate Spellcasting + The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: + 1/day each: entangle, phantasmal force + 2/day each: disguise self, invisibility (self only) + + + Reckless + At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. + + + Running Leap + The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. + + + Multiattack + The barlgura makes three attacks: one with its bite and two with its fists. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + Bite|7|2d6+4 + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage. + Fist|7|1d10+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A barlgura has a 30 percent chance of summoning one barlgura. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + entangle, phantasmal force, disguise self, invisibility + + + + + Basilisk + M + monstrosity + unaligned + 12 (natural armor) + 52 (8d8+16) + 20 ft. + 16815287 + + + + + + + darkvision 60 ft. + 9 + + 3 + + Source + Monster Manual, p. 24 + + + Petrifying Gaze + If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. + If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. + |5|2d6+3+2d6 + + + + mountain + + + Bat + T + beast + unaligned + 12 + 1 (1d4-1) + 5 ft., fly 30 ft. + 21582124 + + + + + + + blindsight 60 ft. + 11 + + 0 + + Source + Monster Manual, p. 318 + Player's Handbook, p. 304 + + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite||1 + + + + + + + Bearded Devil + M + fiend (devil) + lawful evil + 13 (natural armor) + 52 (8d8+16) + 30 ft. + 16151591111 + Str +5, Con +4, Wis +2 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 10 + Infernal, telepathy 120 ft. + 3 + + Source + Monster Manual, p. 70 + + + 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. + + + Steadfast + The devil can't be frightened while it can see an allied creature within 30 feet of it. + + + Multiattack + The devil makes two attacks: one with its beard and one with its glaive. + + + Beard + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Beard|5|1d8+2 + + + Glaive + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Glaive|5|1d10+3 + + + + + + + Behir + H + monstrosity + neutral evil + 17 (natural armor) + 168 (16d12+64) + 50 ft., climb 40 ft. + 23161871412 + + Perception +6, Stealth +7 + + + lightning + + darkvision 90 ft. + 16 + Draconic + 11 + + Source + Monster Manual, p. 25 + + + Multiattack + The behir makes two attacks: one with its bite and one to constrict. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage. + Bite|10|3d10+6 + + + Constrict + Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|10|2d10+6+2d10+6 + + + Lightning Breath (Recharge 5-6) + The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||12d10 + + + Swallow + The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. + If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Acid Damage||6d6 + + + + underdark + + + Beholder + L + aberration + lawful evil + 18 (natural armor) + 189 (19d10+76) + 0 ft., fly 20 ft. (hover) + 101418171517 + Int +8, Wis +7, Cha +8 + Perception +12 + + + + prone + darkvision 120 ft. + 22 + Deep Speech, Undercommon + 13 + + Source + Monster Manual, p. 28 + + + Antimagic Cone + The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|5|4d6 + + + Eye Rays + The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: + 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The beholder 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 beholder regains spent legendary actions at the start of its turn. + + + Eye Ray + The beholder uses one random eye ray. + + + + underdark + + + Beholder Zombie + L + undead + neutral evil + 15 (natural armor) + 93 (11d10+33) + 0 ft., fly 20 ft. (hover) + 10816385 + Wis +2 + + + + poison + poisoned, prone + darkvision 60 ft. + 9 + understands Deep Speech and Undercommon but can't speak + 5 + + Source + Monster Manual, p. 316 + + + Undead Fortitude + If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|3|4d6 + + + Eye Ray + The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. + 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of 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. + + 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. + + + + underdark + + + Berserker + M + humanoid (any race) + any chaotic alignment + 13 (hide armor) + 67 (9d8+27) + 30 ft. + 1612179119 + + + + + + + + 10 + any one language (usually Common) + 2 + + Source + Monster Manual, p. 344 + + + Reckless + At the start of its turn, the berserker 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. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. + |5|1d12+3 + + + + arctic, coastal, desert, forest, hill, mountain + + + Black Bear + M + beast + unaligned + 11 (natural armor) + 19 (3d8+6) + 40 ft., climb 30 ft. + 1510142127 + + + + + + + + 13 + + 1/2 + + Source + Monster Manual, p. 318 + Player's Handbook, p. 304 + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|3|1d6+2 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + Claws|3|2d4+2 + + + + forest + + + Black Dragon Wyrmling + M + dragon + chaotic evil + 17 (natural armor) + 33 (6d8+6) + 30 ft., fly 60 ft., swim 30 ft. + 151413101113 + Dex +4, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +4 + + + acid + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 88 + + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. + Bite|4|1d10+2 + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath||5d8 + + + + + + + Black Pudding + L + ooze + unaligned + 7 + 85 (10d10+30) + 20 ft., climb 20 ft. + 16516161 + + + + + acid, cold, lightning, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 4 + + Source + Monster Manual, p. 241 + + + Amorphous + The pudding can move through a space as narrow as 1 inch wide without squeezing. + + + Corrosive Form + A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. + Corrosive Form||1d8 + + + Spider Climb + The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + Pseudopod|5|1d6+3+4d8 + + + Split + When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. + + + + underdark + + + Blink Dog + M + fey + lawful good + 13 + 22 (4d8+4) + 40 ft. + 121712101311 + + Perception +3, Stealth +5 + + + + + + 10 + Blink Dog, understands Sylvan but can't speak it + 1/4 + + Source + Monster Manual, p. 318 + + + Keen Hearing and Smell + The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Teleport (Recharge 4-6) + The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. + + + + forest + + + Blood Hawk + S + beast + unaligned + 12 + 7 (2d6) + 10 ft., fly 60 ft. + 614103145 + + Perception +4 + + + + + + 14 + + 1/8 + + Source + Monster Manual, p. 319 + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Beak|4|1d4+2 + + + + arctic, coastal, forest, grassland, hill, mountain + + + Blue Dragon Wyrmling + M + dragon + lawful evil + 17 (natural armor) + 52 (8d8+16) + 30 ft., burrow 15 ft., fly 60 ft. + 171015121115 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + lightning + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 3 + + Source + Monster Manual, p. 91 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. + Bite|5|1d10+3+1d6 + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||4d10 + + + + + + + Blue Slaad + L + aberration + chaotic neutral + 15 (natural armor) + 123 (13d10+52) + 30 ft. + 201518779 + + Perception +1 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 11 + Slaad, telepathy 60 ft. + 7 + + Source + Monster Manual, p. 276 + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. + Bite|8|2d6+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. + Claw|8|2d6+5 + + + + + + + Boar + M + beast + unaligned + 11 (natural armor) + 11 (2d8+2) + 40 ft. + 131112295 + + + + + + + + 9 + + 1/4 + + Source + Monster Manual, p. 319 + Player's Handbook, p. 304 + + + Charge + If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||1d6 + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + Tusk|3|1d6+1 + + + + forest, grassland, hill + + + Bone Devil + L + fiend (devil) + lawful evil + 19 (natural armor) + 142 (15d10+60) + 40 ft., fly 40 ft. + 181618131416 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 9 + Infernal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 71 + + + 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. + + + Multiattack + The devil makes three attacks: two with its claws and one with its sting. + + + Multiattack + The devil makes three attacks: two with its claws and one with its sting. + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|8|1d8+4 + + + Claw + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|8|1d8+4 + + + Sting + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|8|2d8+4 + + + Sting + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Sting|8|2d8+4 + + + + + + + Bone Devil Polearm + L + fiend (devil) + lawful evil + 19 (natural armor) + 142 (15d10+60) + 40 ft., fly 40 ft. + 181618131416 + Int +5, Wis +6, Cha +7 + Deception +7, Insight +6 + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 9 + Infernal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 71 + + + + + + + Bone Naga (Guardian) + L + undead + lawful evil + 15 (natural armor) + 58 (9d10+9) + 30 ft. + 151612151516 + + + + + poison + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + 12 + Common plus one other language + 4 + + Source + Monster Manual, p. 233 + + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: + + • Cantrips (at will): mending, sacred flame, thaumaturgy + + • 1st level (4 slots): command, shield of faith + + • 2nd level (3 slots): calm emotions, hold person + + • 3rd level (2 slots): bestow curse + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. + Bite|5|2d6+3+3d6 + + mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse + 4, 3, 2 + + + + Bone Naga (Spirit) + L + undead + lawful evil + 15 (natural armor) + 58 (9d10+9) + 30 ft. + 151612151516 + + + + + poison + charmed, exhaustion, paralyzed, poisoned + darkvision 60 ft. + 12 + Common plus one other language + 4 + + Source + Monster Manual, p. 233 + + + Spellcasting + The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, ray of frost + + • 1st level (4 slots): charm person, sleep + + • 2nd level (3 slots): detect thoughts, hold person + + • 3rd level (2 slots): lightning bolt + + + Bite + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. + Bite|5|2d6+3+3d6 + + mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt + 4, 3, 2 + + + + Brass Dragon Wyrmling + M + dragon + chaotic good + 16 (natural armor) + 16 (3d8+3) + 30 ft., burrow 15 ft., fly 60 ft. + 151013101113 + Dex +2, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +2 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 1 + + Source + Monster Manual, p. 106 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. + Bite|4|1d10+2 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Fire Breath||4d6 + + + + + + + Bronze Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 32 (5d8+10) + 30 ft., fly 60 ft., swim 30 ft. + 171015121115 + Dex +2, Con +4, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + lightning + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 109 + + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. + Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. + Lightning Breath||3d10 + + + + + + + Brown Bear + L + beast + unaligned + 11 (natural armor) + 34 (4d10+12) + 40 ft., climb 30 ft. + 1910162137 + + Perception +3 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 319 + Player's Handbook, p. 304 + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|5|1d8+4 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claws|5|2d6+4 + + + + arctic, forest, hill + + + Bugbear + M + humanoid (goblinoid) + chaotic evil + 16 (hide armor, shield) + 27 (5d8+5) + 30 ft. + 1514138119 + + Stealth +6, Survival +2 + + + + + darkvision 60 ft. + 10 + Common, Goblin + 1 + + Source + Monster Manual, p. 33 + + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + Surprise Attack||2d6 + + + Morningstar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. + Morningstar|4|2d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. + Melee|4|2d6+2 + Ranged|4|1d6+2 + + + + forest, grassland, underdark + + + Bugbear Chief + M + humanoid (goblinoid) + chaotic evil + 17 (chain shirt, shield) + 65 (10d8+20) + 30 ft. + 171414111211 + + Intimidation +2, Stealth +6, Survival +3 + + + + + darkvision 60 ft. + 11 + Common, Goblin + 3 + + Source + Monster Manual, p. 33 + + + Brute + A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). + + + Surprise Attack + If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. + Surprise Attack||2d6 + + + Heart of Hruggek + The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. + + + Multiattack + The bugbear makes two melee attacks + + + Morningstar + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage. + Morningstar|5|2d8+32 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range. + Melee|5|2d6+3 + Ranged|5|1d6+3 + + + + + + + Bulette + L + monstrosity + unaligned + 17 (natural armor) + 94 (9d10+45) + 40 ft., burrow 40 ft. + 1911212105 + + Perception +6 + + + + + darkvision 60 ft., tremorsense 60 ft. + 16 + + 5 + + Source + Monster Manual, p. 34 + + + Standing Leap + The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage. + Bite|7|4d12+4 + + + Deadly Leap + If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. + + 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. + + + + grassland, hill, mountain + + + Bullywug + M + humanoid (bullywug) + neutral evil + 15 (hide armor, shield) + 11 (2d8+2) + 20 ft., swim 40 ft. + 1212137107 + + Stealth +3 + + + + + + 10 + Bullywug + 1/4 + + Source + Monster Manual, p. 35 + + + Amphibious + The bullywug can breathe air and water. + + + Speak with Frogs and Toads + The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. + + + Swamp Camouflage + The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. + + + Standing Leap + The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Multiattack + The bullywug makes two melee attacks: one with its bite and one with its spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + |3|1d4+1 + + + 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. + |3|1d6+1 + + + + swamp + + + Cambion + M + fiend + any evil alignment + 19 (scale mail) + 82 (11d8+33) + 30 ft., fly 60 ft. + 181816141216 + Str +7, Con +6, Int +5, Cha +6 + Deception +6, Intimidation +6, Perception +4, Stealth +7 + cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 14 + Abyssal, Common, Infernal + 5 + + Source + Monster Manual, p. 36 + + + Fiendish Blessing + The AC of the cambion includes its Charisma bonus. + + + Innate Spellcasting + The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: + 3/day each: alter self, command, detect magic + 1/day: plane shift (self only) + + + Multiattack + The cambion makes two melee attacks or uses its Fire Ray twice. + + + 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, plus 3 (1d6) fire damage. + One Handed|7|1d6+4 + Two Handed|7|1d8+4 + + + Fire Ray + Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. + Fire Ray|7|3d6 + + + Fiendish Charm + One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + alter self, command, detect magic, plane shift + + urban + + + Camel + L + beast + unaligned + 9 + 15 (2d10+4) + 50 ft. + 16814285 + + + + + + + + 9 + + 1/8 + + Source + Monster Manual, p. 320 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Bite|5|1d4 + + + + desert + + + Carrion Crawler + L + monstrosity + unaligned + 13 (natural armor) + 51 (6d10+18) + 30 ft., climb 30 ft. + 1413161125 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 37 + + + Keen Smell + The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. + + + Spider Climb + The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The carrion crawler makes two attacks: one with its tentacles and one with its bite. + + + Tentacles + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Tentacles|8|1d4+2 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. + Bite|4|2d4+2 + + + + underdark + + + Cat + T + beast + unaligned + 12 + 2 (1d4) + 40 ft., climb 30 ft. + 315103127 + + Perception +3, Stealth +4 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + + Keen Smell + The cat has advantage on Wisdom (Perception) checks that rely on smell. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Claws||1 + + + + desert, forest, grassland, urban + + + Cave Bear + L + beast + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 334 + + + Keen Smell + The bear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The bear makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. + Bite|7|1d8+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claws|7|2d6+5 + + + + + + + Centaur + L + monstrosity + neutral good + 12 + 45 (6d10+12) + 50 ft. + 18141491311 + + Athletics +6, Perception +3, Survival +3 + + + + + + 13 + Elvish, Sylvan + 2 + + Source + Monster Manual, p. 38 + + + Charge + If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. + Charge||3d6 + + + Multiattack + The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. + + + Pike + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage. + |6|1d10+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + |6|2d6+4 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + + forest, grassland + + + Chain Devil + M + fiend (devil) + lawful evil + 16 (natural armor) + 85 (10d8+40) + 30 ft. + 181518111214 + Con +7, Wis +4, Cha +5 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 8 + Infernal, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 72 + + + 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. + + + Multiattack + The devil makes two attacks with its chains. + + + Chain + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Chain|8|2d6+4 + + + Animate Chains (Recharges after a Short or Long Rest) + Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. + + + Unnerving Mask + When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + + + + + Chasme + L + fiend (demon) + chaotic evil + 15 (natural armor) + 84 (13d10+13) + 20 ft., fly 60 ft. + 151512111410 + Dex +5, Wis +5 + Perception +5 + cold, fire, lightning + + poison + poisoned + blindsight 10 ft., darkvision 120 ft. + 15 + Abyssal, telepathy 120 ft. + 6 + + Source + Monster Manual, p. 57 + + + Drone + The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Magic Resistance + The chasme has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Proboscis + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target's 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. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . + Proboscis|5|4d6+2+7d6 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A chasme has a 30 percent chance of summoning one chasme. + A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + + + + + + Chimera + L + monstrosity + chaotic evil + 14 (natural armor) + 114 (12d10+48) + 30 ft., fly 60 ft. + 19111931410 + + Perception +8 + + + + + darkvision 60 ft. + 18 + understands Draconic but can't speak + 6 + + Source + Monster Manual, p. 39 + + + Multiattack + The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + |7|2d6+4 + + + Horns + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage. + |7|1d12+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |7|2d6+4 + + + Fire Breath (Recharge 5-6) + The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. + ||7d8 + + + + grassland, hill, mountain, underdark + + + Chuul + L + aberration + chaotic evil + 16 (natural armor) + 93 (11d10+33) + 30 ft., swim 30 ft. + 1910165115 + + Perception +4 + + + poison + poisoned + darkvision 60 ft. + 14 + understands Deep Speech but can't speak + 4 + + Source + Monster Manual, p. 40 + + + Amphibious + The chuul can breathe air and water. + + + Sense Magic + The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. + + + Multiattack + The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. + + + Pincer + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Pincer|6|2d6+4 + + + Tentacles + One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + underdark + + + Clay Golem + L + construct + unaligned + 14 (natural armor) + 133 (14d10+56) + 20 ft. + 20918381 + + + + + acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 9 + understands the languages of its creator but can't speak + 9 + + Source + Monster Manual, p. 168 + + + Acid Absorption + Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. + + + Berserk + Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + + + 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: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. + Slam|8|2d10+5 + + + Haste (Recharge 5-6) + Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. + + + + + + + Cloaker + L + aberration + chaotic neutral + 14 (natural armor) + 78 (12d10+12) + 10 ft., fly 40 ft. + 171512131214 + + Stealth +5 + + + + + darkvision 60 ft. + 11 + Deep Speech, Undercommon + 8 + + Source + Monster Manual, p. 41 + + + Damage Transfer + While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. + + + False Appearance + While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. + + + Light Sensitivity + While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. + + + Multiattack + The cloaker makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. + + 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. + Bite|6|2d6+3 + + + Tail + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage. + Tail|6|1d8+3 + + + Moan + Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Phantasms (Recharges after a Short or Long Rest) + The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. + Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. + A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. + + + + underdark + + + Cloud Giant + H + giant + neutral good (50%) or neutral evil (50%) + 14 (natural armor) + 200 (16d12+96) + 40 ft. + 271022121616 + Con +10, Wis +7, Cha +7 + Insight +7, Perception +7 + + + + + + 17 + Common, Giant + 9 + + Source + Monster Manual, p. 154 + + + Keen Smell + The giant has advantage on Wisdom (Perception) checks that rely on smell. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: + + At will: detect magic, fog cloud, light + 3/day each: feather fall, fly, misty step, telekinesis + 1/day each: control weather, gaseous form + + + Multiattack + The giant makes two morningstar attacks. + + + Morningstar + Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage. + Morningstar|12|3d8+8 + + + Rock + Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. + Rock|12|4d10+8 + + + Variant: Fling + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. + + Storm King's Thunder, p. 245 + + + Variant: Wind Aura + A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. + + Storm King's Thunder, p. 245 + + detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form + + mountain + + + Cockatrice + S + monstrosity + unaligned + 11 + 27 (6d6+6) + 20 ft., fly 40 ft. + 612122135 + + + + + + + darkvision 60 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 42 + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |3|1d4+1 + + + + grassland + + + Commoner + M + humanoid (any race) + any alignment + 10 + 4 (1d8) + 30 ft. + 101010101010 + + + + + + + + 10 + any one language (usually Common) + 0 + + Source + Monster Manual, p. 345 + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + |2|1d4 + + + + arctic, coastal, desert, forest, grassland, hill, urban + + + Constrictor Snake + L + beast + unaligned + 12 + 13 (2d10+2) + 30 ft., swim 30 ft. + 1514121103 + + + + + + + blindsight 10 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Constrict + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|1d8+2 + + + + desert, forest, swamp, underwater + + + Copper Dragon Wyrmling + M + dragon + chaotic good + 16 (natural armor) + 22 (4d8+4) + 30 ft., climb 30 ft., fly 60 ft. + 151213141113 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + + + acid + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 1 + + Source + Monster Manual, p. 112 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. + Bite|4|1d10+2 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + Acid Breath||4d8 + + + + + + + Couatl + M + celestial + lawful good + 19 (natural armor) + 97 (13d8+39) + 30 ft., fly 90 ft. + 162017182018 + Con +5, Wis +7, Cha +6 + + radiant + + psychic; bludgeoning, piercing, and slashing from nonmagical attacks + + truesight 120 ft. + 15 + all, telepathy 120 ft. + 4 + + Source + Monster Manual, p. 43 + + + Innate Spellcasting + The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: + + At will: detect evil and good, detect magic, detect thoughts + 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield + 1/day each: dream, greater restoration, scrying + + + Magic Weapons + The couatl's weapon attacks are magical. + + + Shielded Mind + The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Bite|8|1d6+5 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d6+3 + + + Change Shape + The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). + In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. + + detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying + + desert, forest, grassland, urban + + + Crab + T + beast + unaligned + 11 (natural armor) + 2 (1d4) + 20 ft., swim 20 ft. + 21110182 + + Stealth +2 + + + + + blindsight 30 ft. + 9 + + 0 + + Source + Monster Manual, p. 320 + + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. + Claw||1 + + + + coastal + + + Crawling Claw + T + undead + neutral evil + 12 + 2 (1d4) + 20 ft., climb 20 ft. + 1314115104 + + + + + poison + poisoned + blindsight 30 ft. (blind beyond this radius) + 10 + understands Common but can't speak + 0 + + Source + Monster Manual, p. 44 + + + Turn Immunity + The claw is immune to effects that turn undead. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice) . + Claw|3|1d4+1 + + + + + + + Crocodile + L + beast + unaligned + 12 (natural armor) + 19 (3d10+3) + 20 ft., swim 20 ft. + 1510132105 + + Stealth +2 + + + + + + 10 + + 1/2 + + Source + Monster Manual, p. 320 + Player's Handbook, p. 305 + + + Hold Breath + The crocodile can hold its breath for 15 minutes. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|4|1d10+2 + + + + swamp, urban + + + Cult Fanatic + M + humanoid (any race) + any non-good alignment + 13 (leather armor) + 22 (6d8+6) + 30 ft. + 111412101314 + + Deception +4, Persuasion +4, Religion +2 + + + + + + 11 + any one language (usually Common) + 2 + + Source + Monster Manual, p. 345 + + + Dark Devotion + The fanatic has advantage on saving throws against being charmed or frightened. + + + Spellcasting + The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: + + Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (4 slots): command, inflict wounds, shield of faith + + • 2nd level (3 slots): hold person, spiritual weapon + + + Multiattack + The fanatic makes two melee attacks. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage. + Dagger|4|1d4+2 + + light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon + 4, 3 + urban + + + Cultist + M + humanoid (any race) + any non-good alignment + 12 (leather armor) + 9 (2d8) + 30 ft. + 111210101110 + + Deception +2, Religion +2 + + + + + + 10 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 345 + + + Dark Devotion + The cultist has advantage on saving throws against being charmed or frightened. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + + + + + Cyclops + H + giant + chaotic neutral + 14 (natural armor) + 138 (12d12+60) + 30 ft. + 2211208610 + + + + + + + + 8 + Giant + 6 + + Source + Monster Manual, p. 45 + + + Poor Depth Perception + The cyclops has disadvantage on any attack roll against a target more than 30 ft. away. + + + Multiattack + The cyclops makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + |9|4d10+6 + + + + coastal, desert, grassland, hill, mountain, underdark + + + Dao + L + elemental + neutral evil + 18 (natural armor) + 187 (15d10+105) + 30 ft., burrow 30 ft., fly 30 ft. + 231224121314 + Int +5, Wis +5, Cha +6 + + + + + petrified + darkvision 120 ft. + 11 + Terran + 11 + + Source + Monster Manual, p. 143 + + + Earth Glide + The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. + + + Elemental Demise + If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. + + + Innate Spellcasting + The dao'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: detect evil and good, detect magic, stone shape + 3/day each: passwall, move earth, tongues + 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + + + Sure-Footed + The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + + Disguises. + Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. + The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Multiattack + The Dao makes two fist attacks or two maul attacks. + + + Fist + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. + Fist|10|2d8+6 + + + Maul + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Maul|10|4d6+6 + + detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone + + underdark + + + Darkmantle + S + monstrosity + unaligned + 11 + 22 (5d6+5) + 10 ft., fly 30 ft. + 1612132105 + + Stealth +3 + + + + + blindsight 60 ft. + 10 + + 1/2 + + Source + Monster Manual, p. 46 + + + Echolocation + The darkmantle can't use its blindsight while deafened. + + + False Appearance + While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. + + + Crush + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. + While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. + A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. + + 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. + Crush|5|1d6+3 + + + Darkness Aura (1/day) + A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. + + + + underdark + + + Death Dog + M + monstrosity + neutral evil + 12 + 39 (6d8+12) + 40 ft. + 1514143136 + + Perception +5, Stealth +4 + + + + + darkvision 120 ft. + 15 + + 1 + + Source + Monster Manual, p. 321 + + + Two-Headed + The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. + + + Multiattack + The dog makes two bite attacks. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing 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. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d6+2 + + + + desert + + + Death Knight + M + undead + chaotic evil + 20 (plate, shield) + 180 (19d8+95) + 30 ft. + 201120121618 + Dex +6, Wis +9, Cha +10 + + + + necrotic, poison + exhaustion, frightened, poisoned + darkvision 120 ft. + 13 + Abyssal, Common + 17 + + Source + Monster Manual, p. 47 + + + Magic Resistance + The death knight has advantage on saving throws against spells and other magical effects. + + + Marshal Undead + Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. + + + Spellcasting + The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: + + • 1st level (4 slots): command, compelled duel, searing smite + + • 2nd level (3 slots): hold person, magic weapon + + • 3rd level (3 slots): dispel magic, elemental weapon + + • 4th level (3 slots): banishment, staggering smite + + • 5th level (2 slots): destructive wave (necrotic) + + + Multiattack + The death knight makes three longsword attacks. + + + Longsword + Melee Weapon Attack: +11 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 18 (4d8) necrotic damage. + One Handed|11|1d8+5+4d8 + Two Handed|11|1d10+5+4d8 + + + Hellfire Orb (1/day) + The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. + + + Parry + The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. + + command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave + 4, 3, 3, 3, 2 + + + + Death Slaad + M + aberration (shapechanger) + chaotic evil + 18 (natural armor) + 170 (20d8+80) + 30 ft. + 201519151016 + + Arcana +6, Perception +8 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + 18 + Slaad, telepathy 60 ft. + 10 + + Source + Monster Manual, p. 278 + + + Shapechanger + The slaad 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 slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: + + At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image + 2/day each: fear, fireball, fly, tongues + 1/day each: cloudkill, plane shift + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Magic Weapons + The slaad's weapon attacks are magical. + + + Regeneration + The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Variant: Control Gem + Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. + Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. + A greater restoration spell cast on the slaad destroys the gem without harming the slaad. + Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. + + + Multiattack + The slaad makes three attacks: one with its bite and two with its claws or greatsword. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage. + Bite|9|1d8+5+2d6 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) necrotic damage. + Claws|9|1d10+5+2d6 + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage. + Greatsword|9|2d6+5+2d6 + + detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift + + + + + Death Tyrant + L + undead + lawful evil + 19 (natural armor) + 187 (25d10+50) + 0 ft., fly 20 ft. (hover) + 101414191519 + Str +5, Con +7, Int +9, Wis +7, Cha +9 + Perception +12 + + + poison + charmed, exhaustion, paralyzed, petrified, poisoned, prone + darkvision 120 ft. + 22 + Deep Speech, Undercommon + 14 + + Source + Monster Manual, p. 29 + + + Negative Energy Cone + The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. + Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. + Bite|5|4d6 + + + Eye Rays + The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: + 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. + 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. + 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. + If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. + 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. + 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. + 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. + If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. + 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + 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. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The death tyrant 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 death tyrant regains spent legendary actions at the start of its turn. + + + Eye Ray + The death tyrant uses one random eye ray. + + + + underdark + + + Deep Gnome (Svirfneblin) + S + humanoid (gnome) + neutral good + 15 (chain shirt) + 16 (3d6+6) + 20 ft. + 15141412109 + + Investigation +3, Perception +2, Stealth +4 + + + + + darkvision 120 ft. + 12 + Gnomish, Terran, Undercommon + 1/2 + + Source + Monster Manual, p. 164 + + + Stone Camouflage + The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Gnome Cunning + The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. + + + Innate Spellcasting + The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: nondetection (self only) + 1/day each: blindness/deafness, blur, disguise self + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + War Pick|4|1d8+2 + + + Poisoned Dart + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Poisoned Dart|4|1d4+2 + + nondetection, blindness/deafness, blur, disguise self + + + + + Deer + M + beast + unaligned + 13 + 4 (1d8) + 50 ft. + 1116112145 + + + + + + + + 12 + + 0 + + Source + Monster Manual, p. 321 + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. + Bite|2|1d4 + + + + forest, grassland + + + Demilich + T + undead + neutral evil + 20 (natural armor) + 80 (20d4) + 0 ft., fly 30 ft. (hover) + 12010201720 + Con +6, Int +11, Wis +9, Cha +11 + + bludgeoning, piercing, and slashing from magic weapons + + necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned + truesight 120 ft. + 13 + + 18 + + Source + Monster Manual, p. 48 + + + Avoidance + If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. + + + Legendary Resistance (3/Day) + If the demilich fails a saving throw, it can choose to succeed instead. + + + Turn Immunity + The demilich is immune to effects that turn undead. + + + Howl (Recharge 5-6) + The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Life Drain + The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. + + + Legendary Actions (3/Turn) + The demilich 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 demilich regains spent legendary actions at the start of its turn. + + + Flight + The demilich flies up to half its flying speed. + + + Cloud of Dust + The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Energy Drain (Costs 2 Actions) + Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. + + + Vile Curse (Costs 3 Actions) + The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. + + + + + + + Deva + M + celestial + lawful good + 17 (natural armor) + 136 (16d8+64) + 30 ft., fly 90 ft. + 181818172020 + Wis +9, Cha +9 + Insight +9, Perception +9 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened + darkvision 120 ft. + 19 + all, telepathy 120 ft. + 10 + + Source + Monster Manual, p. 16 + + + Angelic Weapons + The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). + + + Innate Spellcasting + The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: + At will: detect evil and good + 1/day each: commune, raise dead + + + Magic Resistance + The deva has advantage on saving throws against spells and other magical effects. + + + Multiattack + The deva makes two melee attacks. + + + Mace + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. + Mace|8|1d6+4+4d8 + + + Healing Touch (3/Day) + The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Change Shape + The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). + In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. + + detect evil and good, commune, raise dead + + + + + Dire Wolf + L + beast + unaligned + 14 (natural armor) + 37 (5d10+10) + 50 ft. + 1715153127 + + Perception +3, Stealth +4 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 321 + Player's Handbook, p. 305 + + + Keen Hearing and Smell + The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Bite|5|2d6+3 + + + + forest, hill + + + Displacer Beast + L + monstrosity + lawful evil + 13 (natural armor) + 85 (10d10+30) + 40 ft. + 1815166128 + + + + + + + darkvision 60 ft. + 11 + + 3 + + Source + Monster Manual, p. 81 + + + Avoidance + If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . + + + Displacement + The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. + + + Multiattack + The displacer beast makes two attacks with its tentacles. + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage. + Tentacle|7|1d6+4 + + + + forest + + + Djinni + L + elemental + chaotic good + 17 (natural armor) + 161 (14d10+84) + 30 ft., fly 90 ft. + 211522151620 + Dex +6, Wis +7, Cha +9 + + + + lightning, thunder + + darkvision 120 ft. + 13 + Auran + 11 + + Source + Monster Manual, p. 144 + + + Elemental Demise + If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. + + + Innate Spellcasting + The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk + 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + + Disguises. + Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. + The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Multiattack + The djinni 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) lightning or thunder damage (djinni's choice). + Scimitar|9|2d6+5+1d6 + + + Create Whirlwind + A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. + A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift + + coastal + + + Doppelganger + M + monstrosity (shapechanger) + unaligned + 14 + 52 (8d8+16) + 30 ft. + 111814111214 + + Deception +6, Insight +3 + + + charmed + + darkvision 60 ft. + 11 + Common + 3 + + Source + Monster Manual, p. 82 + + + Shapechanger + The doppelganger can use its action 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 each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Ambusher + The doppelganger has advantage on attack rolls against any creature it has surprised. + + + Surprise Attack + If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. + Surprise Attack||3d6 + + + Multiattack + The doppelganger makes two melee attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. + |6|1d6+4 + + + Read Thoughts + The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. + + + + underdark, urban + + + Draft Horse + L + beast + unaligned + 10 + 19 (3d10+3) + 40 ft. + 1810122117 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 321 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. + Hooves|6|2d4+4 + + + + urban + + + Dragon Turtle + G + dragon + neutral + 20 (natural armor) + 341 (22d20+10) + 20 ft., swim 40 ft. + 251020101212 + Dex +6, Con +11, Wis +7 + + fire + + + + darkvision 120 ft. + 11 + Aquan, Draconic + 17 + + Source + Monster Manual, p. 119 + + + Amphibious + The dragon turtle can breathe air and water. + + + Multiattack + The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. + + + Bite + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage. + Bite|13|3d12+7 + + + Claw + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage. + Claw|13|2d8+7 + + + Tail + Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|13|3d12+7 + + + Steam Breath (Recharge 5-6) + The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. + Steam Breath||15d6 + + + + coastal, underwater + + + Dretch + S + fiend (demon) + chaotic evil + 11 (natural armor) + 18 (4d6+4) + 20 ft. + 111112583 + + + cold, fire, lightning + + poison + poisoned + darkvision 60 ft. + 9 + Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) + 1/4 + + Source + Monster Manual, p. 57 + + + Multiattack + The dretch makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. + Bite|2|1d6 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. + Claws|2|2d4 + + + Fetid Cloud (1/Day) + A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + + + + Drider + L + monstrosity + chaotic evil + 19 (natural armor) + 123 (13d10+52) + 30 ft., climb 30 ft. + 161618131412 + + Perception +5, Stealth +9 + + + + + darkvision 120 ft. + 15 + Elvish, Undercommon + 6 + + Source + Monster Manual, p. 120 + + + Fey Ancestry + The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + + + Innate Spellcasting + The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + + Spider Climb + The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drider ignores movement restrictions caused by webbing. + + + Multiattack + The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. + Bite|6|1d4+2d8 + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. + One Handed|6|1d8+3 + Two Handed|6|1d10+3 + + + Longbow + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. + Longbow|6|1d8+3 + + dancing lights, darkness, faerie fire + + underdark + + + Drider Spellcaster + L + monstrosity + chaotic evil + 19 (natural armor) + 123 (13d10+52) + 30 ft., climb 30 ft. + 161618131612 + + Perception +5, Stealth +9 + + + + + darkvision 120 ft. + 15 + Elvish, Undercommon + 6 + + Source + Monster Manual, p. 120 + + + Fey Ancestry + The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. + + + Innate Spellcasting + The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + + Spider Climb + The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Sunlight Sensitivity + While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Web Walker + The drider ignores movement restrictions caused by webbing. + + + Spellcasting + The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: + + • Cantrips (at will): poison spray, thaumaturgy + + • 1st level (4 slots): bane, detect magic, sanctuary + + • 2nd level (3 slots): hold person, silence + + • 3rd level (3 slots): clairvoyance, dispel magic + + • 4th level (2 slots): divination, freedom of movement + + dancing lights, darkness, faerie fire, poison spray, thaumaturgy, bane, detect magic, sanctuary, hold person, silence, clairvoyance, dispel magic, divination, freedom of movement + 4, 3, 3, 2 + + + + Drow + M + humanoid (elf) + neutral evil + 15 (chain shirt) + 13 (3d8) + 30 ft. + 101410111112 + + Perception +2, Stealth +4 + + + + + darkvision 120 ft. + 12 + Elvish, Undercommon + 1/4 + + Source + Monster Manual, p. 128 + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|4|1d6+2 + + dancing lights, darkness, faerie fire + + underdark + + + Drow Elite Warrior + M + humanoid (elf) + neutral evil + 18 (studded leather, shield) + 71 (11d8+22) + 30 ft. + 131814111312 + Dex +7, Con +5, Wis +4 + Perception +4, Stealth +10 + + + + + darkvision 120 ft. + 14 + Elvish, Undercommon + 5 + + Source + Monster Manual, p. 128 + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two shortsword attacks. + + + Shortsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. + Shortsword|7|1d6+4+3d6 + + + Hand Crossbow + Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Hand Crossbow|7|1d6+4 + + + Parry + The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. + + dancing lights, darkness, faerie fire, levitate + + underdark + + + Drow Mage + M + humanoid (elf) + neutral evil + 12 (15 with mage armor) + 45 (10d8) + 30 ft. + 91410171312 + + Arcana +6, Deception +5, Perception +4, Stealth +5 + + + + + darkvision 120 ft. + 14 + Elvish, Undercommon + 7 + + Source + Monster Manual, p. 129 + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost + + • 1st level (4 slots): mage armor, magic missile, shield, witch bolt + + • 2nd level (3 slots): alter self, misty step, web + + • 3rd level (3 slots): fly, lightning bolt + + • 4th level (3 slots): Evard's black tentacles, greater invisibility + + • 5th level (2 slots): cloudkill + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Staff + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. + One Handed|2|1d6-1+1d6 + Two Handed|2|1d8-1+1d6 + + + Summon Demon (1/Day) + The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill + 4, 3, 3, 3, 2 + underdark + + + Drow Priestess of Lolth + M + humanoid (elf) + neutral evil + 15 (scale mail) + 71 (13d8+13) + 30 ft. + 101412131718 + Con +4, Wis +6, Cha +7 + Insight +6, Perception +6, Religion +4, Stealth +5 + + + + + darkvision 120 ft. + 16 + Elvish, Undercommon + 8 + + Source + Monster Manual, p. 129 + + + Fey Ancestry + The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. + + + Innate Spellcasting + The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: + At will: dancing lights + 1/day each: darkness, faerie fire, levitate (self only) + + + Spellcasting + The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: + + • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy + + • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness + + • 2nd level (3 slots): lesser restoration, protection from poison, web + + • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic + + • 4th level (3 slots): divination, freedom of movement + + • 5th level (2 slots): insect plague, mass cure wounds + + + Sunlight Sensitivity + While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The drow makes two scourge attacks. + + + Scourge + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage. + Scourge|5|1d6+2+5d6 + + + Summon Demon (1/Day) + The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. + + dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds + 4, 3, 3, 3, 2 + + + + Druid + M + humanoid (any race) + any alignment + 11 (16 with barkskin) + 27 (5d8+5) + 30 ft. + 101213121511 + + Medicine +4, Nature +3, Perception +4 + + + + + + 14 + Druidic plus any two languages + 2 + + Source + Monster Manual, p. 346 + + + Spellcasting + The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: + + • Cantrips (at will): druidcraft, produce flame, shillelagh + + • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave + + • 2nd level (3 slots): animal messenger, barkskin + + + Quarterstaff + Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh or if wielded with two hands. + Quarterstaff|2|1d6 + Shillelagh|4|1d8+2 + + druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin + 4, 3 + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Dryad + M + fey + neutral + 11 (16 with barkskin) + 22 (5d8) + 30 ft. + 101211141518 + + Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + Elvish, Sylvan + 1 + + Source + Monster Manual, p. 121 + + + Innate Spellcasting + The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: + + At will: druidcraft + 3/day each: entangle, goodberry + 1/day each: barkskin, pass without trace, shillelagh + + + 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 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. + + + Club + Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh. + Club|2|1d4 + + + Fey Charm + The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. + Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. + The dryad can have no more than one humanoid and up to three beasts charmed at a time. + + 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. + + druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh + + forest + + + Duergar + M + humanoid (dwarf) + lawful evil + 16 (scale mail, shield) + 26 (4d8+4) + 25 ft. + 14111411109 + + + poison + + + + darkvision 120 ft. + 10 + Dwarvish, Undercommon + 1 + + Source + Monster Manual, p. 122 + + + Duergar Resilience + The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. + + + Sunlight Sensitivity + While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Enlarge (Recharges after a Short or Long Rest) + For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. + + + War Pick + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. + War Pick|4|1d8+2 + Enlarged|4|2d8+2 + + + Javelin + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. + Javelin|4|1d6+2 + Enlarged|4|2d6+2 + + + Invisibility (Recharges after a Short or Long Rest) + The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . + + 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. + + + + underdark + + + Duodrone + M + construct + construct + 15 (natural armor) + 11 (2d8+2) + 30 ft. + 1113126107 + + + + + + + truesight 120 ft. + 10 + Modron + 1/4 + + Source + Monster Manual, p. 225 + + + Axiomatic Mind + The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The duodrone makes two fist attacks or two javelin attacks. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. + Fist|3|1d4 + + + Javelin + Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage. + Javelin|3|1d6+1 + + + + + + + Dust Mephit + S + elemental + neutral evil + 12 + 17 (5d6) + 30 ft., fly 30 ft. + 5141091110 + + Perception +2, Stealth +4 + + fire + poison + poisoned + darkvision 60 ft. + 12 + Auran, Terran + 1/2 + + Source + Monster Manual, p. 215 + + + Death Burst + When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Innate Spellcasting (1/Day) + The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + Blinding Breath (Recharge 6) + The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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. + + 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. + + + Variant: Summon Mephits (1/Day) + The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. + + sleep + + desert + + + Eagle + S + beast + unaligned + 12 + 3 (1d6) + 10 ft., fly 60 ft. + 615102147 + + Perception +4 + + + + + + 14 + + 0 + + Source + Monster Manual, p. 322 + + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Talons|4|1d4+2 + + + + coastal, grassland, hill, mountain + + + Earth Elemental + L + elemental + neutral + 17 (natural armor) + 126 (12d10+60) + 30 ft., burrow 30 ft. + 208205105 + + + bludgeoning, piercing, and slashing from nonmagical attacks + thunder + poison + exhaustion, paralyzed, petrified, poisoned, unconscious + darkvision 60 ft., tremorsense 60 ft. + 10 + Terran + 5 + + Source + Monster Manual, p. 124 + + + Earth Glide + The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. + + + Siege Monster + The elemental deals double damage to objects and structures. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Slam|8|2d8+5 + + + + underdark + + + Efreeti + L + elemental + lawful evil + 17 (natural armor) + 200 (16d10+112) + 40 ft., fly 60 ft. + 221224161516 + Int +7, Wis +6, Cha +7 + + + + fire + + darkvision 120 ft. + 12 + Ignan + 11 + + Source + Monster Manual, p. 145 + + + Elemental Demise + If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. + + + Innate Spellcasting + The efreeti's innate spell casting 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 + 3/day: enlarge/reduce, tongues + 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire + + + Variant: Genie Powers + Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. + + Disguises. + Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. + Wishes. + The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. + To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. + + + Multiattack + The efreeti makes two scimitar attacks or uses its Hurl Flame twice. + + + Scimitar + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. + Scimitar|10|2d6+6+2d6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. + Flame|7|5d6 + + detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire + + desert + + + Elephant + H + beast + unaligned + 12 (natural armor) + 76 (8d12+24) + 40 ft. + 229173116 + + + + + + + + 10 + + 4 + + Source + Monster Manual, p. 322 + + + Trampling Charge + If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. + Gore|8|3d8+6 + + + Stomp + Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage. + Stomp|8|3d10+6 + + + + grassland + + + Elk + L + beast + unaligned + 10 + 13 (2d10+2) + 50 ft. + 1610122106 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 322 + + + Charge + If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. + Ram|5|1d6+3 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage. + Hooves|5|2d4+3 + + + + forest, grassland, hill + + + Empyrean + H + celestial (titan) + chaotic good (75%) or neutral evil (25%) + 22 (natural armor) + 313 (19d12+190) + 50 ft., fly 50 ft., swim 50 ft. + 302130212227 + Str +17, Int +12, Wis +13, Cha +15 + Insight +13, Persuasion +15 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + truesight 120 ft. + 16 + all + 23 + + Source + Monster Manual, p. 130 + + + Innate Spellcasting + The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + At will: greater restoration, pass without trace, water breathing, water walk + 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) + + + Legendary Resistance (3/Day) + If the empyrean fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The empyrean has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The empyrean's weapon attacks are magical. + + + Maul + Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Maul|17|6d6+10 + + + Bolt + Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder. + Bolt|15|7d6 + + + Legendary Actions (3/Turn) + The empyrean 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 empyrean regains spent legendary actions at the start of its turn. + + + Attack + The empyrean makes one attack. + + + Bolster + The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn. + + + Trembling Strike (Costs 2 Actions) + The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift + + + + + Erinyes + M + fiend (devil) + lawful evil + 18 (plate) + 153 (18d8+72) + 30 ft., fly 60 ft. + 181618141418 + Dex +7, Con +8, Wis +6, Cha +8 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + truesight 120 ft. + 12 + Infernal, telepathy 120 ft. + 12 + + Source + Monster Manual, p. 73 + + + Hellish Weapons + The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). + + + Magic Resistance + The erinyes has advantage on saving throws against spells and other magical effects. + + + Multiattack + The erinyes makes three attacks + + + 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 13 (3d8) poison damage. + One Handed|8|1d8+4+3d8 + Two Handed|8|1d10+4+3d8 + + + Longbow + Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Longbow|7|1d8+3+3d8 + + + Variant: Rope of Entanglement + Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks. + + + Parry + The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. + + + + + + + Ettercap + M + monstrosity + neutral evil + 13 (natural armor) + 44 (8d8+8) + 30 ft., climb 30 ft. + 1415137128 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + + 2 + + Source + Monster Manual, p. 131 + + + Spider Climb + The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. + + + Web Walker + The ettercap ignores movement restrictions caused by webbing. + + + Multiattack + The ettercap makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d8+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + |4|2d4+2 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|4| + + + Variant: Web Garrote + Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Garrote|4|1d4+2 + + + + forest + + + Ettin + L + giant + chaotic evil + 12 (natural armor) + 85 (10d10+30) + 40 ft. + 218176108 + + Perception +4 + + + + + darkvision 60 ft. + 14 + Giant, Orc + 4 + + Source + Monster Manual, p. 132 + + + Two Heads + The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + + + Wakeful + When one of the ettin's heads is asleep, its other head is awake. + + + Multiattack + The ettin makes two attacks: one with its battleaxe and one with its morningstar. + + + Battleaxe + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + Battleaxe|7|2d8+5 + + + Morningstar + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. + Morningstar|7|2d8+5 + + + + hill, mountain, underdark + + + Faerie Dragon (Blue) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Green) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Indigo) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion + + + + + Faerie Dragon (Orange) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion + + + + + Faerie Dragon (Red) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: dancing lights, mage hand, minor illusion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + dancing lights, mage hand, minor illusion + + + + + Faerie Dragon (Violet) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 2 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion + + + + + Faerie Dragon (Yellow) + T + dragon + chaotic good + 15 + 14 (4d4+4) + 10 ft., fly 60 ft. + 32013141216 + + Arcana +4, Perception +3, Stealth +7 + + + + + darkvision 60 ft. + 13 + Draconic, Sylvan + 1 + + Source + Monster Manual, p. 133 + + + The Colors of Age + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. + + Red — 5 years or less + Orange — 6-10 years + Yellow — 11-20 years + Green — 21-30 years + Blue — 31-40 years + Indigo — 41-50 years + Violet — 51 years or more + A green or older faerie dragon's CR increases to 2. + + + Superior Invisibility + As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + + Limited Telepathy + Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. + + + Magic Resistance + The faerie dragon has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. + + 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|7|1 + + + Euphoria Breath (Recharge 5-6) + The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: + 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. + 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. + + color spray, dancing lights, mage hand, minor illusion, mirror image + + + + + Fire Elemental + L + elemental + neutral + 13 + 102 (12d10+36) + 50 ft. + 1017166107 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Ignan + 5 + + Source + Monster Manual, p. 125 + + + Fire Form + The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. + Fire Form||5d10 + Burn Damage||1d10 + + + Illumination + The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. + + + Water Susceptibility + For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. + + + Multiattack + The elemental makes two touch attacks. + + + Touch + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. + Touch|6|2d6+3 + + + + desert + + + Fire Giant + H + giant + lawful evil + 18 (plate) + 162 (13d12+78) + 30 ft. + 25923101413 + Dex +3, Con +10, Cha +5 + Athletics +11, Perception +6 + + + fire + + + 16 + Giant + 9 + + Source + Monster Manual, p. 154 + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage. + |11|6d6+7 + + + Rock + Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage. + |11|4d10+7 + + + + mountain, underdark + + + Fire Snake + M + elemental + neutral evil + 14 (natural armor) + 22 (5d8) + 30 ft. + 1214117108 + + + bludgeoning, piercing, and slashing from nonmagical attacks + cold + fire + + darkvision 60 ft. + 10 + understands Ignan but can't speak + 1 + + Source + Monster Manual, p. 265 + + + Heated Body + A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage. + Heated Body||1d6 + + + Multiattack + The snake makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage. + Bite|3|1d4+1+1d6 + + + Tail + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage. + Tail|3|1d4+1+1d6 + + + + underdark + + + Flameskull + T + undead + neutral evil + 13 + 40 (9d4+18) + 0 ft., fly 40 ft. (hover) + 11714161011 + + Arcana +5, Perception +2 + lightning, necrotic, piercing + + cold, fire, poison + charmed, frightened, paralyzed, poisoned, prone + darkvision 60 ft. + 12 + Common + 4 + + Source + Monster Manual, p. 134 + + + Illumination + The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action. + + + Magic Resistance + The flameskull has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. + + + Spellcasting + The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: + + • Cantrips (at will): mage hand + + • 1st level (3 slots): magic missile, shield + + • 2nd level (2 slots): blur, flaming sphere + + • 3rd level (1 slot): fireball + + + Multiattack + The flameskull uses Fire Ray twice. + + + Fire Ray + Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. + |5|3d6 + + mage hand, magic missile, shield, blur, flaming sphere, fireball + 3, 2, 1 + underdark + + + Flesh Golem + M + construct + neutral + 9 + 93 (11d8+44) + 30 ft. + 199186105 + + + + + lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 5 + + Source + Monster Manual, p. 169 + + + Berserk + Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. + The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. + + + Aversion of Fire + If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. + + + 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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |7|2d8+4 + + + + + + + Flumph + S + aberration + lawful good + 12 + 7 (2d6) + 5 ft., fly 30 ft. + 61510141411 + + Arcana +4, History +4, Religion +4 + + psychic + + + darkvision 60 ft. + 12 + understands Undercommon but can't speak, telepathy 60 ft. + 1/8 + + Source + Monster Manual, p. 135 + + + Advanced Telepathy + The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. + + + Prone Deficiency + If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + Telepathic Shroud + The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. + + + Tendrils + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. + Tendrils|4|1d4+2+1d4 + + + Stench Spray (1/Day) + Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + + underdark + + + Flying Snake + T + beast + unaligned + 14 + 5 (2d4) + 30 ft., fly 60 ft., swim 30 ft. + 418112125 + + + + + + + blindsight 10 ft. + 11 + + 1/8 + + Source + Monster Manual, p. 322 + + + Flyby + The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. + Bite|6|1 + + + + desert, forest, grassland, urban + + + Flying Sword + S + construct + unaligned + 17 (natural armor) + 17 (5d6) + 0 ft., fly 50 ft. (hover) + 121511151 + Dex +4 + + + + poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 7 + + 1/4 + + Source + Monster Manual, p. 20 + + + Antimagic Susceptibility + The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Unconscious: + • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. + + • The creature drops whatever it's holding and falls prone. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + False Appearance + While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + |3|1d8+1 + + + + + + + Fomorian + H + giant + chaotic evil + 14 (natural armor) + 149 (13d12+65) + 30 ft. + 2310209146 + + Perception +8, Stealth +3 + + + + + darkvision 120 ft. + 18 + Giant, Undercommon + 8 + + Source + Monster Manual, p. 136 + + + Multiattack + The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + Greatclub|9|3d8+6 + + + Evil Eye + The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. + Evil Eye||6d8 + + + Curse of the Evil Eye (Recharges after a Short or Long Rest) + With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. + The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. + + + + underdark + + + Frog + T + beast + unaligned + 11 + 1 (1d4-1) + 20 ft., swim 20 ft. + 1138183 + + Perception +1, Stealth +3 + + + + + darkvision 30 ft. + 11 + + 0 + + Source + Monster Manual, p. 322 + Player's Handbook, p. 305 + + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. + + + + + + + Frost Giant + H + giant + neutral evil + 15 (patchwork armor) + 138 (12d12+60) + 40 ft. + 2392191012 + Con +8, Wis +3, Cha +4 + Athletics +9, Perception +3 + + + cold + + + 13 + Giant + 8 + + Source + Monster Manual, p. 155 + + + Multiattack + The giant makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage. + |9|3d12+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + |9|4d10+6 + + + Variant: Weighted Net + Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. + + Storm King's Thunder, p. 246 + Net|5| + + + + arctic, mountain + + + Galeb Duhr + M + elemental + neutral + 16 (natural armor) + 85 (9d8+45) + 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) + 201420111211 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, paralyzed, poisoned, petrified + darkvision 60 ft., tremorsense 60 ft. + 11 + Terran + 6 + + Source + Monster Manual, p. 139 + + + False Appearance + While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. + + + Rolling Charge + If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Rolling Charge||2d6 + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6+5) bludgeoning damage. + Slam|8|2d6+5 + + + Animate Boulders (1/Day) + The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . + + + + hill, mountain + + + Gargoyle + M + elemental + chaotic evil + 15 (natural armor) + 52 (7d8+21) + 30 ft., fly 60 ft. + 1511166117 + + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + + poison + exhaustion, petrified, poisoned + darkvision 60 ft. + 10 + Terran + 2 + + Source + Monster Manual, p. 140 + + + False Appearance + While the gargoyle remains motion less, it is indistinguishable from an inanimate statue. + + + Multiattack + The gargoyle makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Claws|4|1d6+2 + + + + underdark, urban + + + Gas Spore + L + plant + unaligned + 5 + 1 (1d10-4) + 0 ft., fly 10 ft. (hover) + 513111 + + + + + poison + blinded, deafened, frightened, paralyzed, poisoned, prone + blindsight 30 ft. (blind beyond this radius) + 5 + + 1/2 + + Source + Monster Manual, p. 138 + + + Death Burst + The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. + Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Death Burst||3d6 + + + Eerie Resemblance + The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check. + + + Touch + Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait. + Touch||1 + + + + underdark + + + Gelatinous Cube + L + ooze + unaligned + 6 + 84 (8d10+40) + 15 ft. + 14320161 + + + + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 2 + + Source + Monster Manual, p. 242 + + + Ooze Cube + The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. + Creatures inside the cube can be seen but have total cover. + A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. + The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. + + + Transparent + Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. + Pseudopod|4|3d6 + + + Engulf + The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. + On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. + On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. + An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + underdark + + + Ghast + M + undead + chaotic evil + 13 + 36 (8d8) + 30 ft. + 16171011108 + + + + + necrotic + poisoned + darkvision 60 ft. + 10 + Common + 2 + + Source + Monster Manual, p. 148 + + + Stench + Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Turn Defiance + The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage. + Bite|3|2d8+3 + + + Claws + 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 succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|5|2d6+3 + + + + swamp, underdark, urban + + + Ghost + M + undead + any alignment + 11 + 45 (10d8) + 0 ft., fly 40 ft. (hover) + 71310101217 + + + acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + cold, necrotic, poison + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 11 + any languages it knew in life + 4 + + Source + Monster Manual, p. 147 + + + Ethereal Sight + The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. + + + Incorporeal Movement + The ghost 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. + + + Withering Touch + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. + |5|4d6+3 + + + Etherealness + The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. + + + Horrifying Visage + Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. + + 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. + + + Possession (Recharge 6) + One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. + The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + + + underdark, urban + + + Ghoul + M + undead + chaotic evil + 12 + 22 (5d8) + 30 ft. + 1315107106 + + + + + + poisoned + darkvision 60 ft. + 10 + Common + 1 + + Source + Monster Manual, p. 148 + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage. + Bite|2|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. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Claws|4|2d4+2 + + + + swamp, underdark, urban + + + Giant Ape + H + beast + unaligned + 12 + 157 (15d12+60) + 40 ft., climb 40 ft. + 2314187127 + + Athletics +9, Perception +4 + + + + + + 14 + + 7 + + Source + Monster Manual, p. 323 + + + Multiattack + The ape makes two fist attacks. + + + Fist + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage. + Fist|9|3d10+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage. + Rock|9|7d6+6 + + + + forest + + + Giant Badger + M + beast + unaligned + 10 + 13 (2d8+4) + 30 ft., burrow 10 ft. + 1310152125 + + + + + + + darkvision 30 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 323 + + + Keen Smell + The badger has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + The badger makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. + Bite|3|1d6+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + Claws|3|2d4+1 + + + + forest + + + Giant Bat + L + beast + unaligned + 13 + 22 (4d10) + 10 ft., fly 60 ft. + 1516112126 + + + + + + + blindsight 60 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 323 + + + Echolocation + The bat can't use its blindsight while deafened. + + + Keen Hearing + The bat has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + + forest, underdark + + + Giant Boar + L + beast + unaligned + 12 (natural armor) + 42 (5d10+5) + 40 ft. + 171016275 + + + + + + + + 8 + + 2 + + Source + Monster Manual, p. 323 + + + Charge + If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Relentless (Recharges after a Short or Long Rest) + If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Tusk + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Tusk|5|2d6+3 + + + + forest, grassland, hill + + + Giant Centipede + S + beast + unaligned + 13 (natural armor) + 4 (1d6+1) + 30 ft., climb 30 ft. + 51412173 + + + + + + + blindsight 30 ft. + 8 + + 1/4 + + Source + Monster Manual, p. 323 + + + Bite + Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|4|1d4+2 + + + + underdark, urban + + + Giant Constrictor Snake + H + beast + unaligned + 12 + 60 (8d12+8) + 30 ft., swim 30 ft. + 1914121103 + + Perception +2 + + + + + blindsight 10 ft. + 12 + + 2 + + Source + Monster Manual, p. 324 + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. + Bite|6|2d6+4 + + + Constrict + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|6|2d8+4 + + + + desert, forest, swamp, underdark, underwater + + + Giant Crab + M + beast + unaligned + 15 (natural armor) + 13 (3d8) + 30 ft., swim 30 ft. + 131511193 + + Stealth +4 + + + + + blindsight 30 ft. + 9 + + 1/8 + + Source + Monster Manual, p. 324 + + + Amphibious + The crab can breathe air and water. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|3|1d6+1 + + + + coastal + + + Giant Crocodile + H + beast + unaligned + 14 (natural armor) + 85 (9d12+27) + 30 ft., swim 50 ft. + 219172107 + + Stealth +5 + + + + + + 10 + + 5 + + Source + Monster Manual, p. 324 + + + Hold Breath + The crocodile can hold its breath for 30 minutes. + + + Multiattack + The crocodile makes two attacks: one with its bite and one with its tail. + + + Bite + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|8|3d10+5 + + + Tail + Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Tail|8|2d8+5 + + + + swamp + + + Giant Eagle + L + beast + neutral good + 13 + 26 (4d10+4) + 10 ft., fly 80 ft. + 16171381410 + + Perception +4 + + + + + + 14 + Giant Eagle, understands Common and Auran but can't speak + 1 + + Source + Monster Manual, p. 324 + Player's Handbook, p. 306 + + + Keen Sight + The eagle has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The eagle makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Beak|5|1d6+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Talons|5|2d6+3 + + + + coastal, grassland, hill, mountain + + + Giant Elk + H + beast + unaligned + 15 (natural armor) + 42 (5d12+10) + 60 ft. + 19161471410 + + Perception +4 + + + + + + 14 + Giant Elk, understands Common, Elvish, and Sylvan but can't speak + 2 + + Source + Monster Manual, p. 325 + + + Charge + If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Ram + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Ram|6|2d6+4 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage. + Hooves|6|4d8+4 + + + + forest, grassland, hill, mountain + + + Giant Fire Beetle + S + beast + unaligned + 13 (natural armor) + 4 (1d6+1) + 30 ft. + 81012173 + + + + + + + blindsight 30 ft. + 8 + + 0 + + Source + Monster Manual, p. 325 + + + Illumination + The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) slashing damage. + Bite|1|1d6-1 + + + + underdark + + + Giant Fly + L + beast + unaligned + 11 + 19 (3d10+3) + 30 ft., fly 60 ft. + 1413132103 + + + + + + + darkvision 60 ft. + 10 + + 0 + + Source + Dungeon Master's Guide, p. 169 + + + + + + + Giant Frog + M + beast + unaligned + 11 + 18 (4d8) + 30 ft., swim 30 ft. + 1213112103 + + Perception +2, Stealth +3 + + + + + darkvision 30 ft. + 12 + + 1/4 + + Source + Monster Manual, p. 325 + + + Amphibious + The frog can breathe air and water + + + Standing Leap + The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|3|1d6+1 + + + Swallow + The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, swamp + + + Giant Goat + L + beast + unaligned + 11 (natural armor) + 19 (3d10+3) + 40 ft. + 1711123126 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 326 + + + Charge + If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d4 + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Ram|5|2d4+3 + + + + grassland, hill, mountain + + + Giant Hyena + L + beast + unaligned + 12 + 45 (6d10+12) + 50 ft. + 1614142127 + + Perception +3 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 326 + + + Rampage + When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Bite|5|1d6+3 + + + + desert, forest, grassland, hill + + + Giant Lizard + L + beast + unaligned + 12 (natural armor) + 19 (3d10+3) + 30 ft., climb 30 ft. + 1512132105 + + + + + + + darkvision 30 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 326 + + + Variant: Hold Breath + The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) + + + Variant: Spider Climb + The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + + coastal, desert, forest, swamp, underdark + + + Giant Octopus + L + beast + unaligned + 11 + 52 (8d10+8) + 10 ft., swim 60 ft. + 1713134104 + + Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + + 1 + + Source + Monster Manual, p. 326 + + + Hold Breath + While out of water, the octopus can hold its breath for 1 hour. + + + Underwater Camouflage + The octopus has advantage on Dexterity (Stealth) checks made while underwater. + + + Water Breathing + The octopus can breathe only underwater. + + + Tentacles + Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|5|2d6+3 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. + + + + underwater + + + Giant Owl + L + beast + neutral + 12 + 19 (3d10+3) + 5 ft., fly 60 ft. + 13151281310 + + Perception +5, Stealth +4 + + + + + darkvision 120 ft. + 15 + Giant Owl, understands Common, Elvish, and Sylvan but can't speak + 1/4 + + Source + Monster Manual, p. 327 + + + Flyby + The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Keen Hearing and Sight + The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Talons + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage. + Talons|3|2d6+1 + + + + arctic, forest, hill + + + Giant Poisonous Snake + M + beast + unaligned + 14 + 11 (2d8+2) + 30 ft., swim 30 ft. + 1018132103 + + Perception +2 + + + + + blindsight 10 ft. + 12 + + 1/4 + + Source + Monster Manual, p. 327 + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Bite|6|1d4+4 + + + + desert, forest, grassland, swamp, underdark, urban + + + Giant Rat + S + beast + unaligned + 12 + 7 (2d6) + 30 ft. + 715112104 + + + + + + + darkvision 60 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 327 + + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + + forest, swamp, underdark, urban + + + Giant Rat (Diseased) + S + beast + unaligned + 12 + 7 (2d6) + 30 ft. + 715112104 + + + + + + + darkvision 60 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 327 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. + Bite|4|1d4+2 + + + + + + + Giant Scorpion + L + beast + unaligned + 15 (natural armor) + 52 (7d10+14) + 40 ft. + 151315193 + + + + + + + blindsight 60 ft. + 9 + + 3 + + Source + Monster Manual, p. 327 + + + 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 only one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + Claw|4|1d8+2 + + + Multiattack + The scorpion makes three attacks: two with its claws and one with its sting. + + + Sting + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. + Sting|4|1d10+2 + + + + desert + + + Giant Sea Horse + L + beast + unaligned + 13 (natural armor) + 16 (3d10) + 0 ft., swim 40 ft. + 1215112125 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 328 + + + Charge + If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d6 + + + Water Breathing + The sea horse can breathe only underwater. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + |3|1d6+1 + + + + underwater + + + Giant Shark + H + beast + unaligned + 13 (natural armor) + 126 (11d12+55) + swim 50 ft. + 2311211105 + + Perception +3 + + + + + blindsight 60 ft. + 13 + + 5 + + Source + Monster Manual, p. 328 + + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage. + Bite|9|3d10+6 + + + + underwater + diff --git a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml index d869673..b8c7f9c 100644 --- a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml +++ b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml @@ -23993,7 +23993,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 12 - + + Dive Attack If the aarakocra is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Dive Attack||1d6 @@ -24038,7 +24039,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 209 - + + Spellcasting The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: @@ -24074,149 +24076,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 2, 1, 1 urban - - Aboleth - L - aberration - lawful evil - 17 (natural armor) - 135 (18d10+36) - 10 ft., swim 40 ft. - 21915181518 - Con +6, Int +8, Wis +6 - History +12, Perception +10 - - - - - darkvision 120 ft. - 20 - Deep Speech, telepathy 120 ft. - 10 - - Source - Monster Manual, p. 13 - - Amphibious - The aboleth can breathe air and water - - - Mucous Cloud - While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. - - - Probing Telepathy - If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. - - - Multiattack - The aboleth makes three tentacle attacks. - - - Tentacle - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. - Tentacle|9|2d6+5 - - - Tail - 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 aboleth 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 aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth 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 aboleth. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - - Legendary Actions (3/Turn) - The aboleth 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 aboleth 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. - - - - underdark - - - Abominable Yeti - H - monstrosity - chaotic evil - 15 (natural armor) - 137 (11d12+66) - 40 ft., climb 40 ft. - 2410229139 - - Perception +5, Stealth +4 - - - cold - - darkvision 60 ft. - 15 - Yeti - 9 - - Source - Monster Manual, p. 306 - - Fear of Fire - If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - - - Keen Smell - The yeti has advantage on Wisdom (Perception) checks that rely on smell. - - - Snow Camouflage - The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - - - Multiattack - The yeti can use its Chilling Gaze and makes two claw attacks. - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage plus 7 (2d6) cold damage. - Claw|11|2d6+7+2d6 - - - Chilling Gaze - The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour. - - 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. - - - Cold Breath (Recharge 6) - The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. - Cold Breath||10d8 - - - - arctic - Abyssal Wretch M @@ -24270,7 +24129,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 209 - + + Special Equipment Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a talisman of the sphere and has a sphere of annihilation under his control. @@ -24365,749 +24225,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mage hand, ray of frost, shocking grasp, ray of sickness, shield, arcane lock, knock, animate dead, counterspell, blight, ice storm, phantasmal killer, cloudkill, hold monster, wall of force, chain lightning, circle of death, disintegrate, finger of death, plane shift, teleport, maze, mind blank, power word kill, time stop 0,0,0,3,3,3,3,2,2 - - Acolyte - M - humanoid (any race) - any alignment - 10 - 9 (2d8) - 30 ft. - 101010101411 - - Medicine +4, Religion +2 - - - - - - 12 - any one language (usually Common) - 1/4 - - Source - Monster Manual, p. 342 - - Spellcasting - The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: - - • Cantrips (at will): light, sacred flame, thaumaturgy - - • 1st level (3 slots): bless, cure wounds, sanctuary - - - Club - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. - |2|1d4 - - light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary - 3 - urban - - - Adult Black Dragon - H - dragon - chaotic evil - 19 (natural armor) - 195 (17d12+85) - 40 ft., fly 80 ft., swim 40 ft. - 231421141317 - Dex +7, Con +10, Wis +6, Cha +8 - Perception +11, Stealth +7 - - - acid - - blindsight 60 ft., darkvision 120 ft. - 21 - Common, Draconic - 14 - - Source - Monster Manual, p. 88 - - 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. - - - 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) acid damage. - Bite|11|2d10+6+1d8 - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|11|2d6+6 - - - Tail - Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Tail|11|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 16 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. - - 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. - - - Acid Breath (Recharge 5-6) - The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - Acid Breath||12d8 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 19 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. - - 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. - - - - swamp - - - Adult Blue Dracolich - H - undead - lawful evil - 19 (natural armor) - 225 (18d12+108) - 40 ft., burrow 30 ft., fly 80 ft. - 251023161519 - Dex +5, Con +11, Wis +7, Cha +9 - Perception +12, Stealth +5 - necrotic - - lightning, poison - charmed, exhaustion, frightened, paralyzed, poisoned - blindsight 60 ft., darkvision 120 ft. - 22 - Common, Draconic - 17 - - Source - Monster Manual, p. 84 - - Legendary Resistance (3/Day) - If the dracolich fails a saving throw, it can choose to succeed instead. - - - Magic Resistance - The dracolich has advantage on saving throws against spells and other magical effects. - - - Multiattack - The dracolich 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) lightning damage. - Bite|12|2d10+7+1d10 - - - 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 dracolich's choice that is within 120 feet of the dracolich 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 dracolich's Frightful Presence for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Lightning Breath (Recharge 5-6) - The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||12d10 - - - Legendary Actions (3/Turn) - The dracolich 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 dracolich regains spent legendary actions at the start of its turn. - - - Detect - The dracolich makes a Wisdom (Perception) check. - - - Tail Attack - The dracolich makes a tail attack. - - - Wing Attack (Costs 2 Actions) - The dracolich beats its tattered wings. Each creature within 10 ft. of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed. - - 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. - - - - desert - - - Adult Blue Dragon - H - dragon - lawful evil - 19 - 225 (18d12+108) - 40 ft., burrow 30 ft., fly 80 ft. - 251023161519 - Dex +5, Con +11, Wis +7, Cha +9 - Perception +12, Stealth +5 - - - lightning - - blindsight 60 ft., darkvision 120 ft. - 22 - Common, Draconic - 16 - - Source - Monster Manual, p. 91 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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) lightning damage. - Bite|12|2d10+7+1d10 - - - 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 ft. of the dragon and aware of it must succeed on a DC 17 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. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Lightning Breath (Recharge 5-6) - The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||12d10 - - - Legendary Actions (3/Turn) - 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 ft. 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 fly up to half its flying speed. - - 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. - - - - coastal, desert - - - Adult Brass Dragon - H - dragon - chaotic good - 18 (natural armor) - 172 (15d12+75) - 40 ft., burrow 40 ft., fly 80 ft. - 231021141317 - Dex +5, Con +10, Wis +6, Cha +8 - History +7, Perception +11, Persuasion +8, Stealth +5 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 21 - Common, Draconic - 13 - - Source - Monster Manual, p. 105 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +11 to hit, reach,.0 ft., one target. Hit: 17 (2d10+6) piercing damage. - Bite|11|2d10+6 - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|11|2d6+6 - - - Tail - Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Tail|11|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 16 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. - Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Fire Breath||13d6 - - - - desert - - - Adult Bronze Dragon - H - dragon - lawful good - 19 (natural armor) - 212 (17d12+102) - 40 ft., fly 80 ft., swim 40 ft. - 251023161519 - Dex +5, Con +11, Wis +7, Cha +9 - Insight +7, Perception +12, Stealth +5 - - - lightning - - blindsight 60 ft., darkvision 120 ft. - 22 - Common, Draconic - 15 - - Source - Monster Manual, p. 108 - - 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. - - - 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. - 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 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - Lightning Breath||12d10 - - - Legendary Actions (3/Turn) - 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 ft. 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 fly up to half its flying speed. - - 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. - - - - coastal - - - Adult Copper Dragon - H - dragon - chaotic good - 18 (natural armor) - 184 (16d12+80) - 40 ft., climb 40 ft., fly 80 ft. - 231221181517 - Dex +6, Con +10, Wis +7, Cha +8 - Deception +8, Perception +12, Stealth +6 - - - acid - - blindsight 60 ft., darkvision 120 ft. - 22 - Common, Draconic - 14 - - Source - Monster Manual, p. 111 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. - Bite|11|2d10+6 - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|11|2d6+6 - - - Tail - Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Tail|11|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 16 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. - Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - Acid Breath||12d8 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 19 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. - - 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. - - - - hill - - - Adult Gold Dragon - H - dragon - lawful good - 19 (natural armor) - 256 (19d12+133) - 40 ft., fly 80 ft., swim 40 ft. - 271425161524 - Dex +8, Con +13, Wis +8, Cha +13 - Insight +8, Perception +14, Persuasion +13, Stealth +8 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 24 - Common, Draconic - 17 - - Source - Monster Manual, p. 114 - - 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. - - - 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage. - Bite|14|2d10+8 - - - Claw - Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|14|2d6+8 - - - Tail - Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|14|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 21 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. - Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Fire Breath||12d10 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 22 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. - - 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. - - - - forest, grassland - - - Adult Green Dragon - H - dragon - lawful evil - 19 (natural armor) - 207 (18d12+90) - 40 ft., fly 80 ft., swim 40 ft. - 231221181517 - Dex +6, Con +10, Wis +7, Cha +8 - Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6 - - - poison - poisoned - blindsight 60 ft., darkvision 120 ft. - 22 - Common, Draconic - 15 - - Source - Monster Manual, p. 94 - - 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. - - - 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) poison damage. - Bite|11|2d10+6+2d6 - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|11|2d6+6 - - - Tail - Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Tail|11|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 16 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 . - - 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. - - - Poison Breath (Recharge 5-6) - The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. - Poison Breath||16d6 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 19 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. - - 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. - - - - forest - Adult Kruthik M @@ -25130,7 +24247,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 212 - + + Keen Smell The kruthik has advantage on Wisdom (Perception) checks that rely on smell. @@ -25181,7 +24299,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 218 - + + Ooze Nature An oblex doesn't require sleep. @@ -25232,279 +24351,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The charm person, color spray, detect thoughts, hold person - - Adult Red Dragon - H - dragon - chaotic evil - 19 (natural armor) - 256 (19d12+133) - 40 ft., climb 40 ft., fly 80 ft. - 271025161321 - Dex +6, Con +13, Wis +7, Cha +11 - Perception +13, Stealth +6 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 23 - Common, Draconic - 17 - - Source - Monster Manual, p. 98 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 7 (2d6) fire damage. - Bite|14|2d10+8+2d6 - - - Claw - Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|14|2d6+8 - - - Tail - Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|14|2d8+8 - - - Frightful Presence - Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 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. - - 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. - - - Fire Breath (Recharge 5-6) - The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. - Fire Breath||18d6 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 22 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. - - 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. - - - - hill, mountain - - - Adult Silver Dragon - H - dragon - lawful good - 19 (natural armor) - 243 (18d12+126) - 40 ft., fly 80 ft. - 271025161321 - Dex +5, Con +12, Wis +6, Cha +10 - Arcana +8, History +8, Perception +11, Stealth +5 - - - cold - - blindsight 60 ft., darkvision 120 ft. - 21 - Common, Draconic - 16 - - Source - Monster Manual, p. 117 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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. - 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. - Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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. - - 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. - Cold Breath||13d8 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 22 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. - - 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. - - - - mountain, urban - - - Adult White Dragon - H - dragon - chaotic evil - 18 (natural armor) - 200 (16d12+96) - 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - 22102281212 - Dex +5, Con +11, Wis +6, Cha +6 - Perception +11, Stealth +5 - - - cold - - blindsight 60 ft., darkvision 120 ft. - 21 - Common, Draconic - 13 - - Source - Monster Manual, p. 101 - - Ice Walk - The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 4 (1d8) cold damage. - Bite|11|2d10+6+1d8 - - - Claw - Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|11|2d6+6 - - - Tail - Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Tail|11|2d8+6 - - - Frightful Presence - Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 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. - - 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. - - - Cold Breath (Recharge 5-6) - The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - Cold Breath||12d8 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 19 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. - - 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. - - - - arctic - Aerisi Kalinoth M @@ -25527,7 +24373,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 193 - + + Fey Ancestry Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep. @@ -25566,57 +24413,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The gust, mage hand, message, prestidigitation, ray of frost, shocking grasp, charm person, feather fall, mage armor, thunderwave, dust devil, gust of wind, invisibility, fly, gaseous form, lightning bolt, ice storm, storm sphere, cloudkill, seeming, chain lightning 4, 3, 3, 3, 2, 1 - - Air Elemental - L - elemental - neutral - 15 - 90 (12d10+24) - fly 90 ft. (hover) - 1420146106 - - - lightning; thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 10 - Auran - 5 - - Source - Monster Manual, p. 124 - - Air Form - The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. - - - Multiattack - The elemental makes two slam attacks. - - - Slam - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. - Slam|8|2d8+5 - - - Whirlwind (Recharge 4-6) - Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and 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 was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. - If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - - desert, mountain - Air Elemental Myrmidon M @@ -25640,7 +24436,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 212 Mordenkainen's Tome of Foes, p. 202 - + + Magic Weapons The myrmidon's weapon attacks are magical. @@ -25690,7 +24487,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 210 - + + Dwarven Resilience The dwarf has advantage on saving throws against poison. @@ -25730,7 +24528,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 210 - + + Dwarven Resilience The dwarf has advantage on saving throws against poison. @@ -25764,7 +24563,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 210 - + + Amphibious The aldani can breathe air and water. @@ -25809,7 +24609,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 172 - + + Magic Resistance The alhoon has advantage on saving throws against spells and other magical effects. @@ -25886,7 +24687,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 130 - + + Amorphous The alkilith can move through a space as narrow as 1 inch wide without squeezing. @@ -25937,7 +24739,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 116 - + + Undead Nature An allip doesn't require air, food, drink, or sleep. @@ -25968,53 +24771,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Allosaurus - L - beast - unaligned - 15 (natural armor) - 60 (6d10+18) - 60 ft. - 1913172125 - - Perception +5 - - - - - - 15 - - 2 - - Source - Monster Manual, p. 79 - - Pounce - If the allosaurus moves at least 30 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. - Bite|6|2d10+4 - - - Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. - Claw|6|1d8+4 - - - - grassland - Almiraj S @@ -26037,7 +24793,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 211 - + + Keen Senses The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. @@ -26071,7 +24828,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 88 - + + Pack Tactics The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated. @@ -26110,7 +24868,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 163 - + + Devil's Sight Magical darkness doesn't impede the amnizu's darkvision. @@ -26196,7 +24955,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 230 - + + Two Heads The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. @@ -26213,1089 +24973,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underwater - - Ancient Black Dragon - G - dragon - chaotic evil - 22 (natural armor) - 367 (21d20+147) - 40 ft., fly 80 ft., swim 40 ft. - 271425161519 - Dex +9, Con +14, Wis +9, Cha +11 - Perception +16, Stealth +9 - - - acid - - blindsight 60 ft., darkvision 120 ft. - 26 - Common, Draconic - 21 - - Source - Monster Manual, p. 87 - - 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. - - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. - Bite|15|2d10+8+2d8 - - - Claw - Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|15|2d6+8 - - - Tail - Melee Weapon Attack: +15 to hit, reach 20 ft ., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|15|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 19 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. - - 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. - - - Acid Breath (Recharge 5-6) - The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 23 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. - - 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. - - - - swamp - - - Ancient Blue Dragon - G - dragon - lawful evil - 22 (natural armor) - 481 (26d20+208) - 40 ft., burrow 40 ft., fly 80 ft. - 291027181721 - Dex +7, Con +15, Wis +10, Cha +12 - Perception +17, Stealth +7 - - - lightning - - blindsight 60 ft., darkvision 120 ft. - 27 - Common, Draconic - 23 - - Source - Monster Manual, p. 90 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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) lightning damage. - Bite|16|2d10+9+2d10 - - - Claw - Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. - Claw|16|2d6+9 - - - Tail - Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8+9) bludgeoning damage. - Tail|16|2d8+9 - - - Frightful Presence - Each creature of 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 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. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Lightning Breath (Recharge 5-6) - The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||16d10 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - 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. - - - - coastal, desert - - - Ancient Brass Dragon - G - dragon - chaotic good - 20 (natural armor) - 297 (17d20+119) - 40 ft., burrow 40 ft., fly 80 ft. - 271025161519 - Dex +6, Con +13, Wis +8, Cha +10 - History +9, Perception +14, Persuasion +10, Stealth +6 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 24 - Common, Draconic - 20 - - Source - Monster Manual, p. 104 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage. - Bite|14|2d10+8 - - - Claw - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|14|2d6+8 - - - Tail - Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|14|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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons: - Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Fire Breath||16d6 - - - Change Shape - The dragon magically polymorphs into a humanoid or beast that has a 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. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 22 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. - - 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. - - - - desert - - - Ancient Bronze Dragon - G - dragon - lawful good - 22 (natural armor) - 444 (24d20+192) - 40 ft., fly 80 ft., swim 40 ft. - 291027181721 - Dex +7, Con +15, Wis +10, Cha +12 - Insight +10, Perception +17, Stealth +7 - - - lightning - - blindsight 60 ft., darkvision 120 ft. - 27 - Common, Draconic - 22 - - Source - Monster Manual, p. 107 - - 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. - - - 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. - Bite|16|2d10+9 - - - Claw - Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6+9) slashing damage. - Claw|16|1d6+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 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. - Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. - Lightning Breath||16d10 - - - Change Shape - The dragon magically polymorphs into a humanoid or beast that has a 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. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - 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. - - - - coastal - - - Ancient Copper Dragon - G - dragon - chaotic good - 21 (natural armor) - 350 (20d20+140) - 40 ft., climb 40 ft., fly 80 ft. - 271225201719 - Dex +8, Con +14, Wis +10, Cha +11 - Deception +11, Perception +17, Stealth +8 - - - acid - - blindsight 60 ft., darkvision 120 ft. - 27 - Common, Draconic - 21 - - Source - Monster Manual, p. 110 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: 19 (2d10+8) piercing damage. - Bite|15|2d10+8 - - - Claw - Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|15|2d6+8 - - - Tail - Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|15|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 19 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. - Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - Acid Breath||14d8 - - - Change Shape - The dragon magically polymorphs into a humanoid or beast that has a 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. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 23 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. - - 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. - - - - hill - - - Ancient Gold Dragon - G - dragon - lawful good - 22 (natural armor) - 546 (28d20+252) - 40 ft., fly 80 ft., swim 40 ft. - 301429181728 - Dex +9, Con +16, Wis +10, Cha +16 - Insight +10, Perception +17, Persuasion +16, Stealth +9 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 27 - Common, Draconic - 24 - - Source - Monster Manual, p. 113 - - 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. - - - 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. - Bite|17|2d10+10 - - - Claw - Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. - Claw|17|2d6+10 - - - Tail - Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. - Tail|17|2d8+10 - - - 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 24 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. - Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Fire Breath||13d10 - - - Change Shape - The dragon magically polymorphs into a humanoid or beast that has a 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. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - 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. - - - - forest, grassland - - - Ancient Green Dragon - G - dragon - lawful evil - 21 (natural armor) - 385 (22d20+154) - 40 ft., fly 80 ft., swim 40 ft. - 271225201719 - Dex +8, Con +14, Wis +10, Cha +11 - Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8 - - - poison - poisoned - blindsight 60 ft., darkvision 120 ft. - 27 - Common, Draconic - 22 - - Source - Monster Manual, p. 93 - - 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. - - - 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: 19 (2d10+8) piercing damage plus 10 (3d6) poison damage. - Bite|15|2d10+9+3d6 - - - Claw - Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) slashing damage. - Claw|15|4d6+8 - - - Tail - Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|16|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 19 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. - - 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. - - - Poison Breath (Recharge 5-6) - The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. - Poison Breath||22d6 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 23 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. - - 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. - - - - forest - - - Ancient Red Dragon - G - dragon - chaotic evil - 22 (natural armor) - 546 (28d20+252) - 40 ft., climb 40 ft., fly 80 ft. - 301029181523 - Dex +7, Con +16, Wis +9, Cha +13 - Perception +16, Stealth +7 - - - fire - - blindsight 60 ft., darkvision 120 ft. - 26 - Common, Draconic - 24 - - Source - Monster Manual, p. 97 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 14 (4d6) fire damage. - Bite|17|2d10+10+4d6 - - - Claw - Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. - Claw|17|2d6+10 - - - Tail - Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. - Tail|17|2d8+10 - - - 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 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. - - 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. - - - Fire Breath (Recharge 5-6) - The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. - Fire Breath||26d6 - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - 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. - - - - hill, mountain - - - Ancient Silver Dragon - G - dragon - lawful good - 22 (natural armor) - 487 (25d20+225) - 40 ft., fly 80 ft. - 301029181523 - Dex +7, Con +16, Wis +9, Cha +13 - Arcana +11, History +11, Perception +16, Stealth +7 - - - cold - - blindsight 60 ft., darkvision 120 ft. - 26 - Common, Draconic - 23 - - Source - Monster Manual, p. 116 - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. - Bite|17|2d10+10 - - - Claw - Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. - Claw|17|2d6+10 - - - Tail - Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. - Tail|17|2d8+10 - - - 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 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. - - 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. - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. - Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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. - - 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. - Cold Breath||15d8 - - - Change Shape - The dragon magically polymorphs into a humanoid or beast that has a 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. - - - Legendary Actions (3/Turn) - 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 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. - - 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. - - - - mountain, urban - - - Ancient White Dragon - G - dragon - chaotic evil - 20 (natural armor) - 333 (18d20+144) - 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - 261026101314 - Dex +6, Con +14, Wis +7, Cha +8 - Perception +13, Stealth +6 - - - cold - - blindsight 60 ft., darkvision 120 ft. - 23 - Common, Draconic - 20 - - Source - Monster Manual, p. 100 - - Ice Walk - The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. - - - Legendary Resistance (3/Day) - If the dragon fails a saving throw, it can choose to succeed instead. - - - 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) cold damage. - Bite|14|2d10+8+2d8 - - - Claw - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. - Claw|14|2d6+8 - - - Tail - Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. - Tail|14|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 16 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 . - - 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. - - - Cold Breath (Recharge 5-6) - The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (l6d8) cold damage on a failed save, or half as much damage on a successful one. - Cold Breath||16d8 - - - - arctic - - - Androsphinx - L - monstrosity - lawful neutral - 17 (natural armor) - 199 (19d10+95) - 40 ft., fly 60 ft. - 221020161823 - Dex +6, Con +11, Int +9, Wis +10 - Arcana +9, Perception +10, Religion +15 - - - psychic; bludgeoning, piercing, and slashing from nonmagical attacks - charmed, frightened - truesight 120 ft. - 20 - Common, Sphinx - 17 - - Source - Monster Manual, p. 281 - - 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. - - - Spellcasting - The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: - - • Cantrips (at will): sacred flame, spare the dying, thaumaturgy - - • 1st level (4 slots): command, detect evil and good, detect magic - - • 2nd level (3 slots): lesser restoration, zone of truth - - • 3rd level (3 slots): dispel magic, tongues - - • 4th level (3 slots): banishment, freedom of movement - - • 5th level (2 slots): flame strike, greater restoration - - • 6th level (1 slot): heroes' feast - - - Multiattack - The sphinx makes two claw attacks. - - - Claw - Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage. - Claw|12|2d10+6 - - - Roar (3/Day) - The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. - - First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. - - Deafened: - • A deafened creature can't hear and automatically fails any ability check that requires hearing. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Legendary Actions (3/Turn) - The androsphinx 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 androsphinx regains spent legendary actions at the start of his turn. - - - Claw Attack - The sphinx makes one claw 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. - - sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast - 4, 3, 3, 3, 2, 1 - desert - - - Animated Armor - M - construct - unaligned - 18 (natural armor) - 33 (6d8+6) - 25 ft. - 141113131 - - - - - poison, psychic - blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned - blindsight 60 ft. (blind beyond this radius) - 6 - - 1 - - Source - Monster Manual, p. 19 - - Antimagic Susceptibility - The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - False Appearance - While the armor remains motionless, it is indistinguishable from a normal suit of armor. - - - Multiattack - The armor makes two melee attacks. - - - Slam - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. - |4|1d6+2 - - - - - Animated Table L @@ -27318,7 +24995,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 230 - + + Constructed Nature An animated table doesn't require air, food, drink, or sleep. @@ -27363,89 +25041,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Ankheg - L - monstrosity - unaligned - 14 (natural armor, 11 while prone) - 39 (6d10+6) - 30 ft., burrow 10 ft. - 1711131136 - - - - - - - darkvision 60 ft., tremorsense 60 ft. - 11 - - 2 - - Source - Monster Manual, p. 21 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - Bite|5|2d6+3+1d6 - - - Acid Spray (Recharge 6) - The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. - Acid Spray||3d6 - - - - forest, grassland - - - Ankylosaurus - H - beast - unaligned - 15 (natural armor) - 68 (8d12+16) - 30 ft. - 1911152125 - - - - - - - - 11 - - 3 - - Source - Monster Manual, p. 79 - - - Tail - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Tail|7|4d6+4 - - - - grassland - Ankylosaurus Zombie H @@ -27468,7 +25063,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 240 - + + Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. @@ -27509,7 +25105,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 159 - + + Innate Spellcasting The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: @@ -27622,47 +25219,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The hill, mountain - - Ape - M - beast - unaligned - 12 - 19 (3d8+6) - 30 ft., climb 30 ft. - 1614146127 - - Athletics +5, Perception +3 - - - - - - 13 - - 1/2 - - Source - Monster Manual, p. 317 - - - Multiattack - The ape makes two fist attacks. - - - Fist - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. - Fist|5|1d6+3 - - - Rock - Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. - Rock|5|1d6+3 - - - - forest - Apprentice Wizard M @@ -27685,7 +25241,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 209 - + + Spellcasting The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: @@ -27702,83 +25259,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 2 urban - - Arcanaloth - M - fiend (yugoloth) - neutral evil - 17 (natural armor) - 104 (16d8+32) - 30 ft., fly 30 ft. - 171214201617 - Dex +5, Int +9, Wis +7, Cha +7 - Arcana +13, Deception +9, Insight +9, Perception +7 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - acid, poison - charmed, poisoned - truesight 120 ft. - 17 - all, telepathy 120 ft. - 12 - - Source - Monster Manual, p. 313 - - Innate Spellcasting - The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: - - At will: alter self, darkness, heat metal, invisibility (self only), magic missile - - - Magic Resistance - The arcanaloth has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The arcanaloth's weapon attacks are magical. - - - Spellcasting - The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: - - • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation - - • 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk - - • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion - - • 3rd level (3 slots): counterspell, fear, fireball - - • 4th level (3 slots): banishment, dimension door - - • 5th level (2 slots): contact other plane, hold monster - - • 6th level (1 slot): chain lightning - - • 7th level (1 slot): finger of death - - • 8th level (1 slot): mind blank - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - Claws|7|2d4+3 - - - Teleport - The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. - - - Variant: Summon Yugoloth (1/Day) - The yugoloth attempts a magical summoning. - An arcanaloth has a 40 percent chance of summoning one arcanaloth. - A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. - - alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank - 4, 3, 3, 3, 2, 1, 1, 1 - - Archdruid M @@ -27801,7 +25281,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 210 - + + Spellcasting The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: @@ -27862,7 +25343,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 210 - + + Archer's Eye As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. @@ -27884,66 +25366,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, urban - - Archmage - M - humanoid (any race) - any alignment - 12 (15 with mage armor) - 99 (18d8+18) - 30 ft. - 101412201516 - Int +9, Wis +6 - Arcana +13, History +13 - damage from spells; non magical bludgeoning, piercing, and slashing (from stoneskin) - - - - - 12 - any six languages - 12 - - Source - Monster Manual, p. 342 - - Magic Resistance - The archmage has advantage on saving throws against spells and other magical effects. - - - Spellcasting - The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: - - • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp - - • 1st level (4 slots): detect magic, identify, mage armor*, magic missile - - • 2nd level (3 slots): detect thoughts, mirror image, misty step - - • 3rd level (3 slots): counterspell, fly, lightning bolt - - • 4th level (3 slots): banishment, fire shield, stoneskin* - - • 5th level (3 slots): cone of cold, scrying, wall of force - - • 6th level (1 slot): globe of invulnerability - - • 7th level (1 slot): teleport - - • 8th level (1 slot): mind blank* - - • 9th level (1 slot): time stop - * The archmage casts these spells on itself before combat. - - - 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 - - fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop - 4, 3, 3, 3, 3, 1, 1, 1, 1 - urban - Armanite L @@ -27966,7 +25388,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 130 - + + Magic Resistance The armanite has advantage on saving throws against spells and other magical effects. @@ -28022,7 +25445,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 212 - + + Special Equipment Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold. Artus wields Bookmark, a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn: @@ -28062,59 +25486,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Assassin - M - humanoid (any race) - any non-good alignment - 15 (studded leather) - 78 (12d8+24) - 30 ft. - 111614131110 - Dex +6, Int +4 - Acrobatics +6, Deception +3, Perception +3, Stealth +9 - poison - - - - - 13 - Thieves' cant plus any two languages - 8 - - Source - Monster Manual, p. 343 - - Assassinate - During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. - - - Evasion - If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - - - Sneak Attack (1/Turn) - The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. - Sneak Attack||4d6 - - - Multiattack - The assassin makes two shortsword attacks. - - - Shortsword - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - |6|1d6+3 - - - Light Crossbow - Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - |6|1d8+3 - - - - urban - Assassin Vine L @@ -28137,7 +25508,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 213 - + + False Appearance While the assassin vine remains motionless, it is indistinguishable from a normal plant. @@ -28196,7 +25568,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 117 - + + Titanic Nature Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep. @@ -28279,7 +25652,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 214 - + + Magic Resistance The atropal has advantage on saving throws against spells and other magical effects. @@ -28351,7 +25725,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 247 - + + Dwarvish Resilience Augrek has advantage on saving throws against poison. @@ -28401,7 +25776,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 207 - + + Charge If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. @@ -28444,7 +25820,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 195 - + + Enchanting Presence Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. @@ -28490,119 +25867,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead 0 - - Avatar of Death - M - undead - neutral evil - 20 - 0 - 60 ft., fly 60 ft. (hover) - 161616161616 - - - - - necrotic, poison - charmed, frightened, paralyzed, petrified, poisoned , unconscious - darkvision 60 ft., truesight 60 ft. - 13 - all languages known to its summoner - 00 - - Source - Dungeon Master's Guide, p. 164 - - Incorporeal Movement - The avatar 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. - - - Turning Immunity - The avatar is immune to features that turn undead. - - - Hit Points - The Avatar of Death appears with hit points equal to half its summoner's maximum hit points. - - - Reaping Scythe - The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. - Reaping Scythe||1d8+3+1d8 - - - - - - - Awakened Shrub - S - plant - unaligned - 9 - 10 (3d6) - 20 ft. - 381110106 - - - piercing - fire - - - - 10 - one language known by its creator - 0 - - Source - Monster Manual, p. 317 - - False Appearance - While the shrub remains motionless, it is indistinguishable from a normal shrub. - - - Rake - Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 — 1) slashing damage. - |1|1d4-1 - - - - forest - - - Awakened Tree - H - plant - unaligned - 13 (natural armor) - 59 (7d12+14) - 20 ft. - 1961510107 - - - bludgeoning, piercing - fire - - - - 10 - one language known by its creator - 2 - - Source - Monster Manual, p. 317 - - False Appearance - While the tree remains motionless, it is indistinguishable from a normal tree. - - - Slam - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) bludgeoning damage. - |6|3d6+4 - - - - forest - Awakened Zurkhwood H @@ -28625,7 +25889,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 230 - + + False Appearance While the zurkhwood remains motionless, it is indistinguishable from a normal zurkhwood mushroom. @@ -28637,38 +25902,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Axe Beak - L - beast - unaligned - 11 - 19 (3d10+3) - 50 ft. - 1412122105 - - - - - - - - 10 - - 1/4 - - Source - Monster Manual, p. 317 - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. - Beak|4|1d8+2 - - - - grassland, hill - Azbara Jos M @@ -28691,7 +25924,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 88 - + + Special Equipment Azbara has two scrolls of mage armor. @@ -28723,50 +25957,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mage hand, prestidigitation, ray of frost, shocking grasp, fog cloud, magic missile, shield, thunderwave, invisibility, misty step, scorching ray, counterspell, dispel magic, fireball 4, 3, 3 - - Azer - M - elemental - lawful neutral - 17 (natural armor, shield) - 39 (6d8+12) - 30 ft. - 171215121310 - Con +4 - - - - fire, poison - poisoned - - 11 - Ignan - 2 - - Source - Monster Manual, p. 22 - - Heated Body - A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. - Heated Body||1d10 - - - Heated Weapons - When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). - - - Illumination - The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. - - - Warhammer - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - Warhammer|5|1d8+3+1d6 - - - - - Baba Lysaga M @@ -28789,7 +25979,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 228 - + + Shapechanger Baba Lysaga can use an action to polymorph into a swarm of insects (flies) or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. @@ -28858,7 +26049,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 226 - + + Constructed Nature An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. @@ -28910,7 +26102,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 136 - + + Innate Spellcasting The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: @@ -28939,76 +26132,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark, urban - - Baboon - S - beast - unaligned - 12 - 3 (1d6) - 30 ft., climb 30 ft. - 814114126 - - - - - - - - 11 - - 0 - - Source - Monster Manual, p. 318 - - Pack Tactics - The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Bite - Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. - Bite|1|1d4-1 - - - - forest, hill - - - Badger - T - beast - unaligned - 10 - 3 (1d4+1) - 20 ft., burrow 5 ft. - 411122125 - - - - - - - darkvision 30 ft. - 11 - - 0 - - Source - Monster Manual, p. 318 - - Keen Smell - The badger has advantage on Wisdom (Perception) checks that rely on smell. - - - Bite - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. - Bite|2|1 - - - - forest - Bael L @@ -29031,7 +26154,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p.170 - + + Dreadful Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn. @@ -29128,7 +26252,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p.118 - + + Legendary Resistance (2/Day) If the balhannoth fails a saving throw, it can choose to succeed instead. @@ -29194,74 +26319,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Balor - H - fiend (demon) - chaotic evil - 19 (natural armor) - 262 (21d12+126) - 40 ft., fly 80 ft. - 261522201622 - Str +14, Con +12, Wis +9, Cha +12 - - cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - fire, poison - poisoned - truesight 120 ft. - 13 - Abyssal, telepathy 120 ft. - 19 - - Source - Monster Manual, p. 55 - - Death Throes - When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. - Death Throes||20d6 - - - Fire Aura - At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - Fire Aura||3d6 - - - Magic Resistance - The balor has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The balor's weapon attacks are magical. - - - Multiattack - The balor makes two attacks: one with its longsword and one with its whip. - - - Longsword - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. - Longsword|14|3d8+8+3d8 - - - Whip - Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. - Whip|14|2d6+8+3d6 - - - Teleport - The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. - A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. - - - - - Banderhobb L @@ -29284,7 +26341,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 122 - + + Resonant Connection If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within1 mile of the banderhobb. @@ -29342,140 +26400,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban - - Bandit - M - humanoid (any race) - any non-lawful alignment - 12 (leather armor) - 11 (2d8+2) - 30 ft. - 111212101010 - - - - - - - - 10 - any one language (usually Common) - 1/8 - - Source - Monster Manual, p. 343 - - - Scimitar - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. - |3|1d6+1 - - - Light Crossbow - Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage. - |3|1d8+1 - - - - arctic, coastal, desert, forest, hill, urban - - - Bandit Captain - M - humanoid (any race) - any non-lawful alignment - 15 (studded leather) - 65 (10d8+20) - 30 ft. - 151614141114 - Str +4, Dex +5, Wis +2 - Athletics +4, Deception +4 - - - - - - 10 - any two languages - 2 - - Source - Monster Manual, p. 344 - - - Multiattack - The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. - - - Scimitar - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Scimitar|5|1d6+3 - - - Dagger - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. - Dagger|5|1d4+3 - - - Parry - The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. - - - - arctic, coastal, desert, forest, hill, urban - - - Banshee - M - undead - chaotic evil - 12 - 58 (13d8) - 0 ft., fly 40 ft. (hover) - 11410121117 - Wis +2, Cha +5 - - acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - cold, necrotic, poison - charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - darkvision 60 ft. - 10 - Common, Elvish - 4 - - Source - Monster Manual, p. 23 - - Detect Life - The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they're in but not their exact locations. - - - Incorporeal Movement - The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. - - - Corrupting Touch - Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage. - |4|3d6+2 - - - Horrifying Visage - Each non-undead creature within 60 ft. of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Wail (1/Day) - The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. - - - - coastal, forest - Baphomet H @@ -29499,7 +26423,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 234 Mordenkainen's Tome of Foes, p. 143 - + + Charge If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. ||4d10 @@ -29588,64 +26513,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, dispel magic, dominate beast, hunter's mark, maze, wall of stone, teleport - - Barbed Devil - M - fiend (devil) - lawful evil - 15 (natural armor) - 110 (13d8+52) - 30 ft. - 161718121414 - Str +6, Con +7, Wis +5, Cha +5 - Deception +5, Insight +5, Perception +8 - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 18 - Infernal, telepathy 120 ft. - 5 - - Source - Monster Manual, p. 70 - - Barbed Hide - At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. - Barbed Hide||1d10 - - - 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. - - - Multiattack - The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. - - - Claw - Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) piercing damage. - Claw|6|1d6+3 - - - Tail - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. - Tail|6|2d6+3 - - - Hurl Flame - Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - Flame|5|3d6 - - - - - Bard M @@ -29668,7 +26535,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 211 - + + Spellcasting The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: @@ -29722,7 +26590,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 123 - + + Shapechanger The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies. @@ -29761,66 +26630,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, grassland, hill, mountain, underdark - - Barlgura - L - fiend (demon) - chaotic evil - 15 (natural armor) - 68 (8d10+24) - 40 ft., climb 40 ft. - 1815167149 - Dex +5, Con +6 - Perception +5, Stealth +5 - cold, fire, lightning - - poison - poisoned - blindsight 30 ft., darkvision 120 ft. - 15 - Abyssal, telepathy 120 ft. - 5 - - Source - Monster Manual, p. 56 - - Innate Spellcasting - The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: - 1/day each: entangle, phantasmal force - 2/day each: disguise self, invisibility (self only) - - - Reckless - At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. - - - Running Leap - The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. - - - Multiattack - The barlgura makes three attacks: one with its bite and two with its fists. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. - Bite|7|2d6+4 - - - Fist - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) bludgeoning damage. - Fist|7|1d10+4 - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A barlgura has a 30 percent chance of summoning one barlgura. - A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. - - entangle, phantasmal force, disguise self, invisibility - - - Barovian Witch M @@ -29843,7 +26652,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 229 - + + Spellcasting The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: @@ -29866,63 +26676,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility 4, 2 - - Basilisk - M - monstrosity - unaligned - 12 (natural armor) - 52 (8d8+16) - 20 ft. - 16815287 - - - - - - - darkvision 60 ft. - 9 - - 3 - - Source - Monster Manual, p. 24 - - Petrifying Gaze - If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. - A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. - If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze. - - Petrified: - • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. - - • Attack rolls against the creature have advantage. - - • The creature automatically fails Strength and Dexterity saving throws. - - • The creature has resistance to all damage. - - • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. - |5|2d6+3+2d6 - - - - mountain - Bastian Thermandar M @@ -29945,7 +26698,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 201 - + + Innate Spellcasting Bastian's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: @@ -29977,353 +26731,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The produce flame, burning hands, fire bolt, mage hand, message, prestidigitation, shocking grasp, mage armor, magic missile, shield, misty step, scorching ray, counterspell, fireball, dimension door, wall of fire, hold monster 4, 3, 3, 3, 1 - - Bat - T - beast - unaligned - 12 - 1 (1d4-1) - 5 ft., fly 30 ft. - 21582124 - - - - - - - blindsight 60 ft. - 11 - - 0 - - Source - Monster Manual, p. 318 - Player's Handbook, p. 304 - - Echolocation - The bat can't use its blindsight while deafened. - - - Keen Hearing - The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - - Bite - Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite||1 - - - - - - - Bearded Devil - M - fiend (devil) - lawful evil - 13 (natural armor) - 52 (8d8+16) - 30 ft. - 16151591111 - Str +5, Con +4, Wis +2 - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 10 - Infernal, telepathy 120 ft. - 3 - - Source - Monster Manual, p. 70 - - 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. - - - Steadfast - The devil can't be frightened while it can see an allied creature within 30 feet of it. - - - Multiattack - The devil makes two attacks: one with its beard and one with its glaive. - - - Beard - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Beard|5|1d8+2 - - - Glaive - Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - Glaive|5|1d10+3 - - - - - - - Behir - H - monstrosity - neutral evil - 17 (natural armor) - 168 (16d12+64) - 50 ft., climb 40 ft. - 23161871412 - - Perception +6, Stealth +7 - - - lightning - - darkvision 90 ft. - 16 - Draconic - 11 - - Source - Monster Manual, p. 25 - - - Multiattack - The behir makes two attacks: one with its bite and one to constrict. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage. - Bite|10|3d10+6 - - - Constrict - Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|10|2d10+6+2d10+6 - - - Lightning Breath (Recharge 5-6) - The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||12d10 - - - Swallow - The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. - If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Acid Damage||6d6 - - - - underdark - - - Beholder - L - aberration - lawful evil - 18 (natural armor) - 189 (19d10+76) - 0 ft., fly 20 ft. (hover) - 101418171517 - Int +8, Wis +7, Cha +8 - Perception +12 - - - - prone - darkvision 120 ft. - 22 - Deep Speech, Undercommon - 13 - - Source - Monster Manual, p. 28 - - Antimagic Cone - The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. - Bite|5|4d6 - - - Eye Rays - The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: - 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. - 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. - 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. - If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. - 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. - 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. - If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. - 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - 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. - - Petrified: - • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. - - • Attack rolls against the creature have advantage. - - • The creature automatically fails Strength and Dexterity saving throws. - - • The creature has resistance to all damage. - - • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - Legendary Actions (3/Turn) - The beholder 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 beholder regains spent legendary actions at the start of its turn. - - - Eye Ray - The beholder uses one random eye ray. - - - - underdark - - - Beholder Zombie - L - undead - neutral evil - 15 (natural armor) - 93 (11d10+33) - 0 ft., fly 20 ft. (hover) - 10816385 - Wis +2 - - - - poison - poisoned, prone - darkvision 60 ft. - 9 - understands Deep Speech and Undercommon but can't speak - 5 - - Source - Monster Manual, p. 316 - - Undead Fortitude - If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. - Bite|3|4d6 - - - Eye Ray - The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. - 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. - 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. - If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of 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. - - 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. - - - - underdark - Belaphoss H @@ -30346,7 +26753,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Dragon+ #4 - + + Death Throes When Belaphoss dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Belaphoss's weapons. @@ -30413,7 +26821,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 249 - + + Roleplaying Information Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. @@ -30462,7 +26871,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 120 - + + Spectral Duplicate (Recharges after a Short or Long Rest) As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage. @@ -30502,41 +26912,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The speak with dead, plane shift 0 - - Berserker - M - humanoid (any race) - any chaotic alignment - 13 (hide armor) - 67 (9d8+27) - 30 ft. - 1612179119 - - - - - - - - 10 - any one language (usually Common) - 2 - - Source - Monster Manual, p. 344 - - Reckless - At the start of its turn, the berserker 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. - - - Greataxe - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. - |5|1d12+3 - - - - arctic, coastal, desert, forest, hill, mountain - Bheur Hag M @@ -30559,7 +26934,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 160 - + + Graystaff Magic The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. @@ -30696,7 +27072,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 160 - + + Devil's Sight Magical darkness doesn't impede the abishai's darkvision. @@ -30733,91 +27110,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Black Bear - M - beast - unaligned - 11 (natural armor) - 19 (3d8+6) - 40 ft., climb 30 ft. - 1510142127 - - - - - - - - 13 - - 1/2 - - Source - Monster Manual, p. 318 - Player's Handbook, p. 304 - - Keen Smell - The bear has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack - The bear makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Bite|3|1d6+2 - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. - Claws|3|2d4+2 - - - - forest - - - Black Dragon Wyrmling - M - dragon - chaotic evil - 17 (natural armor) - 33 (6d8+6) - 30 ft., fly 60 ft., swim 30 ft. - 151413101113 - Dex +4, Con +3, Wis +2, Cha +3 - Perception +4, Stealth +4 - - - acid - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 2 - - Source - Monster Manual, p. 88 - - Amphibious - The dragon can breathe air and water. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) acid damage. - Bite|4|1d10+2 - - - Acid Breath (Recharge 5-6) - The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (Sd8) acid damage on a failed save, or half as much damage on a successful one. - Acid Breath||5d8 - - - - - Black Earth Guard M @@ -30879,7 +27171,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 195 - + + Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: @@ -30929,7 +27222,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 158 - + + Amphibious The guard drake can breathe air and water. @@ -30951,54 +27245,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp, urban - - Black Pudding - L - ooze - unaligned - 7 - 85 (10d10+30) - 20 ft., climb 20 ft. - 16516161 - - - - - acid, cold, lightning, slashing - blinded, charmed, deafened, exhaustion, frightened, prone - blindsight 60 ft. (blind beyond this radius) - 8 - - 4 - - Source - Monster Manual, p. 241 - - Amorphous - The pudding can move through a space as narrow as 1 inch wide without squeezing. - - - Corrosive Form - A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. - Corrosive Form||1d8 - - - Spider Climb - The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Pseudopod - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - Pseudopod|5|1d6+3+4d8 - - - Split - When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. - - - - underdark - Blackguard M @@ -31021,7 +27267,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 211 - + + Spellcasting The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 33, +5 to hit with spell attacks). It has the following paladin spells prepared: @@ -31080,7 +27327,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 89 - + + Keen Smell Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. @@ -31114,84 +27362,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fog cloud, levitate, light, mage hand, prestidigitation, detect magic, identify, magic missile, shield, gust of wind, misty step, shatter, fly, lightning bolt 4, 3, 2 - - Blink Dog - M - fey - lawful good - 13 - 22 (4d8+4) - 40 ft. - 121712101311 - - Perception +3, Stealth +5 - - - - - - 10 - Blink Dog, understands Sylvan but can't speak it - 1/4 - - Source - Monster Manual, p. 318 - - Keen Hearing and Smell - The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. - Bite|3|1d6+1 - - - Teleport (Recharge 4-6) - The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. - - - - forest - - - Blood Hawk - S - beast - unaligned - 12 - 7 (2d6) - 10 ft., fly 60 ft. - 614103145 - - Perception +4 - - - - - - 14 - - 1/8 - - Source - Monster Manual, p. 319 - - Keen Sight - The hawk has advantage on Wisdom (Perception) checks that rely on sight. - - - Pack Tactics - The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Beak|4|1d4+2 - - - - arctic, coastal, forest, grassland, hill, mountain - Blue Abishai M @@ -31214,7 +27384,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 161 - + + Devil's Sight Magical darkness doesn't impede the abishai's darkvision. @@ -31263,43 +27434,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport 4,3,3,3,2,1,1 - - Blue Dragon Wyrmling - M - dragon - lawful evil - 17 (natural armor) - 52 (8d8+16) - 30 ft., burrow 15 ft., fly 60 ft. - 171015121115 - Dex +2, Con +4, Wis +2, Cha +4 - Perception +4, Stealth +2 - - - lightning - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 3 - - Source - Monster Manual, p. 91 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage. - Bite|5|1d10+3+1d6 - - - Lightning Breath (Recharge 5-6) - The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||4d10 - - - - - Blue Guard Drake M @@ -31341,109 +27475,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The desert, urban - - Blue Slaad - L - aberration - chaotic neutral - 15 (natural armor) - 123 (13d10+52) - 30 ft. - 201518779 - - Perception +1 - acid, cold, fire, lightning, thunder - - - - darkvision 60 ft. - 11 - Slaad, telepathy 60 ft. - 7 - - Source - Monster Manual, p. 276 - - Magic Resistance - The slaad has advantage on saving throws against spells and other magical effects - - - Regeneration - The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. - - - Variant: Control Gem - Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. - Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. - A greater restoration spell cast on the slaad destroys the gem without harming the slaad. - Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. - - - Multiattack - The slaad makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. - Bite|8|2d6+5 - - - Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation. - Claw|8|2d6+5 - - - - - - - Boar - M - beast - unaligned - 11 (natural armor) - 11 (2d8+2) - 40 ft. - 131112295 - - - - - - - - 9 - - 1/4 - - Source - Monster Manual, p. 319 - Player's Handbook, p. 304 - - Charge - If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||1d6 - - - Relentless (Recharges after a Short or Long Rest) - If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - - Tusk - Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. - Tusk|3|1d6+1 - - - - forest, grassland, hill - Bodak M @@ -31466,7 +27497,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 127 - + + Aura of Annihilation The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. @@ -31515,7 +27547,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 128 - + + Boggle Oil The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. @@ -31560,187 +27593,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, hill, underdark, urban - - Bone Devil - L - fiend (devil) - lawful evil - 19 (natural armor) - 142 (15d10+60) - 40 ft., fly 40 ft. - 181618131416 - Int +5, Wis +6, Cha +7 - Deception +7, Insight +6 - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 9 - Infernal, telepathy 120 ft. - 9 - - Source - Monster Manual, p. 71 - - 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. - - - Multiattack - The devil makes three attacks: two with its claws and one with its sting. - - - Multiattack - The devil makes three attacks: two with its claws and one with its sting. - - - Claw - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. - Claw|8|1d8+4 - - - Claw - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage. - Claw|8|1d8+4 - - - Sting - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Sting|8|2d8+4 - - - Sting - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Sting|8|2d8+4 - - - - - - - Bone Devil Polearm - L - fiend (devil) - lawful evil - 19 (natural armor) - 142 (15d10+60) - 40 ft., fly 40 ft. - 181618131416 - Int +5, Wis +6, Cha +7 - Deception +7, Insight +6 - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 9 - Infernal, telepathy 120 ft. - 9 - - Source - Monster Manual, p. 71 - - - - - - - Bone Naga (Guardian) - L - undead - lawful evil - 15 (natural armor) - 58 (9d10+9) - 30 ft. - 151612151516 - - - - - poison - charmed, exhaustion, paralyzed, poisoned - darkvision 60 ft. - 12 - Common plus one other language - 4 - - Source - Monster Manual, p. 233 - - Spellcasting - The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared: - - • Cantrips (at will): mending, sacred flame, thaumaturgy - - • 1st level (4 slots): command, shield of faith - - • 2nd level (3 slots): calm emotions, hold person - - • 3rd level (2 slots): bestow curse - - - Bite - Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. - Bite|5|2d6+3+3d6 - - mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse - 4, 3, 2 - - - - Bone Naga (Spirit) - L - undead - lawful evil - 15 (natural armor) - 58 (9d10+9) - 30 ft. - 151612151516 - - - - - poison - charmed, exhaustion, paralyzed, poisoned - darkvision 60 ft. - 12 - Common plus one other language - 4 - - Source - Monster Manual, p. 233 - - Spellcasting - The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared: - - • Cantrips (at will): mage hand, minor illusion, ray of frost - - • 1st level (4 slots): charm person, sleep - - • 2nd level (3 slots): detect thoughts, hold person - - • 3rd level (2 slots): lightning bolt - - - Bite - Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing damage plus 10 (3d6) poison damage. - Bite|5|2d6+3+3d6 - - mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt - 4, 3, 2 - - Boneclaw L @@ -31763,7 +27615,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 121 - + + Undead Nature A boneclaw doesn’t require air, food, drink, or sleep. @@ -31804,56 +27657,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Brass Dragon Wyrmling - M - dragon - chaotic good - 16 (natural armor) - 16 (3d8+3) - 30 ft., burrow 15 ft., fly 60 ft. - 151013101113 - Dex +2, Con +3, Wis +2, Cha +3 - Perception +4, Stealth +2 - - - fire - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 1 - - Source - Monster Manual, p. 106 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. - Bite|4|1d10+2 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. - Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Fire Breath||4d6 - - - - - Bridesmaid of Zuggtmoy M @@ -31876,7 +27679,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 230 - + + Fungus Stride Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger. @@ -31941,48 +27745,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, grassland - - Bronze Dragon Wyrmling - M - dragon - lawful good - 17 (natural armor) - 32 (5d8+10) - 30 ft., fly 60 ft., swim 30 ft. - 171015121115 - Dex +2, Con +4, Wis +2, Cha +4 - Perception +4, Stealth +2 - - - lightning - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 2 - - Source - Monster Manual, p. 109 - - Amphibious - The dragon can breathe air and water. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. - Bite|5|1d10+3 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. - Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. - Lightning Breath||3d10 - - - - - Bronze Scout M @@ -32005,7 +27767,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 125 - + + Constructed Nature A clockwork doesn't require air, food, drink, or sleep. @@ -32102,7 +27865,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 226 - + + Constructed Nature An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. @@ -32131,51 +27895,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Brown Bear - L - beast - unaligned - 11 (natural armor) - 34 (4d10+12) - 40 ft., climb 30 ft. - 1910162137 - - Perception +3 - - - - - - 13 - - 1 - - Source - Monster Manual, p. 319 - Player's Handbook, p. 304 - - Keen Smell - The bear has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack - The bear makes two attacks: one with its bite and one with its claws. - - - Bite - Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. - Bite|5|1d8+4 - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claws|5|2d6+4 - - - - arctic, forest, hill - Bryn Lightfingers S @@ -32198,7 +27917,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Sword Coast Legends NPCs (wizards.com) - + + Lucky When Bryn rolls a 1 on an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. @@ -32238,152 +27958,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The ensnaring strike, hunter's mark, longstrider 3 - - Bugbear - M - humanoid (goblinoid) - chaotic evil - 16 (hide armor, shield) - 27 (5d8+5) - 30 ft. - 1514138119 - - Stealth +6, Survival +2 - - - - - darkvision 60 ft. - 10 - Common, Goblin - 1 - - Source - Monster Manual, p. 33 - - Brute - A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - - - Surprise Attack - If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - Surprise Attack||2d6 - - - Morningstar - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. - Morningstar|4|2d8+2 - - - Javelin - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range. - Melee|4|2d6+2 - Ranged|4|1d6+2 - - - - forest, grassland, underdark - - - Bugbear Chief - M - humanoid (goblinoid) - chaotic evil - 17 (chain shirt, shield) - 65 (10d8+20) - 30 ft. - 171414111211 - - Intimidation +2, Stealth +6, Survival +3 - - - - - darkvision 60 ft. - 11 - Common, Goblin - 3 - - Source - Monster Manual, p. 33 - - Brute - A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). - - - Surprise Attack - If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. - Surprise Attack||2d6 - - - Heart of Hruggek - The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. - - - Multiattack - The bugbear makes two melee attacks - - - Morningstar - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) piercing damage. - Morningstar|5|2d8+32 - - - Javelin - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+3) piercing damage in melee or 5 (1d6+3) piercing damage at range. - Melee|5|2d6+3 - Ranged|5|1d6+3 - - - - - - - Bulette - L - monstrosity - unaligned - 17 (natural armor) - 94 (9d10+45) - 40 ft., burrow 40 ft. - 1911212105 - - Perception +6 - - - - - darkvision 60 ft., tremorsense 60 ft. - 16 - - 5 - - Source - Monster Manual, p. 34 - - Standing Leap - The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage. - Bite|7|4d12+4 - - - Deadly Leap - If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its ft. in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. - - 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. - - - - grassland, hill, mountain - Bulezau M @@ -32406,7 +27980,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 131 - + + Rotting Presence When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. @@ -32429,63 +28004,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Bullywug - M - humanoid (bullywug) - neutral evil - 15 (hide armor, shield) - 11 (2d8+2) - 20 ft., swim 40 ft. - 1212137107 - - Stealth +3 - - - - - - 10 - Bullywug - 1/4 - - Source - Monster Manual, p. 35 - - Amphibious - The bullywug can breathe air and water. - - - Speak with Frogs and Toads - The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. - - - Swamp Camouflage - The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. - - - Standing Leap - The bullywug's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. - - - Multiattack - The bullywug makes two melee attacks: one with its bite and one with its spear. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. - |3|1d4+1 - - - 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. - |3|1d6+1 - - - - swamp - - + Bullywug Croaker M humanoid (bullywug) @@ -32507,7 +28026,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 232 - + + Amphibious The croaker can breathe air and water. @@ -32638,7 +28158,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 196 - + + Bond of the Black Earth The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month. @@ -32681,7 +28202,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 122 - + + Constructed Nature A cadaver collector doesn't require air, food, drink, or sleep. @@ -32718,98 +28240,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Cambion - M - fiend - any evil alignment - 19 (scale mail) - 82 (11d8+33) - 30 ft., fly 60 ft. - 181816141216 - Str +7, Con +6, Int +5, Cha +6 - Deception +6, Intimidation +6, Perception +4, Stealth +7 - cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 60 ft. - 14 - Abyssal, Common, Infernal - 5 - - Source - Monster Manual, p. 36 - - Fiendish Blessing - The AC of the cambion includes its Charisma bonus. - - - Innate Spellcasting - The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: - 3/day each: alter self, command, detect magic - 1/day: plane shift (self only) - - - Multiattack - The cambion makes two melee attacks or uses its Fire Ray twice. - - - 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, plus 3 (1d6) fire damage. - One Handed|7|1d6+4 - Two Handed|7|1d8+4 - - - Fire Ray - Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. - Fire Ray|7|3d6 - - - Fiendish Charm - One humanoid the cambion can see within 30 ft. of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - alter self, command, detect magic, plane shift - - urban - - - Camel - L - beast - unaligned - 9 - 15 (2d10+4) - 50 ft. - 16814285 - - - - - - - - 9 - - 1/8 - - Source - Monster Manual, p. 320 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. - Bite|5|1d4 - - - - desert - Canoloth M @@ -32832,7 +28262,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 247 - + + Dimensional Lock Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. @@ -32906,7 +28337,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 89 - + + Action Surge (Recharges on a Short or Long Rest) On his turn, Othelstan can take one additional action. @@ -32932,102 +28364,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Carrion Crawler - L - monstrosity - unaligned - 13 (natural armor) - 51 (6d10+18) - 30 ft., climb 30 ft. - 1413161125 - - Perception +3 - - - - - darkvision 60 ft. - 13 - - 2 - - Source - Monster Manual, p. 37 - - Keen Smell - The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. - - - Spider Climb - The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Multiattack - The carrion crawler makes two attacks: one with its tentacles and one with its bite. - - - Tentacles - Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4+2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Tentacles|8|1d4+2 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. - Bite|4|2d4+2 - - - - underdark - - - Cat - T - beast - unaligned - 12 - 2 (1d4) - 40 ft., climb 30 ft. - 315103127 - - Perception +3, Stealth +4 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 320 - Player's Handbook, p. 305 - - Keen Smell - The cat has advantage on Wisdom (Perception) checks that rely on smell. - - - Claws - Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. - Claws||1 - - - - desert, forest, grassland, urban - Catoblepas L @@ -33050,7 +28386,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 129 - + + Keen Smell The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. @@ -33082,50 +28419,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp - - Cave Bear - L - beast - unaligned - 12 (natural armor) - 42 (5d10+15) - 40 ft., swim 30 ft. - 2010162137 - - Perception +3 - - - - - darkvision 60 ft. - 13 - - 2 - - Source - Monster Manual, p. 334 - - Keen Smell - The bear has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack - The bear makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. - Bite|7|1d8+5 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. - Claws|7|2d6+5 - - - - - Cave Fisher M @@ -33148,7 +28441,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 130 - + + Adhesive Filament The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn @@ -33184,56 +28478,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Centaur - L - monstrosity - neutral good - 12 - 45 (6d10+12) - 50 ft. - 18141491311 - - Athletics +6, Perception +3, Survival +3 - - - - - - 13 - Elvish, Sylvan - 2 - - Source - Monster Manual, p. 38 - - Charge - If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. - Charge||3d6 - - - Multiattack - The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. - - - Pike - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage. - |6|1d10+4 - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - |6|2d6+4 - - - Longbow - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - |4|1d8+2 - - - - forest, grassland - Centaur Mummy L @@ -33256,7 +28500,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 231 - + + Undead Nature A mummy doesn't require air, food, drink, or sleep. @@ -33299,77 +28544,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Chain Devil - M - fiend (devil) - lawful evil - 16 (natural armor) - 85 (10d8+40) - 30 ft. - 181518111214 - Con +7, Wis +4, Cha +5 - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 8 - Infernal, telepathy 120 ft. - 8 - - Source - Monster Manual, p. 72 - - 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. - - - Multiattack - The devil makes two attacks with its chains. - - - Chain - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Chain|8|2d6+4 - - - Animate Chains (Recharges after a Short or Long Rest) - Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. - Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. - - - Unnerving Mask - When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - - - Chamberlain of Zuggtmoy L @@ -33392,7 +28566,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 230 - + + Mushroom Portal The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy. @@ -33441,7 +28616,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 212 - + + Indomitable (2/Day) The champion rerolls a failed saving throw. @@ -33467,117 +28643,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The desert, urban - - Chasme - L - fiend (demon) - chaotic evil - 15 (natural armor) - 84 (13d10+13) - 20 ft., fly 60 ft. - 151512111410 - Dex +5, Wis +5 - Perception +5 - cold, fire, lightning - - poison - poisoned - blindsight 10 ft., darkvision 120 ft. - 15 - Abyssal, telepathy 120 ft. - 6 - - Source - Monster Manual, p. 57 - - Drone - The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours . - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - Magic Resistance - The chasme has advantage on saving throws against spells and other magical effects. - - - Spider Climb - The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Proboscis - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6+2) piercing damage plus 24 (7d6) necrotic damage, and the target's 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. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . - Proboscis|5|4d6+2+7d6 - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A chasme has a 30 percent chance of summoning one chasme. - A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. - - - - - - - Chimera - L - monstrosity - chaotic evil - 14 (natural armor) - 114 (12d10+48) - 30 ft., fly 60 ft. - 19111931410 - - Perception +8 - - - - - darkvision 60 ft. - 18 - understands Draconic but can't speak - 6 - - Source - Monster Manual, p. 39 - - - Multiattack - The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. - |7|2d6+4 - - - Horns - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) bludgeoning damage. - |7|1d12+4 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - |7|2d6+4 - - - Fire Breath (Recharge 5-6) - The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. - ||7d8 - - - - grassland, hill, mountain, underdark - Chitine S @@ -33600,7 +28665,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 131 - + + Fey Ancestry The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep. @@ -33652,7 +28718,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 232 Mordenkainen's Tome of Foes, p. 123 - + + Aberrant Quickness (Recharge after a Short or Long Rest) The choker can take an extra action on its turn. @@ -33708,7 +28775,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 132 - + + Fey Ancestry The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep. @@ -33759,72 +28827,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3 underdark - - Chuul - L - aberration - chaotic evil - 16 (natural armor) - 93 (11d10+33) - 30 ft., swim 30 ft. - 1910165115 - - Perception +4 - - - poison - poisoned - darkvision 60 ft. - 14 - understands Deep Speech but can't speak - 4 - - Source - Monster Manual, p. 40 - - Amphibious - The chuul can breathe air and water. - - - Sense Magic - The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. - - - Multiattack - The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. - - - Pincer - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - Pincer|6|2d6+4 - - - Tentacles - One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - - underdark - Chuul Spore Servant L @@ -33885,7 +28887,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 216 - + + Evasion When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. @@ -33906,201 +28909,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The druidcraft, guidance, pass without trace, resistance 0 - - Clay Golem - L - construct - unaligned - 14 (natural armor) - 133 (14d10+56) - 20 ft. - 20918381 - - - - - acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - darkvision 60 ft. - 9 - understands the languages of its creator but can't speak - 9 - - Source - Monster Manual, p. 168 - - Acid Absorption - Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. - - - Berserk - Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - - - 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: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. - Slam|8|2d10+5 - - - Haste (Recharge 5-6) - Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action. - - - - - - - Cloaker - L - aberration - chaotic neutral - 14 (natural armor) - 78 (12d10+12) - 10 ft., fly 40 ft. - 171512131214 - - Stealth +5 - - - - - darkvision 60 ft. - 11 - Deep Speech, Undercommon - 8 - - Source - Monster Manual, p. 41 - - Damage Transfer - While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. - - - False Appearance - While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. - - - Light Sensitivity - While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. - - - Multiattack - The cloaker makes two attacks: one with its bite and one with its tail. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. - - 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. - Bite|6|2d6+3 - - - Tail - Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8+3) slashing damage. - Tail|6|1d8+3 - - - Moan - Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Phantasms (Recharges after a Short or Long Rest) - The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. - Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. - A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. - - - - underdark - - - Cloud Giant - H - giant - neutral good (50%) or neutral evil (50%) - 14 (natural armor) - 200 (16d12+96) - 40 ft. - 271022121616 - Con +10, Wis +7, Cha +7 - Insight +7, Perception +7 - - - - - - 17 - Common, Giant - 9 - - Source - Monster Manual, p. 154 - - Keen Smell - The giant has advantage on Wisdom (Perception) checks that rely on smell. - - - Innate Spellcasting - The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: - - At will: detect magic, fog cloud, light - 3/day each: feather fall, fly, misty step, telekinesis - 1/day each: control weather, gaseous form - - - Multiattack - The giant makes two morningstar attacks. - - - Morningstar - Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage. - Morningstar|12|3d8+8 - - - Rock - Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. - Rock|12|4d10+8 - - - Variant: Fling - The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. - - Storm King's Thunder, p. 245 - - - Variant: Wind Aura - A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical. - - Storm King's Thunder, p. 245 - - detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form - - mountain - Cloud Giant Smiling One H @@ -34123,7 +28931,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 146 - + + Innate Spellcasting The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: @@ -34173,90 +28982,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 2 mountain - - Cockatrice - S - monstrosity - unaligned - 11 - 27 (6d6+6) - 20 ft., fly 40 ft. - 612122135 - - - - - - - darkvision 60 ft. - 11 - - 1/2 - - Source - Monster Manual, p. 42 - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. - - Petrified: - • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. - - • Attack rolls against the creature have advantage. - - • The creature automatically fails Strength and Dexterity saving throws. - - • The creature has resistance to all damage. - - • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - |3|1d4+1 - - - - grassland - - - Commoner - M - humanoid (any race) - any alignment - 10 - 4 (1d8) - 30 ft. - 101010101010 - - - - - - - - 10 - any one language (usually Common) - 0 - - Source - Monster Manual, p. 345 - - - Club - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. - |2|1d4 - - - - arctic, coastal, desert, forest, grassland, hill, urban - Conjurer M @@ -34279,7 +29004,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 212 - + + Spellcasting The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: @@ -34310,97 +29036,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 2 urban - - Constrictor Snake - L - beast - unaligned - 12 - 13 (2d10+2) - 30 ft., swim 30 ft. - 1514121103 - - - - - - - blindsight 10 ft. - 10 - - 1/4 - - Source - Monster Manual, p. 320 - Player's Handbook, p. 305 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. - Bite|4|1d6+2 - - - Constrict - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|4|1d8+2 - - - - desert, forest, swamp, underwater - - - Copper Dragon Wyrmling - M - dragon - chaotic good - 16 (natural armor) - 22 (4d8+4) - 30 ft., climb 30 ft., fly 60 ft. - 151213141113 - Dex +3, Con +3, Wis +2, Cha +3 - Perception +4, Stealth +3 - - - acid - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 1 - - Source - Monster Manual, p. 112 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage. - Bite|4|1d10+2 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. - Slowing Breath. The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. - Acid Breath||4d8 - - - - - Corpse Flower L @@ -34423,7 +29058,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 127 - + + Corpses When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: @@ -34459,91 +29095,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Couatl - M - celestial - lawful good - 19 (natural armor) - 97 (13d8+39) - 30 ft., fly 90 ft. - 162017182018 - Con +5, Wis +7, Cha +6 - - radiant - - psychic; bludgeoning, piercing, and slashing from nonmagical attacks - - truesight 120 ft. - 15 - all, telepathy 120 ft. - 4 - - Source - Monster Manual, p. 43 - - Innate Spellcasting - The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: - - At will: detect evil and good, detect magic, detect thoughts - 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield - 1/day each: dream, greater restoration, scrying - - - Magic Weapons - The couatl's weapon attacks are magical. - - - Shielded Mind - The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. - - - Bite - Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Bite|8|1d6+5 - - - Constrict - Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|6|2d6+3 - - - Change Shape - The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). - In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form. - - detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying - - desert, forest, grassland, urban - Cow L @@ -34566,7 +29117,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 207 - + + Charge If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -34580,41 +29132,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Crab - T - beast - unaligned - 11 (natural armor) - 2 (1d4) - 20 ft., swim 20 ft. - 21110182 - - Stealth +2 - - - - - blindsight 30 ft. - 9 - - 0 - - Source - Monster Manual, p. 320 - - Amphibious - The crab can breathe air and water. - - - Claw - Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. - Claw||1 - - - - coastal - Crag Cat L @@ -34637,7 +29154,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 240 - + + Nondetection The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors. @@ -34684,7 +29202,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 133 - + + Illumination As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. @@ -34701,91 +29220,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark, urban - - Crawling Claw - T - undead - neutral evil - 12 - 2 (1d4) - 20 ft., climb 20 ft. - 1314115104 - - - - - poison - poisoned - blindsight 30 ft. (blind beyond this radius) - 10 - understands Common but can't speak - 0 - - Source - Monster Manual, p. 44 - - Turn Immunity - The claw is immune to effects that turn undead. - - - Claw - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning or slashing damage (claw's choice) . - Claw|3|1d4+1 - - - - - - - Crocodile - L - beast - unaligned - 12 (natural armor) - 19 (3d10+3) - 20 ft., swim 20 ft. - 1510132105 - - Stealth +2 - - - - - - 10 - - 1/2 - - Source - Monster Manual, p. 320 - Player's Handbook, p. 305 - - Hold Breath - The crocodile can hold its breath for 15 minutes. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|4|1d10+2 - - - - swamp, urban - Crushing Wave Priest M @@ -34808,7 +29242,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 205 - + + Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: @@ -34866,210 +29301,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Cult Fanatic - M - humanoid (any race) - any non-good alignment - 13 (leather armor) - 22 (6d8+6) - 30 ft. - 111412101314 - - Deception +4, Persuasion +4, Religion +2 - - - - - - 11 - any one language (usually Common) - 2 - - Source - Monster Manual, p. 345 - - Dark Devotion - The fanatic has advantage on saving throws against being charmed or frightened. - - - Spellcasting - The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: - - Cantrips (at will): light, sacred flame, thaumaturgy - - • 1st level (4 slots): command, inflict wounds, shield of faith - - • 2nd level (3 slots): hold person, spiritual weapon - - - Multiattack - The fanatic makes two melee attacks. - - - Dagger - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage. - Dagger|4|1d4+2 - - light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon - 4, 3 - urban - - - Cultist - M - humanoid (any race) - any non-good alignment - 12 (leather armor) - 9 (2d8) - 30 ft. - 111210101110 - - Deception +2, Religion +2 - - - - - - 10 - any one language (usually Common) - 1/8 - - Source - Monster Manual, p. 345 - - Dark Devotion - The cultist has advantage on saving throws against being charmed or frightened. - - - Scimitar - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) slashing damage. - |3|1d6+1 - - - - - - - Cyclops - H - giant - chaotic neutral - 14 (natural armor) - 138 (12d12+60) - 30 ft. - 2211208610 - - - - - - - - 8 - Giant - 6 - - Source - Monster Manual, p. 45 - - Poor Depth Perception - The cyclops has disadvantage on any attack roll against a target more than 30 ft. away. - - - Multiattack - The cyclops makes two greatclub attacks. - - - Greatclub - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. - |9|3d8+6 - - - Rock - Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. - |9|4d10+6 - - - - coastal, desert, grassland, hill, mountain, underdark - - - Dao - L - elemental - neutral evil - 18 (natural armor) - 187 (15d10+105) - 30 ft., burrow 30 ft., fly 30 ft. - 231224121314 - Int +5, Wis +5, Cha +6 - - - - - petrified - darkvision 120 ft. - 11 - Terran - 11 - - Source - Monster Manual, p. 143 - - Earth Glide - The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. - - - Elemental Demise - If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. - - - Innate Spellcasting - The dao'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: detect evil and good, detect magic, stone shape - 3/day each: passwall, move earth, tongues - 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone - - - Sure-Footed - The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - - Variant: Genie Powers - Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. - - Disguises. - Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. - Wishes. - The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. - To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. - - - Multiattack - The Dao makes two fist attacks or two maul attacks. - - - Fist - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. - Fist|10|2d8+6 - - - Maul - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Maul|10|4d6+6 - - detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone - - underdark - Darathra Shendrel M @@ -35092,7 +29323,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 253 - + + Brave Darathra has advantage on saving throws against being frightened. @@ -35145,7 +29377,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 205 - + + Bonded Mount The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. @@ -35197,7 +29430,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 134 - + + Death Flash When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn. @@ -35242,7 +29476,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 134 - + + Death Burn When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded. @@ -35270,56 +29505,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, swamp, underdark, urban - - Darkmantle - S - monstrosity - unaligned - 11 - 22 (5d6+5) - 10 ft., fly 30 ft. - 1612132105 - - Stealth +3 - - - - - blindsight 60 ft. - 10 - - 1/2 - - Source - Monster Manual, p. 46 - - Echolocation - The darkmantle can't use its blindsight while deafened. - - - False Appearance - While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. - - - Crush - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. - While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. - A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. - - 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. - Crush|5|1d6+3 - - - Darkness Aura (1/day) - A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. - - - - underdark - Darz Helgar M @@ -35342,7 +29527,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 253 - + + Sneak Attack (1/Turn) Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll. @@ -35369,48 +29555,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Death Dog - M - monstrosity - neutral evil - 12 - 39 (6d8+12) - 40 ft. - 1514143136 - - Perception +5, Stealth +4 - - - - - darkvision 120 ft. - 15 - - 1 - - Source - Monster Manual, p. 321 - - Two-Headed - The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. - - - Multiattack - The dog makes two bite attacks. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing 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. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - |4|1d6+2 - - - - desert - Death Kiss L @@ -35433,7 +29577,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 124 - + + Lightning Blood A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. @@ -35469,258 +29614,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Death Knight - M - undead - chaotic evil - 20 (plate, shield) - 180 (19d8+95) - 30 ft. - 201120121618 - Dex +6, Wis +9, Cha +10 - - - - necrotic, poison - exhaustion, frightened, poisoned - darkvision 120 ft. - 13 - Abyssal, Common - 17 - - Source - Monster Manual, p. 47 - - Magic Resistance - The death knight has advantage on saving throws against spells and other magical effects. - - - Marshal Undead - Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. - - - Spellcasting - The death knight is a 19th-level spell caster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: - - • 1st level (4 slots): command, compelled duel, searing smite - - • 2nd level (3 slots): hold person, magic weapon - - • 3rd level (3 slots): dispel magic, elemental weapon - - • 4th level (3 slots): banishment, staggering smite - - • 5th level (2 slots): destructive wave (necrotic) - - - Multiattack - The death knight makes three longsword attacks. - - - Longsword - Melee Weapon Attack: +11 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 18 (4d8) necrotic damage. - One Handed|11|1d8+5+4d8 - Two Handed|11|1d10+5+4d8 - - - Hellfire Orb (1/day) - The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. - - - Parry - The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon. - - command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave - 4, 3, 3, 3, 2 - - - - Death Slaad - M - aberration (shapechanger) - chaotic evil - 18 (natural armor) - 170 (20d8+80) - 30 ft. - 201519151016 - - Arcana +6, Perception +8 - acid, cold, fire, lightning, thunder - - - - blindsight 60 ft., darkvision 60 ft. - 18 - Slaad, telepathy 60 ft. - 10 - - Source - Monster Manual, p. 278 - - Shapechanger - The slaad 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 slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: - - At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image - 2/day each: fear, fireball, fly, tongues - 1/day each: cloudkill, plane shift - - - Magic Resistance - The slaad has advantage on saving throws against spells and other magical effects - - - Magic Weapons - The slaad's weapon attacks are magical. - - - Regeneration - The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. - - - Variant: Control Gem - Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. - Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem. - A greater restoration spell cast on the slaad destroys the gem without harming the slaad. - Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. - - - Multiattack - The slaad makes three attacks: one with its bite and two with its claws or greatsword. - - - Bite (Slaad Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage plus 7 (2d6) necrotic damage. - Bite|9|1d8+5+2d6 - - - Claws (Slaad Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage plus 7 (2d6) necrotic damage. - Claws|9|1d10+5+2d6 - - - Greatsword - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) necrotic damage. - Greatsword|9|2d6+5+2d6 - - detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift - - - - - Death Tyrant - L - undead - lawful evil - 19 (natural armor) - 187 (25d10+50) - 0 ft., fly 20 ft. (hover) - 101414191519 - Str +5, Con +7, Int +9, Wis +7, Cha +9 - Perception +12 - - - poison - charmed, exhaustion, paralyzed, petrified, poisoned, prone - darkvision 120 ft. - 22 - Deep Speech, Undercommon - 14 - - Source - Monster Manual, p. 29 - - Negative Energy Cone - The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. - Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. - Bite|5|4d6 - - - Eye Rays - The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it: - 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature. - 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. - 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated. - If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. - 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. - 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. - If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. - 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - 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. - - Petrified: - • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. - - • Attack rolls against the creature have advantage. - - • The creature automatically fails Strength and Dexterity saving throws. - - • The creature has resistance to all damage. - - • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - Legendary Actions (3/Turn) - The death tyrant 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 death tyrant regains spent legendary actions at the start of its turn. - - - Eye Ray - The death tyrant uses one random eye ray. - - - - underdark - Deathlock M @@ -35743,7 +29636,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 128 - + + Undead Nature A deathlock doesn't require air, food, drink, or sleep. @@ -35805,7 +29699,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 129 - + + Undead Nature A deathlock doesn't require air, food, drink, or sleep. @@ -35880,7 +29775,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 233 Mordenkainen's Tome of Foes, p. 129 - + + Undead Nature A wight doesn't require air, food, drink, or sleep. @@ -35968,59 +29864,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Deep Gnome (Svirfneblin) - S - humanoid (gnome) - neutral good - 15 (chain shirt) - 16 (3d6+6) - 20 ft. - 15141412109 - - Investigation +3, Perception +2, Stealth +4 - - - - - darkvision 120 ft. - 12 - Gnomish, Terran, Undercommon - 1/2 - - Source - Monster Manual, p. 164 - - Stone Camouflage - The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Gnome Cunning - The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. - - - Innate Spellcasting - The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: - At will: nondetection (self only) - 1/day each: blindness/deafness, blur, disguise self - - - War Pick - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. - War Pick|4|1d8+2 - - - Poisoned Dart - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Poisoned Dart|4|1d4+2 - - nondetection, blindness/deafness, blur, disguise self - - - Deep Rothé M @@ -36043,7 +29886,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 208 - + + Charge If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -36083,7 +29927,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 135 - + + Shapechanger The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. @@ -36126,38 +29971,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The coastal, underwater - - Deer - M - beast - unaligned - 13 - 4 (1d8) - 50 ft. - 1116112145 - - - - - - - - 12 - - 0 - - Source - Monster Manual, p. 321 - - - Bite - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. - Bite|2|1d4 - - - - forest, grassland - Deinonychus M @@ -36180,7 +29993,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 139 - + + Pounce If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. @@ -36209,82 +30023,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, grassland, hill - - Demilich - T - undead - neutral evil - 20 (natural armor) - 80 (20d4) - 0 ft., fly 30 ft. (hover) - 12010201720 - Con +6, Int +11, Wis +9, Cha +11 - - bludgeoning, piercing, and slashing from magic weapons - - necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks - charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned - truesight 120 ft. - 13 - - 18 - - Source - Monster Manual, p. 48 - - Avoidance - If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. - - - Legendary Resistance (3/Day) - If the demilich fails a saving throw, it can choose to succeed instead. - - - Turn Immunity - The demilich is immune to effects that turn undead. - - - Howl (Recharge 5-6) - The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Life Drain - The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. - - - Legendary Actions (3/Turn) - The demilich 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 demilich regains spent legendary actions at the start of its turn. - - - Flight - The demilich flies up to half its flying speed. - - - Cloud of Dust - The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - - Energy Drain (Costs 2 Actions) - Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the greater restoration spell or similar magic. - - - Vile Curse (Costs 3 Actions) - The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success. - - - - - Demogorgon H @@ -36308,7 +30046,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 236 Mordenkainen's Tome of Foes, p. 144 - + + Innate Spellcasting Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: @@ -36408,7 +30147,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 224 Mordenkainen's Tome of Foes, p. 158 - + + Insanity The derro has advantage on saving throws against being charmed or frightened. @@ -36456,7 +30196,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 225 Mordenkainen's Tome of Foes, p. 159 - + + Insanity The derro has advantage on saving throws against being charmed or frightened. @@ -36490,64 +30231,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The acid splash, light, mage hand, message, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, blink, lightning bolt 4, 3, 2 - - Deva - M - celestial - lawful good - 17 (natural armor) - 136 (16d8+64) - 30 ft., fly 90 ft. - 181818172020 - Wis +9, Cha +9 - Insight +9, Perception +9 - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - - charmed, exhaustion, frightened - darkvision 120 ft. - 19 - all, telepathy 120 ft. - 10 - - Source - Monster Manual, p. 16 - - Angelic Weapons - The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). - - - Innate Spellcasting - The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: - At will: detect evil and good - 1/day each: commune, raise dead - - - Magic Resistance - The deva has advantage on saving throws against spells and other magical effects. - - - Multiattack - The deva makes two melee attacks. - - - Mace - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage. - Mace|8|1d6+4+4d8 - - - Healing Touch (3/Day) - The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - - Change Shape - The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). - In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. - - detect evil and good, commune, raise dead - - - Devourer L @@ -36615,7 +30298,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 248 - + + Innate Spellcasting The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: @@ -36705,7 +30389,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 243 - + + Keen Senses The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. @@ -36734,96 +30419,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Dire Wolf - L - beast - unaligned - 14 (natural armor) - 37 (5d10+10) - 50 ft. - 1715153127 - - Perception +3, Stealth +4 - - - - - - 13 - - 1 - - Source - Monster Manual, p. 321 - Player's Handbook, p. 305 - - Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pack Tactics - The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Bite|5|2d6+3 - - - - forest, hill - - - Displacer Beast - L - monstrosity - lawful evil - 13 (natural armor) - 85 (10d10+30) - 40 ft. - 1815166128 - - - - - - - darkvision 60 ft. - 11 - - 3 - - Source - Monster Manual, p. 81 - - Avoidance - If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . - - - Displacement - The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. - - - Multiattack - The displacer beast makes two attacks with its tentacles. - - - Tentacle - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 3 (1d6) piercing damage. - Tentacle|7|1d6+4 - - - - forest - Diviner M @@ -36846,7 +30441,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 213 - + + Spellcasting The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: @@ -36884,74 +30480,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 2, 1, 1, 1 urban - - Djinni - L - elemental - chaotic good - 17 (natural armor) - 161 (14d10+84) - 30 ft., fly 90 ft. - 211522151620 - Dex +6, Wis +7, Cha +9 - - - - lightning, thunder - - darkvision 120 ft. - 13 - Auran - 11 - - Source - Monster Manual, p. 144 - - Elemental Demise - If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. - - - Innate Spellcasting - The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - - At will: detect evil and good, detect magic, thunderwave 3/day each: create food and water (can create wine instead of water), tongues, wind walk - 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift - - - Variant: Genie Powers - Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. - - Disguises. - Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. - Wishes. - The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. - To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. - - - Multiattack - The djinni 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) lightning or thunder damage (djinni's choice). - Scimitar|9|2d6+5+1d6 - - - Create Whirlwind - A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. - A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift - - coastal - Dolphin M @@ -36974,7 +30502,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 208 - + + Charge If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. Charge||1d6 @@ -36992,58 +30521,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The coastal, underwater - - Doppelganger - M - monstrosity (shapechanger) - unaligned - 14 - 52 (8d8+16) - 30 ft. - 111814111214 - - Deception +6, Insight +3 - - - charmed - - darkvision 60 ft. - 11 - Common - 3 - - Source - Monster Manual, p. 82 - - Shapechanger - The doppelganger can use its action 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 each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Ambusher - The doppelganger has advantage on attack rolls against any creature it has surprised. - - - Surprise Attack - If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. - Surprise Attack||3d6 - - - Multiattack - The doppelganger makes two melee attacks. - - - Slam - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. - |6|1d6+4 - - - Read Thoughts - The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. - - - - underdark, urban - Draegloth L @@ -37066,7 +30543,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 141 - + + Fey Ancestry The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep. @@ -37096,99 +30574,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Draft Horse - L - beast - unaligned - 10 - 19 (3d10+3) - 40 ft. - 1810122117 - - - - - - - - 10 - - 1/4 - - Source - Monster Manual, p. 321 - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. - Hooves|6|2d4+4 - - - - urban - - - Dragon Turtle - G - dragon - neutral - 20 (natural armor) - 341 (22d20+10) - 20 ft., swim 40 ft. - 251020101212 - Dex +6, Con +11, Wis +7 - - fire - - - - darkvision 120 ft. - 11 - Aquan, Draconic - 17 - - Source - Monster Manual, p. 119 - - Amphibious - The dragon turtle can breathe air and water. - - - Multiattack - The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. - - - Bite - Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) piercing damage. - Bite|13|3d12+7 - - - Claw - Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) slashing damage. - Claw|13|2d8+7 - - - Tail - Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Tail|13|3d12+7 - - - Steam Breath (Recharge 5-6) - The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. - Steam Breath||15d6 - - - - coastal, underwater - Dragonbait M @@ -37211,7 +30596,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 218 - + + Divine Health Dragonbait is immune to disease. @@ -37257,7 +30643,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 89 - + + Dragon Fanatic The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. @@ -37304,7 +30691,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 89 - + + Dragon Fanatic The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. @@ -37356,7 +30744,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 89 - + + Dragon Fanatic The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. @@ -37412,7 +30801,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 90 - + + Dragon Fanatic The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. @@ -37463,7 +30853,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 90 - + + Fey Ancestry Dralmorrer has advantage on saving throws against being charmed, and magic can't put him to sleep. @@ -37525,7 +30916,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 209 - + + Action Surge (Recharges after a Short or Long Rest) Drannin takes an additional action on his turn. @@ -37584,7 +30976,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 233 - + + Undead Nature A dread warrior doesn't require air, food, drink, or sleep. @@ -37610,184 +31003,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Dretch - S - fiend (demon) - chaotic evil - 11 (natural armor) - 18 (4d6+4) - 20 ft. - 111112583 - - - cold, fire, lightning - - poison - poisoned - darkvision 60 ft. - 9 - Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal) - 1/4 - - Source - Monster Manual, p. 57 - - - Multiattack - The dretch makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. - Bite|2|1d6 - - - Claws - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. - Claws|2|2d4 - - - Fetid Cloud (1/Day) - A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - - - - - Drider - L - monstrosity - chaotic evil - 19 (natural armor) - 123 (13d10+52) - 30 ft., climb 30 ft. - 161618131412 - - Perception +5, Stealth +9 - - - - - darkvision 120 ft. - 15 - Elvish, Undercommon - 6 - - Source - Monster Manual, p. 120 - - Fey Ancestry - The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. - - - Innate Spellcasting - The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire - - - Spider Climb - The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Sunlight Sensitivity - While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Web Walker - The drider ignores movement restrictions caused by webbing. - - - Multiattack - The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. - Bite|6|1d4+2d8 - - - Longsword - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - One Handed|6|1d8+3 - Two Handed|6|1d10+3 - - - Longbow - Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage. - Longbow|6|1d8+3 - - dancing lights, darkness, faerie fire - - underdark - - - Drider Spellcaster - L - monstrosity - chaotic evil - 19 (natural armor) - 123 (13d10+52) - 30 ft., climb 30 ft. - 161618131612 - - Perception +5, Stealth +9 - - - - - darkvision 120 ft. - 15 - Elvish, Undercommon - 6 - - Source - Monster Manual, p. 120 - - Fey Ancestry - The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. - - - Innate Spellcasting - The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire - - - Spider Climb - The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Sunlight Sensitivity - While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Web Walker - The drider ignores movement restrictions caused by webbing. - - - Spellcasting - The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: - - • Cantrips (at will): poison spray, thaumaturgy - - • 1st level (4 slots): bane, detect magic, sanctuary - - • 2nd level (3 slots): hold person, silence - - • 3rd level (3 slots): clairvoyance, dispel magic - - • 4th level (2 slots): divination, freedom of movement - - dancing lights, darkness, faerie fire, poison spray, thaumaturgy, bane, detect magic, sanctuary, hold person, silence, clairvoyance, dispel magic, divination, freedom of movement - 4, 3, 3, 2 - - Droki S @@ -37810,7 +31025,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 231 - + + Special Equipment Droki wears boots of speed. @@ -37855,70 +31071,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The minor illusion, darkness, fear, shatter - - Drow - M - humanoid (elf) - neutral evil - 15 (chain shirt) - 13 (3d8) - 30 ft. - 101410111112 - - Perception +2, Stealth +4 - - - - - darkvision 120 ft. - 12 - Elvish, Undercommon - 1/4 - - Source - Monster Manual, p. 128 - - Fey Ancestry - The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - - - Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire - - - Sunlight Sensitivity - While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Shortsword|4|1d6+2 - - - Hand Crossbow - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Hand Crossbow|4|1d6+2 - - dancing lights, darkness, faerie fire - - underdark - Drow Arachnomancer M @@ -37941,7 +31093,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 182 - + + Change Shape (Recharges after a Short or Long Rest) The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies. @@ -38020,78 +31173,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The dancing lights, darkness, faerie fire, levitate, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt, dominate monster, etherealness, eyebite 0,0,0,0,3 - - Drow Elite Warrior - M - humanoid (elf) - neutral evil - 18 (studded leather, shield) - 71 (11d8+22) - 30 ft. - 131814111312 - Dex +7, Con +5, Wis +4 - Perception +4, Stealth +10 - - - - - darkvision 120 ft. - 14 - Elvish, Undercommon - 5 - - Source - Monster Manual, p. 128 - - Fey Ancestry - The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - - - Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only) - - - Sunlight Sensitivity - While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The drow makes two shortsword attacks. - - - Shortsword - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. - Shortsword|7|1d6+4+3d6 - - - Hand Crossbow - Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Hand Crossbow|7|1d6+4 - - - Parry - The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon. - - dancing lights, darkness, faerie fire, levitate - - underdark - Drow Favored Consort M @@ -38114,7 +31195,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 183 - + + Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. @@ -38205,7 +31287,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 184 - + + Battle Command As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. @@ -38288,7 +31371,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 184 - + + Discern Lie The drow knows when she hears a creature speak a lie in a language she knows. @@ -38346,72 +31430,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing 4,3,3,3,2,1 - - Drow Mage - M - humanoid (elf) - neutral evil - 12 (15 with mage armor) - 45 (10d8) - 30 ft. - 91410171312 - - Arcana +6, Deception +5, Perception +4, Stealth +5 - - - - - darkvision 120 ft. - 14 - Elvish, Undercommon - 7 - - Source - Monster Manual, p. 129 - - Fey Ancestry - The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - - - Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only) - - - Spellcasting - The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: - - • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost - - • 1st level (4 slots): mage armor, magic missile, shield, witch bolt - - • 2nd level (3 slots): alter self, misty step, web - - • 3rd level (3 slots): fly, lightning bolt - - • 4th level (3 slots): Evard's black tentacles, greater invisibility - - • 5th level (2 slots): cloudkill - - - Sunlight Sensitivity - While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Staff - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage. - One Handed|2|1d6-1+1d6 - Two Handed|2|1d8-1+1d6 - - - Summon Demon (1/Day) - The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. - - dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill - 4, 3, 3, 3, 2 - underdark - Drow Matron Mother M @@ -38434,7 +31452,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 186 - + + Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. @@ -38524,75 +31543,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate self only, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate 4,3,3,3,3,2,2,1,1 - - Drow Priestess of Lolth - M - humanoid (elf) - neutral evil - 15 (scale mail) - 71 (13d8+13) - 30 ft. - 101412131718 - Con +4, Wis +6, Cha +7 - Insight +6, Perception +6, Religion +4, Stealth +5 - - - - - darkvision 120 ft. - 16 - Elvish, Undercommon - 8 - - Source - Monster Manual, p. 129 - - Fey Ancestry - The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. - - - Innate Spellcasting - The drow's spellcasting ability is Charisma (spell save DC 15. She can innately cast the following spells, requiring no material components: - At will: dancing lights - 1/day each: darkness, faerie fire, levitate (self only) - - - Spellcasting - The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: - - • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy - - • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness - - • 2nd level (3 slots): lesser restoration, protection from poison, web - - • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic - - • 4th level (3 slots): divination, freedom of movement - - • 5th level (2 slots): insect plague, mass cure wounds - - - Sunlight Sensitivity - While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The drow makes two scourge attacks. - - - Scourge - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage plus 17 (5d6) poison damage. - Scourge|5|1d6+2+5d6 - - - Summon Demon (1/Day) - The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. - - dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds - 4, 3, 3, 3, 2 - - Drow Shadowblade M @@ -38615,7 +31565,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 187 - + + Fey Ancestry The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. @@ -38723,13 +31674,16 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 233 - + + Bottom Treader The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. - + + Bound Together The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. - + + Undead Fortitude If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned ascetic drops to 1 hit point instead. @@ -38775,13 +31729,16 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 234 - + + Bottom Treader The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. - + + Bound Together The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. - + + Undead Fortitude If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead. @@ -38839,13 +31796,16 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 235 - + + Bottom Treader The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. - + + Bound Together The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. - + + Undead Fortitude If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned blade drops to 1 hit point instead. @@ -38887,13 +31847,16 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 235 - + + Bound Together The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. - + + Cold Aura At the start of each of the drowned master’s turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage - + + Undead Fortitude If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success. the drowned master drops to 1 hit point instead. @@ -38925,169 +31888,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underwater, swamp - - Druid - M - humanoid (any race) - any alignment - 11 (16 with barkskin) - 27 (5d8+5) - 30 ft. - 101213121511 - - Medicine +4, Nature +3, Perception +4 - - - - - - 14 - Druidic plus any two languages - 2 - - Source - Monster Manual, p. 346 - - Spellcasting - The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: - - • Cantrips (at will): druidcraft, produce flame, shillelagh - - • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave - - • 2nd level (3 slots): animal messenger, barkskin - - - Quarterstaff - Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8+2) bludgeoning damage with shillelagh or if wielded with two hands. - Quarterstaff|2|1d6 - Shillelagh|4|1d8+2 - - druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin - 4, 3 - arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark - - - Dryad - M - fey - neutral - 11 (16 with barkskin) - 22 (5d8) - 30 ft. - 101211141518 - - Perception +4, Stealth +5 - - - - - darkvision 60 ft. - 14 - Elvish, Sylvan - 1 - - Source - Monster Manual, p. 121 - - Innate Spellcasting - The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: - - At will: druidcraft - 3/day each: entangle, goodberry - 1/day each: barkskin, pass without trace, shillelagh - - - 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 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. - - - Club - Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with shillelagh. - Club|2|1d4 - - - Fey Charm - The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. - Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. - The dryad can have no more than one humanoid and up to three beasts charmed at a time. - - 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. - - druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh - - forest - - - Duergar - M - humanoid (dwarf) - lawful evil - 16 (scale mail, shield) - 26 (4d8+4) - 25 ft. - 14111411109 - - - poison - - - - darkvision 120 ft. - 10 - Dwarvish, Undercommon - 1 - - Source - Monster Manual, p. 122 - - Duergar Resilience - The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. - - - Sunlight Sensitivity - While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Enlarge (Recharges after a Short or Long Rest) - For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. - - - War Pick - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged. - War Pick|4|1d8+2 - Enlarged|4|2d8+2 - - - Javelin - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged. - Javelin|4|1d6+2 - Enlarged|4|2d6+2 - - - Invisibility (Recharges after a Short or Long Rest) - The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it . - - 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. - - - - underdark - Duergar Darkhaft M @@ -39110,7 +31910,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 226 - + + Innate Spellcasting (Psionics) The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components: @@ -39175,7 +31976,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 188 - + + Innate Spellcasting (Psionics) The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: @@ -39245,7 +32047,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 188 - + + Engine of Pain Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. @@ -39293,7 +32096,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 226 Mordenkainen's Tome of Foes, 189 - + + Mounted The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantulas known as steeders (see the female steeder stat block) @@ -39364,7 +32168,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 226 - + + Innate Spellcasting (Psionics) The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components: @@ -39432,7 +32237,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 189 - + + Duergar Resilience The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -39491,7 +32297,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 190 - + + Engine of Pain Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. @@ -39541,7 +32348,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 227 Mordenkainen's Tome of Foes, p. 190 - + + Duergar Resilience The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -39635,7 +32443,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 234 - + + Cunning Action On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. @@ -39704,7 +32513,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 227 Mordenkainen's Tome of Foes, p. 191 - + + Duergar Resilience The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -39766,7 +32576,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 192 - + + Duergar Resilience The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -39836,7 +32647,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 228 Mordenkainen's Tome of Foes, p. 193 - + + Duergar Resilience The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. @@ -39871,111 +32683,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Duodrone - M - construct - construct - 15 (natural armor) - 11 (2d8+2) - 30 ft. - 1113126107 - - - - - - - truesight 120 ft. - 10 - Modron - 1/4 - - Source - Monster Manual, p. 225 - - Axiomatic Mind - The duodrone can't be compelled to act in a manner contrary to its nature or its instructions. - - - Disintegration - If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. - - - Multiattack - The duodrone makes two fist attacks or two javelin attacks. - - - Fist - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. - Fist|3|1d4 - - - Javelin - Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage. - Javelin|3|1d6+1 - - - - - - - Dust Mephit - S - elemental - neutral evil - 12 - 17 (5d6) - 30 ft., fly 30 ft. - 5141091110 - - Perception +2, Stealth +4 - - fire - poison - poisoned - darkvision 60 ft. - 12 - Auran, Terran - 1/2 - - Source - Monster Manual, p. 215 - - Death Burst - When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - - Innate Spellcasting (1/Day) - The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma. - - - Claws - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) slashing damage. - Claws|4|1d4+2 - - - Blinding Breath (Recharge 6) - The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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. - - 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. - - - Variant: Summon Mephits (1/Day) - The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. - - sleep - - desert - Duvessa Shane M @@ -39998,7 +32705,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 248 - + + Roleplaying Information The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. @@ -40042,7 +32750,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 132 - + + Incorporeal Movement The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. @@ -40081,84 +32790,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The dimension door, fear, phantasmal force - - Eagle - S - beast - unaligned - 12 - 3 (1d6) - 10 ft., fly 60 ft. - 615102147 - - Perception +4 - - - - - - 14 - - 0 - - Source - Monster Manual, p. 322 - - Keen Sight - The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - - Talons - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. - Talons|4|1d4+2 - - - - coastal, grassland, hill, mountain - - - Earth Elemental - L - elemental - neutral - 17 (natural armor) - 126 (12d10+60) - 30 ft., burrow 30 ft. - 208205105 - - - bludgeoning, piercing, and slashing from nonmagical attacks - thunder - poison - exhaustion, paralyzed, petrified, poisoned, unconscious - darkvision 60 ft., tremorsense 60 ft. - 10 - Terran - 5 - - Source - Monster Manual, p. 124 - - Earth Glide - The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. - - - Siege Monster - The elemental deals double damage to objects and structures. - - - Multiattack - The elemental makes two slam attacks. - - - Slam - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. - Slam|8|2d8+5 - - - - underdark - Earth Elemental Myrmidon M @@ -40182,7 +32813,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 212 Mordenkainen's Tome of Foes, p. 202 - + + Magic Weapons The myrmidon's weapon attacks are magical. @@ -40232,7 +32864,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 219 - + + Innate Spellcasting The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: @@ -40250,68 +32883,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The blur, hypnotic pattern, minor illusion 0 - - Efreeti - L - elemental - lawful evil - 17 (natural armor) - 200 (16d10+112) - 40 ft., fly 60 ft. - 221224161516 - Int +7, Wis +6, Cha +7 - - - - fire - - darkvision 120 ft. - 12 - Ignan - 11 - - Source - Monster Manual, p. 145 - - Elemental Demise - If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. - - - Innate Spellcasting - The efreeti's innate spell casting 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 - 3/day: enlarge/reduce, tongues - 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire - - - Variant: Genie Powers - Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. - - Disguises. - Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. - Wishes. - The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence. - To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit. - - - Multiattack - The efreeti makes two scimitar attacks or uses its Hurl Flame twice. - - - Scimitar - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2d6) fire damage. - Scimitar|10|2d6+6+2d6 - - - Hurl Flame - Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. - Flame|7|5d6 - - detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire - - desert - Eidolon M @@ -40334,7 +32905,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 193 - + + Undead Nature An eidolon doesn't require air, food, drink, or sleep. @@ -40391,7 +32963,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 174 - + + Creature Sense The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can’t be perceived in this manner. @@ -40493,7 +33066,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 219 - + + Ooze Nature An oblex doesn't require sleep. @@ -40568,7 +33142,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 200 - + + Air Form The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. @@ -40628,53 +33203,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Elephant - H - beast - unaligned - 12 (natural armor) - 76 (8d12+24) - 40 ft. - 229173116 - - - - - - - - 10 - - 4 - - Source - Monster Manual, p. 322 - - Trampling Charge - If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Gore - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage. - Gore|8|3d8+6 - - - Stomp - Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage. - Stomp|8|3d10+6 - - - - grassland - Elizar Dryflagon M @@ -40697,7 +33225,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 202 - + + Spellcasting Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: @@ -40723,138 +33252,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The druidcraft, guidance, poison spray, produce flame, animal friendship, faerie fire, healing word, jump, thunderwave, flame blade, spike growth, dispel magic, stinking cloud, blight, wall of fire 4, 3, 3, 2 - - Elk - L - beast - unaligned - 10 - 13 (2d10+2) - 50 ft. - 1610122106 - - - - - - - - 10 - - 1/4 - - Source - Monster Manual, p. 322 - - Charge - If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d6 - - - Ram - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. - Ram|5|1d6+3 - - - Hooves - Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4+3) bludgeoning damage. - Hooves|5|2d4+3 - - - - forest, grassland, hill - - - Empyrean - H - celestial (titan) - chaotic good (75%) or neutral evil (25%) - 22 (natural armor) - 313 (19d12+190) - 50 ft., fly 50 ft., swim 50 ft. - 302130212227 - Str +17, Int +12, Wis +13, Cha +15 - Insight +13, Persuasion +15 - - - bludgeoning, piercing, and slashing from nonmagical attacks - - truesight 120 ft. - 16 - all - 23 - - Source - Monster Manual, p. 130 - - Innate Spellcasting - The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - At will: greater restoration, pass without trace, water breathing, water walk - 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only) - - - Legendary Resistance (3/Day) - If the empyrean fails a saving throw, it can choose to succeed instead. - - - Magic Resistance - The empyrean has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The empyrean's weapon attacks are magical. - - - Maul - Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - Maul|17|6d6+10 - - - Bolt - Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder. - Bolt|15|7d6 - - - Legendary Actions (3/Turn) - The empyrean 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 empyrean regains spent legendary actions at the start of its turn. - - - Attack - The empyrean makes one attack. - - - Bolster - The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn. - - - Trembling Strike (Costs 2 Actions) - The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift - - - Enchanter M @@ -40877,7 +33274,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 213 - + + Spellcasting The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: @@ -40910,66 +33308,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 2 urban - - Erinyes - M - fiend (devil) - lawful evil - 18 (plate) - 153 (18d8+72) - 30 ft., fly 60 ft. - 181618141418 - Dex +7, Con +8, Wis +6, Cha +8 - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - truesight 120 ft. - 12 - Infernal, telepathy 120 ft. - 12 - - Source - Monster Manual, p. 73 - - Hellish Weapons - The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). - - - Magic Resistance - The erinyes has advantage on saving throws against spells and other magical effects. - - - Multiattack - The erinyes makes three attacks - - - 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 13 (3d8) poison damage. - One Handed|8|1d8+4+3d8 - Two Handed|8|1d10+4+3d8 - - - Longbow - Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Longbow|7|1d8+3+3d8 - - - Variant: Rope of Entanglement - Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks. - - - Parry - The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. - - - - - Eternal Flame Guardian M @@ -40992,7 +33330,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 200 - + + Flaming Weapon (Recharges after a Short or Long Rest) As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit. Flaming Weapon||1d6 @@ -41037,7 +33376,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 200 - + + Spellcasting The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: @@ -41057,133 +33397,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The control flames, create bonfire, fire bolt, light, minor illusion, burning hands, expeditious retreat, mage armor, blur, scorching ray, fireball 4, 3, 2 - - Ettercap - M - monstrosity - neutral evil - 13 (natural armor) - 44 (8d8+8) - 30 ft., climb 30 ft. - 1415137128 - - Perception +3, Stealth +4, Survival +3 - - - - - darkvision 60 ft. - 13 - - 2 - - Source - Monster Manual, p. 131 - - Spider Climb - The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Web Sense - While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. - - - Web Walker - The ettercap ignores movement restrictions caused by webbing. - - - Multiattack - The ettercap makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - |4|1d8+2 - - - Claws - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. - |4|2d4+2 - - - Web (Recharge 5-6) - Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Web|4| - - - Variant: Web Garrote - Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - Garrote|4|1d4+2 - - - - forest - - - Ettin - L - giant - chaotic evil - 12 (natural armor) - 85 (10d10+30) - 40 ft. - 218176108 - - Perception +4 - - - - - darkvision 60 ft. - 14 - Giant, Orc - 4 - - Source - Monster Manual, p. 132 - - Two Heads - The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - - - Wakeful - When one of the ettin's heads is asleep, its other head is awake. - - - Multiattack - The ettin makes two attacks: one with its battleaxe and one with its morningstar. - - - Battleaxe - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. - Battleaxe|7|2d8+5 - - - Morningstar - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. - Morningstar|7|2d8+5 - - - - hill, mountain, underdark - Evil Mage M @@ -41206,7 +33419,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Lost Mines of Phandelver p. 57 - + + Spellcasting The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: @@ -41247,7 +33461,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 214 - + + Spellcasting The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: @@ -41303,7 +33518,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 231 - + + Special Equipment In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes. @@ -41351,517 +33567,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility 4, 3, 3, 1 - - Faerie Dragon (Blue) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 2 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion - - - - - Faerie Dragon (Green) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 2 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion - - - - - Faerie Dragon (Indigo) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 2 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion - - - - - Faerie Dragon (Orange) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 1 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, mage hand, minor illusion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, mage hand, minor illusion - - - - - Faerie Dragon (Red) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 1 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: dancing lights, mage hand, minor illusion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - dancing lights, mage hand, minor illusion - - - - - Faerie Dragon (Violet) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 2 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion - - - - - Faerie Dragon (Yellow) - T - dragon - chaotic good - 15 - 14 (4d4+4) - 10 ft., fly 60 ft. - 32013141216 - - Arcana +4, Perception +3, Stealth +7 - - - - - darkvision 60 ft. - 13 - Draconic, Sylvan - 1 - - Source - Monster Manual, p. 133 - - The Colors of Age - A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. - - Red — 5 years or less - Orange — 6-10 years - Yellow — 11-20 years - Green — 21-30 years - Blue — 31-40 years - Indigo — 41-50 years - Violet — 51 years or more - A green or older faerie dragon's CR increases to 2. - - - Superior Invisibility - As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - - Limited Telepathy - Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. - - - Magic Resistance - The faerie dragon has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. - - 1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|7|1 - - - Euphoria Breath (Recharge 5-6) - The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: - 1-4. The target takes no action or bonus action and uses all of its movement to move in a random direction. - 5-6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success. - - color spray, dancing lights, mage hand, minor illusion, mirror image - - - Fathomer M @@ -41884,7 +33589,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 207 - + + Shapechanger (2/day) The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. @@ -41954,7 +33660,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 189 - + + Spellcasting The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spell: @@ -41981,55 +33688,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The gust, light, message, ray of frost, expeditious retreat, feather fall 2 - - Fire Elemental - L - elemental - neutral - 13 - 102 (12d10+36) - 50 ft. - 1017166107 - - - bludgeoning, piercing, and slashing from nonmagical attacks - - fire, poison - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 10 - Ignan - 5 - - Source - Monster Manual, p. 125 - - Fire Form - The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. - Fire Form||5d10 - Burn Damage||1d10 - - - Illumination - The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. - - - Water Susceptibility - For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. - - - Multiattack - The elemental makes two touch attacks. - - - Touch - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. - Touch|6|2d6+3 - - - - desert - Fire Elemental Myrmidon M @@ -42053,7 +33711,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 213 Mordenkainen's Tome of Foes, p. 203 - + + Illumination The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. @@ -42083,7 +33742,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Fire Giant + Fire Giant (Variant) H giant lawful evil @@ -42104,7 +33763,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 154 - + + Variant: Siege Monster The giant deals double damage to objects and structures. @@ -42156,7 +33816,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 147 - + + Dual Shields The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks. @@ -42184,51 +33845,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mountain, underdark - - Fire Snake - M - elemental - neutral evil - 14 (natural armor) - 22 (5d8) - 30 ft. - 1214117108 - - - bludgeoning, piercing, and slashing from nonmagical attacks - cold - fire - - darkvision 60 ft. - 10 - understands Ignan but can't speak - 1 - - Source - Monster Manual, p. 265 - - Heated Body - A creature that touches the snake or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage. - Heated Body||1d6 - - - Multiattack - The snake makes two attacks: one with its bite and one with its tail. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage. - Bite|3|1d4+1+1d6 - - - Tail - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage. - Tail|3|1d4+1+1d6 - - - - underdark - Firenewt Warlock of Imix M @@ -42251,7 +33867,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 143 - + + Amphibious The firenewt can breathe air and water. @@ -42302,7 +33919,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 142 - + + Amphibious The firenewt can breathe air and water. @@ -42346,7 +33964,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 144 - + + Antimagic Shell The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: @@ -42388,65 +34007,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, swamp, underdark - - Flameskull - T - undead - neutral evil - 13 - 40 (9d4+18) - 0 ft., fly 40 ft. (hover) - 11714161011 - - Arcana +5, Perception +2 - lightning, necrotic, piercing - - cold, fire, poison - charmed, frightened, paralyzed, poisoned, prone - darkvision 60 ft. - 12 - Common - 4 - - Source - Monster Manual, p. 134 - - Illumination - The flameskull sheds either dim light in a 15- foot radius, or bright light in a 15-foot radius and dim light for an additional 15 ft.. It can switch between the options as an action. - - - Magic Resistance - The flameskull has advantage on saving throws against spells and other magical effects. - - - Rejuvenation - If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. - - - Spellcasting - The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: - - • Cantrips (at will): mage hand - - • 1st level (3 slots): magic missile, shield - - • 2nd level (2 slots): blur, flaming sphere - - • 3rd level (1 slot): fireball - - - Multiattack - The flameskull uses Fire Ray twice. - - - Fire Ray - Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. - |5|3d6 - - mage hand, magic missile, shield, blur, flaming sphere, fireball - 3, 2, 1 - underdark - Flamewrath M @@ -42469,7 +34029,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 201 - + + Spellcasting The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells: @@ -42495,66 +34056,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The control flames, fire bolt, friends, light, minor illusion, burning hands, color spray, mage armor, scorching ray, suggestion, fireball, hypnotic pattern, fire shield 4, 3, 3, 1 - - Flesh Golem - M - construct - neutral - 9 - 93 (11d8+44) - 30 ft. - 199186105 - - - - - lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - darkvision 60 ft. - 10 - understands the languages of its creator but can't speak - 5 - - Source - Monster Manual, p. 169 - - Berserk - Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. - The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. - - - Aversion of Fire - If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. - - - Immutable Form - The golem is immune to any spell or effect that would alter its form. - - - Lightning Absorption - Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. - - - 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: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. - |7|2d8+4 - - - - - Flind M @@ -42577,7 +34078,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 153 - + + Aura of Blood Thirst If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind. @@ -42618,59 +34120,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The arctic, forest, grassland, hill - - Flumph - S - aberration - lawful good - 12 - 7 (2d6) - 5 ft., fly 30 ft. - 61510141411 - - Arcana +4, History +4, Religion +4 - - psychic - - - darkvision 60 ft. - 12 - understands Undercommon but can't speak, telepathy 60 ft. - 1/8 - - Source - Monster Manual, p. 135 - - Advanced Telepathy - The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy. - - - Prone Deficiency - If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - - Telepathic Shroud - The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. - - - Tendrils - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. - Tendrils|4|1d4+2+1d4 - - - Stench Spray (1/Day) - Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - - underdark - Flying Monkey S @@ -42693,7 +34142,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 220 - + + Pack Tactics The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated. @@ -42705,140 +34155,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Flying Snake - T - beast - unaligned - 14 - 5 (2d4) - 30 ft., fly 60 ft., swim 30 ft. - 418112125 - - - - - - - blindsight 10 ft. - 11 - - 1/8 - - Source - Monster Manual, p. 322 - - Flyby - The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. - Bite|6|1 - - - - desert, forest, grassland, urban - - - Flying Sword - S - construct - unaligned - 17 (natural armor) - 17 (5d6) - 0 ft., fly 50 ft. (hover) - 121511151 - Dex +4 - - - - poison, psychic - blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - blindsight 60 ft. (blind beyond this radius) - 7 - - 1/4 - - Source - Monster Manual, p. 20 - - Antimagic Susceptibility - The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Unconscious: - • An unconscious creature is incapacitated, meaning it can't take actions or reactions, can't move or speak, and is unaware of its surroundings. - - • The creature drops whatever it's holding and falls prone. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - False Appearance - While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. - - - Longsword - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. - |3|1d8+1 - - - - - - - Fomorian - H - giant - chaotic evil - 14 (natural armor) - 149 (13d12+65) - 30 ft. - 2310209146 - - Perception +8, Stealth +3 - - - - - darkvision 120 ft. - 18 - Giant, Undercommon - 8 - - Source - Monster Manual, p. 136 - - - Multiattack - The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. - - - Greatclub - Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. - Greatclub|9|3d8+6 - - - Evil Eye - The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. - Evil Eye||6d8 - - - Curse of the Evil Eye (Recharges after a Short or Long Rest) - With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. - The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. - - - - underdark - Fraz-Urb'luu L @@ -42862,7 +34178,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 238 Mordenkainen's Tome of Foes, p. 146 - + + Innate Spellcasting Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: @@ -42926,41 +34243,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image - - Frog - T - beast - unaligned - 11 - 1 (1d4-1) - 20 ft., swim 20 ft. - 1138183 - - Perception +1, Stealth +3 - - - - - darkvision 30 ft. - 11 - - 0 - - Source - Monster Manual, p. 322 - Player's Handbook, p. 305 - - Amphibious - The frog can breathe air and water - - - Standing Leap - The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. - - - - - Froghemoth H @@ -42983,7 +34265,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 145 - + + Amphibious The froghemoth can breathe air and water. @@ -43034,54 +34317,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp, underdark - - Frost Giant - H - giant - neutral evil - 15 (patchwork armor) - 138 (12d12+60) - 40 ft. - 2392191012 - Con +8, Wis +3, Cha +4 - Athletics +9, Perception +3 - - - cold - - - 13 - Giant - 8 - - Source - Monster Manual, p. 155 - - - Multiattack - The giant makes two greataxe attacks. - - - Greataxe - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage. - |9|3d12+6 - - - Rock - Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. - |9|4d10+6 - - - Variant: Weighted Net - Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target. - - Storm King's Thunder, p. 246 - Net|5| - - - - arctic, mountain - Frost Giant Everlasting One H @@ -43104,7 +34339,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 148 - + + Extra Heads The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. @@ -43163,7 +34399,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 233 - + + Burning Fury When the salamander takes fire damage, its Freezing Breath automatically recharges. @@ -43210,7 +34447,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 90 - + + Spellcasting Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: @@ -43234,57 +34472,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The light, sacred flame, thaumaturgy, command, cure wounds, healing word, sanctuary, calm emotions, hold person, spiritual weapon, mass healing word, spirit guardians 4, 3, 2 - - Galeb Duhr - M - elemental - neutral - 16 (natural armor) - 85 (9d8+45) - 15 ft. (30 ft. when rolling, 60 ft. rolling downhill) - 201420111211 - - - bludgeoning, piercing, and slashing from nonmagical attacks - - poison - exhaustion, paralyzed, poisoned, petrified - darkvision 60 ft., tremorsense 60 ft. - 11 - Terran - 6 - - Source - Monster Manual, p. 139 - - False Appearance - While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. - - - Rolling Charge - If the galeb duhr rolls at least 20 ft. straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Rolling Charge||2d6 - - - Slam - Melee Weapon Attack: +8 to hit, reach 5 ft ., one target. Hit: 12 (2d6+5) bludgeoning damage. - Slam|8|2d6+5 - - - Animate Boulders (1/Day) - The galeb duhr magically animates up to two boulders it can see within 60 ft. of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell) . - - - - hill, mountain - Gar Shatterkeel M @@ -43307,7 +34494,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 208 - + + Amphibious Gar can breathe air and water. @@ -43364,94 +34552,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mending, resistance, shape water, create or destroy water, cure wounds, fog cloud, thunderwave, darkvision, hold person, protection from poison, call lightning, sleet storm, tidal wave, control water, ice storm, scrying 4, 3, 3, 3, 1 - - Gargoyle - M - elemental - chaotic evil - 15 (natural armor) - 52 (7d8+21) - 30 ft., fly 60 ft. - 1511166117 - - - bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - - poison - exhaustion, petrified, poisoned - darkvision 60 ft. - 10 - Terran - 2 - - Source - Monster Manual, p. 140 - - False Appearance - While the gargoyle remains motion less, it is indistinguishable from an inanimate statue. - - - Multiattack - The gargoyle makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Bite|4|1d6+2 - - - Claws - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. - Claws|4|1d6+2 - - - - underdark, urban - - - Gas Spore - L - plant - unaligned - 5 - 1 (1d10-4) - 0 ft., fly 10 ft. (hover) - 513111 - - - - - poison - blinded, deafened, frightened, paralyzed, poisoned, prone - blindsight 30 ft. (blind beyond this radius) - 5 - - 1/2 - - Source - Monster Manual, p. 138 - - Death Burst - The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. - Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12+the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Death Burst||3d6 - - - Eerie Resemblance - The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check. - - - Touch - Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait. - Touch||1 - - - - underdark - Gauth M @@ -43474,7 +34574,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 125 - + + Stunning Gaze When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. @@ -43556,7 +34657,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 126 - + + Aggressive As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. @@ -43596,62 +34698,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Gelatinous Cube - L - ooze - unaligned - 6 - 84 (8d10+40) - 15 ft. - 14320161 - - - - - - blinded, charmed, deafened, exhaustion, frightened, prone - blindsight 60 ft. (blind beyond this radius) - 8 - - 2 - - Source - Monster Manual, p. 242 - - Ooze Cube - The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. - Creatures inside the cube can be seen but have total cover. - A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. - The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. - - - Transparent - Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. - - - Pseudopod - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. - Pseudopod|4|3d6 - - - Engulf - The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. - On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. - On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. - An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - underdark - Geonid S @@ -43674,7 +34720,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Tortle Package, p. 22 - + + Boulder Guise While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder. @@ -43716,7 +34763,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 172 - + + Innate Spellcasting Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: @@ -43837,7 +34885,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 209 - + + Assassinate During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a surprised creature is a critical hit. @@ -43883,62 +34932,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Ghast - M - undead - chaotic evil - 13 - 36 (8d8) - 30 ft. - 16171011108 - - - - - necrotic - poisoned - darkvision 60 ft. - 10 - Common - 2 - - Source - Monster Manual, p. 148 - - Stench - Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Turn Defiance - The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) piercing damage. - Bite|3|2d8+3 - - - Claws - 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 succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Claws|5|2d6+3 - - - - swamp, underdark, urban - Ghelryn Foehammer M @@ -43961,7 +34954,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 255 - + + Dwarven Resilience Ghelryn has advantage on saving throws against poison. @@ -43992,378 +34986,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Ghost - M - undead - any alignment - 11 - 45 (10d8) - 0 ft., fly 40 ft. (hover) - 71310101217 - - - acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - cold, necrotic, poison - charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - darkvision 60 ft. - 11 - any languages it knew in life - 4 - - Source - Monster Manual, p. 147 - - Ethereal Sight - The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. - - - Incorporeal Movement - The ghost 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. - - - Withering Touch - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. - |5|4d6+3 - - - Etherealness - The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. - - - Horrifying Visage - Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 _ 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. - - 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. - - - Possession (Recharge 6) - One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. - The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - - - underdark, urban - - - Ghoul - M - undead - chaotic evil - 12 - 22 (5d8) - 30 ft. - 1315107106 - - - - - - poisoned - darkvision 60 ft. - 10 - Common - 1 - - Source - Monster Manual, p. 148 - - - Bite - Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) piercing damage. - Bite|2|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. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Claws|4|2d4+2 - - - - swamp, underdark, urban - - - Giant Ape - H - beast - unaligned - 12 - 157 (15d12+60) - 40 ft., climb 40 ft. - 2314187127 - - Athletics +9, Perception +4 - - - - - - 14 - - 7 - - Source - Monster Manual, p. 323 - - - Multiattack - The ape makes two fist attacks. - - - Fist - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) bludgeoning damage. - Fist|9|3d10+6 - - - Rock - Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6+6) bludgeoning damage. - Rock|9|7d6+6 - - - - forest - - - Giant Badger - M - beast - unaligned - 10 - 13 (2d8+4) - 30 ft., burrow 10 ft. - 1310152125 - - - - - - - darkvision 30 ft. - 11 - - 1/4 - - Source - Monster Manual, p. 323 - - Keen Smell - The badger has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack - The badger makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. - Bite|3|1d6+1 - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. - Claws|3|2d4+1 - - - - forest - - - Giant Bat - L - beast - unaligned - 13 - 22 (4d10) - 10 ft., fly 60 ft. - 1516112126 - - - - - - - blindsight 60 ft. - 11 - - 1/4 - - Source - Monster Manual, p. 323 - - Echolocation - The bat can't use its blindsight while deafened. - - - Keen Hearing - The bat has advantage on Wisdom (Perception) checks that rely on hearing. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. - Bite|4|1d6+2 - - - - forest, underdark - - - Giant Boar - L - beast - unaligned - 12 (natural armor) - 42 (5d10+5) - 40 ft. - 171016275 - - - - - - - - 8 - - 2 - - Source - Monster Manual, p. 323 - - Charge - If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d6 - - - Relentless (Recharges after a Short or Long Rest) - If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - - Tusk - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - Tusk|5|2d6+3 - - - - forest, grassland, hill - - - Giant Centipede - S - beast - unaligned - 13 (natural armor) - 4 (1d6+1) - 30 ft., climb 30 ft. - 51412173 - - - - - - - blindsight 30 ft. - 8 - - 1/4 - - Source - Monster Manual, p. 323 - - - Bite - Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Bite|4|1d4+2 - - - - underdark, urban - - - Giant Constrictor Snake - H - beast - unaligned - 12 - 60 (8d12+8) - 30 ft., swim 30 ft. - 1914121103 - - Perception +2 - - - - - blindsight 10 ft. - 12 - - 2 - - Source - Monster Manual, p. 324 - - - Bite - Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. - Bite|6|2d6+4 - - - Constrict - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|6|2d8+4 - - - - desert, forest, swamp, underdark, underwater - Giant Coral Snake L @@ -44396,48 +35018,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp, underwater - - Giant Crab - M - beast - unaligned - 15 (natural armor) - 13 (3d8) - 30 ft., swim 30 ft. - 131511193 - - Stealth +4 - - - - - blindsight 30 ft. - 9 - - 1/8 - - Source - Monster Manual, p. 324 - - Amphibious - The crab can breathe air and water. - - - Claw - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - Claw|3|1d6+1 - - - - coastal - Giant Crayfish L @@ -44460,7 +35040,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 235 - + + Amphibious The giant crayfish can breathe air and water. @@ -44483,226 +35064,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Giant Crocodile - H - beast - unaligned - 14 (natural armor) - 85 (9d12+27) - 30 ft., swim 50 ft. - 219172107 - - Stealth +5 - - - - - - 10 - - 5 - - Source - Monster Manual, p. 324 - - Hold Breath - The crocodile can hold its breath for 30 minutes. - - - Multiattack - The crocodile makes two attacks: one with its bite and one with its tail. - - - Bite - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|8|3d10+5 - - - Tail - Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Tail|8|2d8+5 - - - - swamp - - - Giant Eagle - L - beast - neutral good - 13 - 26 (4d10+4) - 10 ft., fly 80 ft. - 16171381410 - - Perception +4 - - - - - - 14 - Giant Eagle, understands Common and Auran but can't speak - 1 - - Source - Monster Manual, p. 324 - Player's Handbook, p. 306 - - Keen Sight - The eagle has advantage on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The eagle makes two attacks: one with its beak and one with its talons. - - - Beak - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - Beak|5|1d6+3 - - - Talons - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - Talons|5|2d6+3 - - - - coastal, grassland, hill, mountain - - - Giant Elk - H - beast - unaligned - 15 (natural armor) - 42 (5d12+10) - 60 ft. - 19161471410 - - Perception +4 - - - - - - 14 - Giant Elk, understands Common, Elvish, and Sylvan but can't speak - 2 - - Source - Monster Manual, p. 325 - - Charge - If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d6 - - - Ram - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Ram|6|2d6+4 - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8+4) bludgeoning damage. - Hooves|6|4d8+4 - - - - forest, grassland, hill, mountain - - - Giant Fire Beetle - S - beast - unaligned - 13 (natural armor) - 4 (1d6+1) - 30 ft. - 81012173 - - - - - - - blindsight 30 ft. - 8 - - 0 - - Source - Monster Manual, p. 325 - - Illumination - The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. - - - Bite - Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) slashing damage. - Bite|1|1d6-1 - - - - underdark - - - Giant Fly - L - beast - unaligned - 11 - 19 (3d10+3) - 30 ft., fly 60 ft. - 1413132103 - - - - - - - darkvision 60 ft. - 10 - - 0 - - Source - Dungeon Master's Guide, p. 169 - - - - - Giant Four-Armed Gargoyle L @@ -44725,7 +35086,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 221 - + + False Appearance While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. @@ -44746,164 +35108,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Giant Frog - M - beast - unaligned - 11 - 18 (4d8) - 30 ft., swim 30 ft. - 1213112103 - - Perception +2, Stealth +3 - - - - - darkvision 30 ft. - 12 - - 1/4 - - Source - Monster Manual, p. 325 - - Amphibious - The frog can breathe air and water - - - Standing Leap - The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|3|1d6+1 - - - Swallow - The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - forest, swamp - - - Giant Goat - L - beast - unaligned - 11 (natural armor) - 19 (3d10+3) - 40 ft. - 1711123126 - - - - - - - - 11 - - 1/2 - - Source - Monster Manual, p. 326 - - Charge - If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d4 - - - Sure-Footed - The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - - Ram - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. - Ram|5|2d4+3 - - - - grassland, hill, mountain - - - Giant Hyena - L - beast - unaligned - 12 - 45 (6d10+12) - 50 ft. - 1614142127 - - Perception +3 - - - - - - 13 - - 1 - - Source - Monster Manual, p. 326 - - Rampage - When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. - Bite|5|1d6+3 - - - - desert, forest, grassland, hill - Giant Ice Toad L @@ -44926,7 +35130,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 235 - + + Amphibious The toad can breathe air and water. @@ -45007,7 +35212,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 236 - + + Water Breathing The eel can breathe only underwater. @@ -45034,248 +35240,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Giant Lizard - L - beast - unaligned - 12 (natural armor) - 19 (3d10+3) - 30 ft., climb 30 ft. - 1512132105 - - - - - - - darkvision 30 ft. - 10 - - 1/4 - - Source - Monster Manual, p. 326 - - Variant: Hold Breath - The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) - - - Variant: Spider Climb - The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. - Bite|4|1d8+2 - - - - coastal, desert, forest, swamp, underdark - - - Giant Octopus - L - beast - unaligned - 11 - 52 (8d10+8) - 10 ft., swim 60 ft. - 1713134104 - - Perception +4, Stealth +5 - - - - - darkvision 60 ft. - 14 - - 1 - - Source - Monster Manual, p. 326 - - Hold Breath - While out of water, the octopus can hold its breath for 1 hour. - - - Underwater Camouflage - The octopus has advantage on Dexterity (Stealth) checks made while underwater. - - - Water Breathing - The octopus can breathe only underwater. - - - Tentacles - Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Tentacles|5|2d6+3 - - - Ink Cloud (Recharges after a Short or Long Rest) - A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. - - - - underwater - - - Giant Owl - L - beast - neutral - 12 - 19 (3d10+3) - 5 ft., fly 60 ft. - 13151281310 - - Perception +5, Stealth +4 - - - - - darkvision 120 ft. - 15 - Giant Owl, understands Common, Elvish, and Sylvan but can't speak - 1/4 - - Source - Monster Manual, p. 327 - - Flyby - The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. - - - Keen Hearing and Sight - The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - - Talons - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage. - Talons|3|2d6+1 - - - - arctic, forest, hill - - - Giant Poisonous Snake - M - beast - unaligned - 14 - 11 (2d8+2) - 30 ft., swim 30 ft. - 1018132103 - - Perception +2 - - - - - blindsight 10 ft. - 12 - - 1/4 - - Source - Monster Manual, p. 327 - - - Bite - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - Bite|6|1d4+4 - - - - desert, forest, grassland, swamp, underdark, urban - - - Giant Rat - S - beast - unaligned - 12 - 7 (2d6) - 30 ft. - 715112104 - - - - - - - darkvision 60 ft. - 10 - - 1/8 - - Source - Monster Manual, p. 327 - - Keen Smell - The rat has advantage on Wisdom (Perception) checks that rely on smell. - - - Pack Tactics - The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|4|1d4+2 - - - - forest, swamp, underdark, urban - - - Giant Rat (Diseased) - S - beast - unaligned - 12 - 7 (2d6) - 30 ft. - 715112104 - - - - - - - darkvision 60 ft. - 10 - - 1/8 - - Source - Monster Manual, p. 327 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies. - Bite|4|1d4+2 - - - - - Giant Sea Eel L @@ -45298,7 +35262,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 237 - + + Water Breathing The eel can breathe only underwater @@ -45311,140 +35276,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp, underwater - - Giant Scorpion - L - beast - unaligned - 15 (natural armor) - 52 (7d10+14) - 40 ft. - 151315193 - - - - - - - blindsight 60 ft. - 9 - - 3 - - Source - Monster Manual, p. 327 - - - 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 only one target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - Claw|4|1d8+2 - - - Multiattack - The scorpion makes three attacks: two with its claws and one with its sting. - - - Sting - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. - Sting|4|1d10+2 - - - - desert - - - Giant Sea Horse - L - beast - unaligned - 13 (natural armor) - 16 (3d10) - 0 ft., swim 40 ft. - 1215112125 - - - - - - - - 11 - - 1/2 - - Source - Monster Manual, p. 328 - - Charge - If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d6 - - - Water Breathing - The sea horse can breathe only underwater. - - - Ram - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. - |3|1d6+1 - - - - underwater - - - Giant Shark - H - beast - unaligned - 13 (natural armor) - 126 (11d12+55) - swim 50 ft. - 2311211105 - - Perception +3 - - - - - blindsight 60 ft. - 13 - - 5 - - Source - Monster Manual, p. 328 - - Blood Frenzy - The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Water Breathing - The shark can breathe only underwater. - - - Bite - Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage. - Bite|9|3d10+6 - - - - underwater - Giant Skeleton H @@ -45467,7 +35298,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 236 - + + Undead Nature A skeleton doesn't require air, food, drink, or sleep. @@ -45517,7 +35349,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 222 - + + Amphibious The turtle can breathe air and water.