From e4647ffc2f549983b4972d52685f079dc7d5cac9 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Tue, 21 Jan 2020 15:56:43 -0700 Subject: [PATCH] refactor: Separate core from other sourcebooks and adventures - Monsters completed --- FightClub5eXML/Sources/CoreSourcebooks.xml | 15027 +++++++++++++++ .../Sources/SourcebooksAndAdventures.xml | 15824 +--------------- 2 files changed, 15714 insertions(+), 15137 deletions(-) diff --git a/FightClub5eXML/Sources/CoreSourcebooks.xml b/FightClub5eXML/Sources/CoreSourcebooks.xml index 170ef41..92ed61f 100644 --- a/FightClub5eXML/Sources/CoreSourcebooks.xml +++ b/FightClub5eXML/Sources/CoreSourcebooks.xml @@ -50373,4 +50373,15031 @@ underwater + + Giant Spider + L + beast + unaligned + 14 (natural armor) + 26 (4d10+4) + 30 ft., climb 30 ft. + 1416122114 + + Stealth +7 + + + + + blindsight 10 ft., darkvision 60 ft. + 10 + + 1 + + Source + Monster Manual, p. 328 + Player's Handbook, p. 306 + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|5|1d8+3 + + + Web (Recharge 5-6) + Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Web|5|0 + + + + desert, forest, swamp, underdark, urban + + + Giant Toad + L + beast + unaligned + 11 + 39 (6d10+6) + 20 ft., swim 40 ft. + 1513132103 + + + + + + + darkvision 30 ft. + 10 + + 1 + + Source + Monster Manual, p. 329 + + + Amphibious + The toad can breathe air and water + + + Standing Leap + The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|4|1d10+2 + + + Swallow + The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. + If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + coastal, desert, forest, swamp, underdark + + + Giant Vulture + L + beast + neutral evil + 10 + 22 (3d10+6) + 10 ft., fly 60 ft. + 1510156127 + + Perception +3 + + + + + + 13 + understands Common but can't speak + 1 + + Source + Monster Manual, p. 329 + + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Multiattack + The vulture makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. + Beak|4|2d4+2 + + + Talons + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. + Talons|4|2d6+2 + + + + desert, grassland + + + Giant Wasp + M + beast + unaligned + 12 + 13 (3d8) + 10 ft., fly 50 ft., swim 50 ft. + 1014101103 + + + + + + + + 10 + + 1/2 + + Source + Monster Manual, p. 329 + + + Sting + Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) 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. 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. + Sting|4|1d6+2 + + + + forest, grassland, urban + + + Giant Weasel + M + beast + unaligned + 13 + 9 (2d8) + 40 ft. + 1116104125 + + Perception +3, Stealth +5 + + + + + darkvision 60 ft. + 13 + + 1/8 + + Source + Monster Manual, p. 329 + + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Bite|5|1d4+3 + + + + forest, grassland, hill + + + Giant Wolf Spider + M + beast + unaligned + 13 + 11 (2d8+2) + 40 ft., climb 40 ft. + 1216133124 + + Perception +3, Stealth +7 + + + + + blindsight 10 ft., darkvision 60 ft. + 13 + + 1/4 + + Source + Monster Manual, p. 330 + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|3|1d6+1 + + + + coastal, desert, forest, grassland, hill + + + Gibbering Mouther + M + aberration + neutral + 9 + 67 (9d8+27) + 10 ft., swim 10 ft. + 108163106 + + + + + + prone + darkvision 60 ft. + 10 + + 2 + + Source + Monster Manual, p. 157 + + + Aberrant Ground + The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. + + + Gibbering + The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. + + + Multiattack + The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. + + + Bites + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. + + 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. + Bites|2|5d6 + + + Blinding Spittle (Recharge 5-6) + The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther'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. + + + + underdark + + + Githyanki Warrior + M + humanoid (gith) + lawful evil + 17 (half plate) + 49 (9d8+9) + 30 ft. + 151412131310 + Con +3, Int +3, Wis +3 + + + + + + + 11 + Gith + 3 + + Source + Monster Manual, p. 160 + + + Innate Spellcasting (Psionics) + The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: jump, misty step, nondetection (self only) + + + Multiattack + The githyanki makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage. + Greatsword|4|2d6+2+2d6 + + mage hand, jump, misty step, nondetection + + + + + Githzerai Monk + M + humanoid (gith) + lawful neutral + 14 + 38 (7d8+7) + 30 ft. + 121512131410 + Str +3, Dex +4, Int +3, Wis +4 + Insight +4, Perception +4 + + + + + + 14 + Gith + 2 + + Source + Monster Manual, p. 161 + + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|4|1d8+2+2d8 + + mage hand, feather fall, jump, see invisibility, shield + + + + + Githzerai Zerth + M + humanoid (gith) + lawful neutral + 17 + 84 (13d8+26) + 30 ft. + 131815161712 + Str +4, Dex +7, Int +6, Wis +6 + Arcana +6, Insight +6, Perception +6 + + + + + + 16 + Gith + 6 + + Source + Monster Manual, p. 161 + + + Innate Spellcasting (Psionics) + The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 3/day each: feather fall, jump, see invisibility, shield + + + Psychic Defense + While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. + + + Multiattack + The githzerai makes two unarmed strikes. + + + Unarmed Strike + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack. + Unarmed Strike|7|2d6+4+3d8 + + mage hand, feather fall, jump, see invisibility, shield + + + + + Glabrezu + L + fiend (demon) + chaotic evil + 17 (natural armor) + 157 (15d10+75) + 40 ft. + 201521191716 + Str +9, Con +9, Wis +7, Cha +7 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 9 + + Source + Monster Manual, p. 58 + + + Innate Spellcasting + The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: + At will: darkness, detect magic, dispel magic + 1/day each: confusion, fly, power word stun + + + Magic Resistance + The glabrezu has advantage on saving throws against spells and other magical effects. + + + Multiattack + The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. + + + Pincer + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, 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. + Pincer|9|2d10+5 + + + Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. + Fist|9|2d4+2 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. + 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. + + darkness, detect magic, dispel magic, confusion, fly, power word stun + + + + + Gladiator + M + humanoid (any race) + any alignment + 16 (studded leather, shield) + 112 (15d8+45) + 30 ft. + 181516101215 + Str +7, Dex +5, Con +6 + Athletics +10, Intimidation +5 + + + + + + 11 + any one language (usually Common) + 5 + + Source + Monster Manual, p. 346 + + + Brave + The gladiator has advantage on saving throws against being frightened. + + + Brute + A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). + + + Multiattack + The gladiator makes three melee attacks or two ranged attacks. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. + One Handed|7|2d6+4 + Two Handed|7|2d8+4 + + + Shield Bash + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Shield Bash|7|2d4+4 + + + Parry + The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. + + + + urban + + + Gnoll + M + humanoid (gnoll) + chaotic evil + 15 (hide armor, shield) + 22 (5d8) + 30 ft. + 1412116107 + + + + + + + darkvision 60 ft. + 10 + Gnoll + 1/2 + + Source + Monster Manual, p. 163 + + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Spear + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. + |4|1d6+2 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + desert, forest, grassland, hill + + + Gnoll Fang of Yeenoghu + M + humanoid (gnoll) + chaotic evil + 14 (hide armor) + 65 (10d8+20) + 30 ft. + 171515101113 + Con +4, Wis +2, Cha +3 + + + + + + darkvision 60 ft. + 10 + Abyssal, Gnoll + 4 + + Source + Monster Manual, p. 163 + + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. + Bite|5|1d6+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + desert, forest, grassland, hill + + + Gnoll Pack Lord + M + humanoid (gnoll) + chaotic evil + 15 (chain shirt) + 49 (9d8+9) + 30 ft. + 1614138119 + + + + + + + darkvision 60 ft. + 10 + Gnoll + 2 + + Source + Monster Manual, p. 163 + + + Rampage + When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. + + + Multiattack + The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage. + Bite|5|1d10+3 + + + Glaive + Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. + Glaive|5|1d10+3 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|4|1d8+2 + + + Incite Rampage (Recharge 5-6) + One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. + + + + desert, forest, grassland, hill + + + Goat + M + beast + unaligned + 10 + 4 (1d8) + 40 ft. + 1210112105 + + + + + + + + 10 + + 0 + + Source + Monster Manual, p. 330 + + + 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 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||1d4 + + + Sure-Footed + The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Ram|3|1d4+1 + + + + grassland, hill, mountain, urban + + + Goblin + S + humanoid (goblinoid) + neutral evil + 15 (leather armor, shield) + 7 (2d6) + 30 ft. + 814101088 + + Stealth +6 + + + + + darkvision 60 ft. + 9 + Common, Goblin + 1/4 + + Source + Monster Manual, p. 166 + + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + |4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, grassland, hill, underdark + + + Goblin Boss + S + humanoid (goblinoid) + neutral evil + 17 (chain shirt, shield) + 21 (6d6) + 30 ft. + 10141010810 + + Stealth +6 + + + + + darkvision 60 ft. + 9 + Common, Goblin + 1 + + Source + Monster Manual, p. 166 + + + Nimble Escape + The goblin can take the Disengage or Hide action as a bonus action on each of its turns. + + + Multiattack + The goblin makes two attacks with its scimitar. The second attack has disadvantage. + + + Scimitar + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|4|1d6+2 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. + Javelin|2|1d6 + + + Redirect Attack + When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. + + + + forest, grassland, hill, underdark + + + Gold Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 60 (8d8+24) + 30 ft., fly 60 ft., swim 30 ft. + 191417141116 + Dex +4, Con +5, Wis +2, Cha +5 + Perception +4, Stealth +4 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 3 + + Source + Monster Manual, p. 115 + + + Amphibious + The dragon can breathe air and water. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Bite|6|1d10+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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||4d10 + + + + + + + Gorgon + L + monstrosity + unaligned + 19 (natural armor) + 114 (12d10+48) + 40 ft. + 2011182127 + + Perception +4 + + + petrified + + darkvision 60 ft. + 14 + + 5 + + Source + Monster Manual, p. 171 + + + Trampling Charge + If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Gore + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage. + Gore|8|2d12+5 + + + Hooves + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. + Hooves|8|2d10+5 + + + Petrifying Breath (Recharge 5-6) + The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. + + 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. + + + + forest, grassland, hill + + + Goristro + H + fiend (demon) + chaotic evil + 19 (natural armor) + 310 (23d12+161) + 40 ft. + 25111561314 + Str +13, Dex +6, Con +13, Wis +7 + Perception +7 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 17 + Abyssal + 17 + + Source + Monster Manual, p. 59 + + + Charge + If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away 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. + Charge||7d10 + + + Labyrinthine Recall + The goristro can perfectly recall any path it has traveled. + + + Magic Resistance + The goristro has advantage on saving throws against spells and other magical effects. + + + Siege Monster + The goristro deals double damage to objects and structures. + + + Multiattack + The goristro makes three attacks: two with its fists and one with its hoof. + + + Fist + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Fist|13|3d8+7 + + + Hoof + Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 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. + Hoof|13|3d10+7 + + + Gore + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage. + Gore|13|7d10+7 + + + + + + + Gray Ooze + M + ooze + unaligned + 8 + 22 (3d8+9) + 10 ft., climb 10 ft. + 12616162 + + Stealth +2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 1/2 + + Source + Monster Manual, p. 243 + + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + |3|1d6+1 + + + + underdark + + + Gray Ooze (Psychic) + M + ooze + unaligned + 8 + 22 (3d8+9) + 10 ft., climb 10 ft. + 12616662 + + Stealth +2 + acid, cold, fire + + + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 1/2 + + Source + Monster Manual, p. 243 + + + Amorphous + The ooze can move through a space as narrow as 1 inch wide without squeezing. + + + Corrode Metal + Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. + The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. + + + False Appearance + While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. + + + Pseudopod + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. + |3|1d6+1 + + + Psychic Crush (Recharge 5-6) + The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. + + + + + + + Gray Slaad + M + aberration (shapechanger) + chaotic neutral + 18 (natural armor) + 127 (17d8+51) + 30 ft. + 17171613814 + + Arcana +5, Perception +6 + acid, cold, fire, lightning, thunder + + + + blindsight 60 ft., darkvision 60 ft. + 16 + Slaad, telepathy 60 ft. + 9 + + Source + Monster Manual, p. 277 + + + 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 14). 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, fly, fireball, tongues + 1/day: plane shift (self only) + + + 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: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|7|1d6+3 + + + Claws (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage. + Claws|7|1d10+3 + + + Greatsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Greatsword|7|2d6+3 + + detect magic, detect thoughts, invisibility, mage hand, major image, fear, fly, fireball, tongues, plane shift + + urban + + + Green Dragon Wyrmling + M + dragon + lawful evil + 17 (natural armor) + 38 (7d8+7) + 30 ft., fly 60 ft., swim 30 ft. + 151213141113 + Dex +3, Con +3, Wis +2, Cha +3 + Perception +4, Stealth +3 + + + poison + poisoned + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 95 + + + 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 3 (1d6) poison damage. + Bite|4|1d10+3+1d6 + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath||6d6 + + + + + + + Green Hag + M + fey + neutral evil + 17 (natural armor) + 82 (11d8+33) + 30 ft. + 181216131414 + + Arcana +3, Deception +4, Perception +4, Stealth +3 + + + + + darkvision 60 ft. + 14 + Common, Draconic, Sylvan + 3 + + Source + Monster Manual, p. 177 + + + Amphibious + The hag can breathe air and water. + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: + + At will: dancing lights, minor illusion, vicious mockery + + + Mimicry + The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claws|6|2d8+4 + + + Illusory Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. + + + Invisible Passage + The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. + + 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. + + dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + forest, hill, swamp + + + Green Slaad + L + aberration (shapechanger) + chaotic neutral + 16 (natural armor) + 127 (15d10+45) + 30 ft. + 18151611812 + + Arcana +3, Perception +2 + acid, cold, fire, lightning, thunder + + + + blindsight 30 ft., darkvision 60 ft. + 12 + Slaad, telepathy 60 ft. + 8 + + Source + Monster Manual, p. 277 + + + 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 12). The slaad can innately cast the following spells, requiring no material components: + + At will: detect magic, detect thoughts, mage hand + 2/day each: fear, invisibility (self only) + 1/day: fireball + + + 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 or staff. Alternatively, it uses its Hurl Flame twice. + + + Bite (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. + Bite|7|2d6+4 + + + Claw (Slaad Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. + Claw|7|1d6+4 + + + Staff + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Staff|7|2d6+4 + + + Hurl Flame + Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. + Hurl Flame|4|3d6 + + detect magic, detect thoughts, mage hand, fear, invisibility, fireball + + + + + Grell + M + aberration + neutral evil + 12 + 55 (10d8+10) + 10 ft., fly 30 ft. (hover) + 15141312119 + + Perception +4, Stealth +6 + + + lightning + blinded, prone + blindsight 60 ft. (blind beyond this radius) + 14 + Grell + 3 + + Source + Monster Manual, p. 172 + + + Multiattack + The grell makes two attacks: one with its tentacles and one with its beak. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. + The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with 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. + + 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacles|4|1d10+2 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) piercing damage. + Beak|4|2d4+2 + + + + underdark + + + Grick + M + monstrosity + neutral + 14 (natural armor) + 27 (6d8) + 30 ft., climb 30 ft. + 1414113145 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks + + + + darkvision 60 ft. + 12 + + 2 + + Source + Monster Manual, p. 173 + + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. + + + Tentacles + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. + |4|2d6+2 + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, underdark + + + Grick Alpha + L + monstrosity + neutral + 18 (natural armor) + 75 (10d10+20) + 30 ft., climb 30 ft. + 1816154149 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks + + + + darkvision 60 ft. + 12 + + 7 + + Source + Monster Manual, p. 173 + + + Stone Camouflage + The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Tail|7|2d6+4 + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage. + Tentacles|7|4d8+4 + + + Beak + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. + Beak|7|2d8+4 + + + + forest, underdark + + + Griffon + L + monstrosity + unaligned + 12 + 59 (7d10+21) + 30 ft., fly 80 ft. + 1815162138 + + Perception +5 + + + + + darkvision 60 ft. + 15 + + 2 + + Source + Monster Manual, p. 174 + + + Keen Sight + The griffon has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The griffon makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + |6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |6|2d6+4 + + + + arctic, coastal, grassland, hill, mountain + + + Grimlock + M + humanoid (grimlock) + neutral evil + 11 + 11 (2d8+2) + 30 ft. + 161212986 + + Athletics +5, Perception +3, Stealth +3 + + + blinded + + blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius) + 13 + Undercommon + 1/4 + + Source + Monster Manual, p. 175 + + + Blind Senses + The grimlock can't use its blindsight while deafened and unable to smell. + + + Keen Hearing and Smell + The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Stone Camouflage + The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Spiked Bone Club + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. + Spiked Bone Club|5|1d4+5+1d4 + + + + underdark + + + Guard + M + humanoid (any race) + any alignment + 16 (chain shirt, shield) + 11 (2d8+2) + 30 ft. + 131212101110 + + Perception +2 + + + + + + 12 + any one language (usually Common) + 1/8 + + Source + Monster Manual, p. 347 + + + 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. + One Handed|3|1d6+1 + Two Handed|3|1d8+1 + + + + coastal, desert, forest, grassland, hill, mountain, urban + + + Guardian Naga + L + monstrosity + lawful good + 18 (natural armor) + 127 (15d10+45) + 40 ft. + 191816161918 + Dex +8, Con +7, Int +7, Wis +8, Cha +8 + + + + poison + charmed, poisoned + darkvision 60 ft. + 14 + Celestial, Common + 10 + + Source + Monster Manual, p. 234 + + + Rejuvenation + If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. + + + Spellcasting + The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: + + • Cantrips (at will): mending, sacred flame, thaumaturgy + + • 1st level (4 slots): command, cure wounds, shield of faith + + • 2nd level (3 slots): calm emotions, hold person + + • 3rd level (3 slots): bestow curse, clairvoyance + + • 4th level (3 slots): banishment, freedom of movement + + • 5th level (2 slots): flame strike, geas + + • 6th level (1 slot): true seeing + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Bite|8|1d8+4 + + + Spit Poison + Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Spit Poison|8|10d8 + + mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing + 4, 3, 3, 3, 2, 1 + desert, forest + + + Gynosphinx + L + monstrosity + lawful neutral + 17 (natural armor) + 136 (16d10+48) + 40 ft., fly 60 ft. + 181516181818 + + Arcana +12, History +12, Perception +8, Religion +8 + bludgeoning, piercing, and slashing from nonmagical attacks + + psychic + charmed, frightened + truesight 120 ft. + 18 + Common, Sphinx + 11 + + Source + Monster Manual, p. 282 + + + 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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, prestidigitation + + • 1st level (4 slots): detect magic, identify, shield + + • 2nd level (3 slots): darkness, locate object, suggestion + + • 3rd level (3 slots): dispel magic, remove curse, tongues + + • 4th level (3 slots): banishment, greater invisibility + + • 5th level (1 slot): legend lore + + + Multiattack + The sphinx makes two claw attacks. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claw|8|2d8+4 + + + Legendary Actions (3/Turn) + The gynosphinx 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 gynosphinx regains spent legendary actions at the start of her 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. + + mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore + 4, 3, 3, 3, 1 + desert + + + Half-Ogre (Ogrillon) + L + giant + any chaotic alignment + 12 (hide armor) + 30 (4d10+8) + 30 ft. + 1710147910 + + + + + + + darkvision 60 ft. + 9 + Common, Giant + 1 + + Source + Monster Manual, p. 238 + + + Battleaxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands. + One Handed|5|2d8+3 + Two Handed|5|2d10+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. + Javelin|5|2d6+3 + + + + + + + Half-Red Dragon Veteran + M + humanoid (human) + any alignment + 18 (plate) + 65 (10d8+20) + 30 ft. + 161314101110 + Str +5, Con +4 + Athletics +5, Perception +2 + fire + + + + blindsight 10 ft., darkvision 60 ft. + 12 + Common, Draconic + 5 + + Source + Monster Manual, p. 180 + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Weapon Attack: +5 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|5|1d8+3 + Two Handed|5|1d10+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. + Heavy Crossbow|3|1d10+1 + + + Fire Breath (Recharge 5-6) + The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||7d6 + + + Parry + The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon. + + + + + + + Harpy + M + monstrosity + chaotic evil + 11 + 38 (7d8+7) + 20 ft., fly 40 ft. + 12131271013 + + + + + + + + 10 + Common + 1 + + Source + Monster Manual, p. 181 + + + Multiattack + The harpy makes two attacks: one with its claws and one with its club. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. + |3|2d4+1 + + + Club + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + |3|1d4+1 + + + Luring Song + The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. + While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. + A target that successfully saves is immune to this harpy's song for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + + + coastal, forest, hill, mountain + + + Hawk + T + beast + unaligned + 13 + 1 (1d4-1) + 10 ft., fly 60 ft. + 51682146 + + Perception +4 + + + + + + 14 + + 0 + + Source + Monster Manual, p. 330 + Player's Handbook, p. 306 + + + Keen Sight + The hawk has advantage on Wisdom (Perception) checks that rely on sight. + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Talons|5|1 + + + + + + + Hell Hound + M + fiend + lawful evil + 15 (natural armor) + 45 (7d8+14) + 50 ft. + 1712146136 + + Perception +5 + + + fire + + darkvision 60 ft. + 15 + understands Infernal but can't speak it + 3 + + Source + Monster Manual, p. 182 + + + Keen Hearing and Smell + The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The hound has advantage on an attack roll against a creature if at least one of the hound'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: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. + |5|1d8+3 + + + Fire Breath (Recharge 5-6) + The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. + ||6d6 + + + + mountain, underdark + + + Helmed Horror + M + construct + unaligned + 20 (plate, shield) + 60 (8d8+24) + 30 ft., fly 30 ft. + 181316101010 + + Perception +4 + bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + + force, necrotic, poison + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned + blindsight 60 ft. (blind beyond this radius) + 14 + understands the languages of its creator but can't speak + 4 + + Source + Monster Manual, p. 183 + + + Magic Resistance + The helmed horror has advantage on saving throws against spells and other magical effects. + + + Spell Immunity + The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. + + + Multiattack + The helmed horror makes two longsword attacks. + + + Longsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. + |6|1d8+4 + + + + + + + Hezrou + L + fiend (demon) + chaotic evil + 16 (natural armor) + 136 (13d10+65) + 30 ft. + 19172051213 + Str +7, Con +8, Wis +4 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 60 + + + Magic Resistance + The hezrou has advantage on saving throws against spells and other magical effects. + + + Stench + Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Multiattack + The hezrou makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. + 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. + + + + + + + Hill Giant + H + giant + chaotic evil + 13 (natural armor) + 105 (10d12+40) + 40 ft. + 21819596 + + Perception +2 + + + + + + 12 + Giant + 5 + + Source + Monster Manual, p. 155 + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. + Greatclub|8|3d8+5 + + + Rock + Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. + |8|3d10+5 + + + Variant: Squash + Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6+5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. + + Storm King's Thunder, p. 246 + Squash|8|6d6+5 + + + + hill + + + Hippogriff + L + monstrosity + unaligned + 11 + 19 (3d10+3) + 40 ft, fly 60 ft. + 1713132128 + + Perception +5 + + + + + + 15 + + 1 + + Source + Monster Manual, p. 184 + + + Keen Sight + The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The hippogriff makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + |5|1d10+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + |5|2d6+3 + + + + grassland, hill, mountain + + + Hobgoblin + M + humanoid (goblinoid) + lawful evil + 18 (chain mail, shield) + 11 (2d8+2) + 30 ft. + 13121210109 + + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 1/2 + + Source + Monster Manual, p. 186 + + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. + Martial Advantage||2d6 + + + Longsword + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. + |3|1d8+1 + + + Longbow + Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + + desert, forest, grassland, hill, underdark + + + Hobgoblin Captain + M + humanoid (goblinoid) + lawful evil + 17 (half plate) + 39 (6d8+12) + 30 ft. + 151414121013 + + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 3 + + Source + Monster Manual, p. 186 + + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. + Martial Advantage||3d6 + + + Multiattack + The hobgoblin makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. + |4|2d6+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. + |4|1d6+2 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + + + desert, forest, grassland, hill, underdark + + + Hobgoblin Warlord + M + humanoid (goblinoid) + lawful evil + 20 (plate, shield) + 97 (13d8+39) + 30 ft. + 161416141115 + Int +5, Wis +3, Cha +5 + + + + + + darkvision 60 ft. + 10 + Common, Goblin + 6 + + Source + Monster Manual, p. 187 + + + Martial Advantage + Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. + Martial Advantage||4d6 + + + Multiattack + The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. + + + Longsword + Melee Weapon Attack: +9 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|9|1d8+3 + Two Handed|9|1d10+3 + + + Shield Bash + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, 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. + Shield Bash|9|1d4+3 + + + Javelin + Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. + Javelin|9|1d6+3 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. + + + Parry + The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon. + + + + desert, forest, grassland, hill, underdark + + + Homunculus + T + construct + neutral + 13 (natural armor) + 5 (2d4) + 20 ft., fly 40 ft. + 4151110107 + + + + + poison + charmed, poisoned + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 0 + + Source + Monster Manual, p. 188 + + + Telepathic Bond + While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. + + 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|4|1 + + + + + + + Hook Horror + L + monstrosity + neutral + 15 (natural armor) + 75 (10d10+20) + 30 ft., climb 30 ft. + 1810156127 + + Perception +3 + + + + + blindsight 60 ft., darkvision 10 ft. + 13 + Hook Horror + 3 + + Source + Monster Manual, p. 189 + + + Echolocation + The hook horror can't use its blindsight while deafened. + + + Keen Hearing + The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. + + + Multiattack + The hook horror makes two hook attacks. + + + Hook + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. + Hook|6|2d6+4 + + + + underdark + + + Horned Devil + L + fiend (devil) + lawful evil + 18 (natural armor) + 148 (17d10+55) + 20 ft., fly 60 ft. + 221721121617 + Str +10, Dex +7, Wis +7, Cha +7 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 13 + Infernal, telepathy 120 ft. + 11 + + Source + Monster Manual, p. 74 + + + 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: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. + + + Fork + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. + Fork|10|2d8+6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 10 (3d6). 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. + Tail|10|1d8+6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Flame|7|4d6 + + + + + + + Hunter Shark + L + beast + unaligned + 12 (natural armor) + 45 (6d10+12) + swim 40 ft. + 1813151104 + + Perception +2 + + + + + darkvision 30 ft. + 12 + + 2 + + Source + Monster Manual, p. 330 + + + Blood Frenzy + The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Bite|6|2d8+4 + + + + underwater + + + Hydra + H + monstrosity + unaligned + 15 (natural armor) + 172 (15d12+75) + 30 ft., swim 30 ft. + 2012202107 + + Perception +6 + + + + + darkvision 60 ft. + 16 + + 8 + + Source + Monster Manual, p. 190 + + + Hold Breath + The hydra can hold its breath for 1 hour. + + + Multiple Heads + The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. + Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. + At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. + + + Reactive Heads + For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. + + + Wakeful + While the hydra sleeps, at least one of its heads is awake. + + + Multiattack + The hydra makes as many bite attacks as it has heads. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage. + |8|1d10+5 + + + + swamp + + + Hyena + M + beast + unaligned + 11 + 5 (1d8+1) + 50 ft. + 1113122125 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 331 + + + Pack Tactics + The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Bite + Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. + Bite|2|1d6 + + + + desert, forest, grassland, hill + + + Ice Devil + L + fiend (devil) + lawful evil + 18 (natural armor) + 180 (19d10+76) + 40 ft. + 211418181518 + Dex +7, Con +9, Wis +7, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 14 + + Source + Monster Manual, p. 75 + + + 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: one with its bite, one with its claws, and one with its tail. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. + Bite|10|2d6+5+3d6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. + Claws|10|2d4+5+3d6 + + + Tail + Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. + Tail|10|2d6+5+3d6 + + + Wall of Ice + The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. + When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. + The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. + + + + + + + Ice Devil Spear + L + fiend (devil) + lawful evil + 18 (natural armor) + 180 (19d10+76) + 40 ft. + 211418181518 + Dex +7, Con +9, Wis +7, Cha +9 + + bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + blindsight 60 ft., darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 14 + + Source + Monster Manual, p. 75 + + + 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: one with its spear and one with its tail. + + + Ice Spear + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Spear|10|2d8+5+3d6 + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. + Bite|10|2d6+5+3d6 + + + Claws + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. + Claws|10|2d4+5+3d6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. + Tail|10|2d6+5+3d6 + + + Wall of Ice + The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. + When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. + The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. + + + + + + + Ice Mephit + S + elemental + neutral evil + 11 + 21 (6d6) + 30 ft., fly 30 ft. + 7131091112 + + Perception +2, Stealth +3 + + bludgeoning, fire + cold, poison + poisoned + darkvision 60 ft. + 12 + Aquan, Auran + 1/2 + + Source + Monster Manual, p. 215 + + + Death Burst + When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. + Death Burst||1d8 + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. + + + Innate Spellcasting (1/Day) + The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. + Claws|3|1d4+1 + + + Frost Breath (Recharge 6) + The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. + + + 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. + + fog cloud + + arctic + + + Imp + T + fiend (devil) + lawful evil + 13 + 10 (3d4+3) + 20 ft., fly 40 ft. + 61713111214 + + Deception +4, Insight +3, Persuasion +4, Stealth +5 + cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons + + fire, poison + poisoned + darkvision 120 ft. + 11 + Infernal, Common + 1 + + Source + Monster Manual, p. 76 + Player's Handbook, p. 306 + + + Shapechanger + The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Devil's Sight + Magical darkness doesn't impede the imp's darkvision. + + + Magic Resistance + The imp has advantage on saving throws against spells and other magical effects. + + + Variant: Familiar + The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond. + + + Sting (Bite in Beast Form) + Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. + Sting/Bite|5|1d4+3 + + + Invisibility + The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp 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. + + + + + + + Intellect Devourer + T + aberration + lawful evil + 12 + 21 (6d4+6) + 40 ft. + 61413121110 + + Perception +2, Stealth +4 + bludgeoning, piercing, and slashing from nonmagical attacks + + + blinded + blindsight 60 ft. (blind beyond this radius) + 12 + understands Deep Speech but can't speak, telepathy 60 ft. + 2 + + Source + Monster Manual, p. 191 + + + Detect Sentience + The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. + + + Multiattack + The intellect devourer makes one attack with its claws and uses Devour Intellect. + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. + Claws|4|2d4+2 + + + Devour Intellect + The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. + + 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. + + + Body Thief + The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. + If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. + + + + underdark + + + Invisible Stalker + M + elemental + neutral + 14 + 104 (16d8+32) + 50 ft., fly 50 ft. (hover) + 161914101511 + + Perception +8, Stealth +10 + bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 18 + Auran, understands Common but doesn't speak it + 6 + + Source + Monster Manual, p. 192 + + + Invisibility + The stalker is invisible. + + 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. + + + Faultless Tracker + The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. + + + Multiattack + The stalker makes two slam attacks. + + + Slam + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. + Slam|6|2d6+3 + + + + urban + + + Iron Golem + L + construct + unaligned + 20 (natural armor) + 210 (20d10+100) + 30 ft. + 249203111 + + + + + fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 16 + + Source + Monster Manual, p. 170 + + + Fire Absorption + Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two melee attacks. + + + Slam + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Slam|13|3d8+7 + + + Sword + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage. + Sword|13|3d10+7 + + + Poison Breath (Recharge 5-6) + The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath||10d8 + + + + + + + Jackal + S + beast + unaligned + 12 + 3 (1d6) + 40 ft. + 815113126 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 331 + + + Keen Hearing and Smell + The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackal has advantage on an attack roll against a creature if at least one of the jackal'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 + + + + desert, grassland + + + Jackalwere + M + humanoid (shapechanger) + chaotic evil + 12 + 18 (4d8) + 40 ft. + 111511131110 + + Deception +4, Perception +2, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 12 + Common (can't speak in jackal form) + 1/2 + + Source + Monster Manual, p. 193 + + + Shapechanger + The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pack Tactics + The jackalwere 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 (Jackal or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Scimitar (Human or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. + Scimitar|4|1d6+2 + + + Sleep Gaze + The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by 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. + + + + desert, grassland + + + Kenku + M + humanoid (kenku) + chaotic neutral + 13 + 13 (3d8) + 30 ft. + 101610111010 + + Deception +4, Perception +2, Stealth +5 + + + + + + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + Source + Monster Manual, p. 194 + + + Ambusher + The kenku has advantage on attack rolls against any creature it has surprised. + + + Mimicry + The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + + forest, urban + + + Killer Whale + H + beast + unaligned + 12 (natural armor) + 90 (12d12+12) + swim 60 ft. + 1910133127 + + Perception +3 + + + + + blindsight 120 ft. + 13 + + 3 + + Source + Monster Manual, p. 331 + + + Echolocation + The whale can't use its blindsight while deafened. + + + Hold Breath + The whale can hold its breath for 30 minutes + + + Keen Hearing + The whale has advantage on Wisdom (Perception) checks that rely on hearing. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage. + Bite|6|5d6+4 + + + + underwater + + + Knight + M + humanoid (any race) + any alignment + 18 (plate) + 52 (8d8+16) + 30 ft. + 161114111115 + Con +4, Wis +2 + + + + + + + 10 + any one language (usually Common) + 3 + + Source + Monster Manual, p. 347 + + + Brave + The knight has advantage on saving throws against being frightened. + + + Multiattack + The knight makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + |5|2d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + |2|1d10 + + + Leadership (Recharges after a Short or Long Rest) + For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. + + + Parry + The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. + + + + urban + + + Kobold + S + humanoid (kobold) + lawful evil + 12 + 5 (2d6-2) + 30 ft. + 7159878 + + + + + + + darkvision 60 ft. + 8 + Common, Draconic + 1/8 + + Source + Monster Manual, p. 195 + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Sling + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + |4|1d4+2 + + + + arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban + + + Kraken + G + monstrosity (titan) + chaotic evil + 18 (natural armor) + 472 (27d20+189) + 20 ft., swim 60 ft. + 301125221820 + Str +17, Dex +7, Con +14, Int +13, Wis +11 + + + + lightning; bludgeoning, piercing, and slashing from nonmagical attacks + frightened, paralyzed + truesight 120 ft. + 14 + understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. + 23 + + Source + Monster Manual, p. 197 + + + Amphibious + The kraken can breathe air and water. + + + Freedom of Movement + The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. + + + Siege Monster + The kraken deals double damage to objects and structures. + + + Multiattack + The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. + + + Bite + Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|17|3d8+10 + + + Tentacle + Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Tentacle|17|3d6+10 + + + Fling + One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Lightning Storm + The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Storm||4d10 + + + Legendary Actions (3/Turn) + The kraken 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 kraken regains spent legendary actions at the start of its turn. + + + Tentacle Attack or Fling + The kraken makes one tentacle attack or uses its Fling. + + + Lightning Storm (Costs 2 Actions) + The kraken uses Lightning Storm. + + + Ink Cloud (Costs 3 Actions) + While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. + + + + underwater + + + Kuo-Toa + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor, shield) + 18 (4d8) + 30 ft., swim 30 ft. + 13101111108 + + Perception +4 + + + + + darkvision 120 ft. + 14 + Undercommon + 1/4 + + Source + Monster Manual, p. 199 + + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|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. + One Handed|3|1d6+1 + Two Handed|3|1d8+1 + + + Net + Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. + + 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. + Net|3|0 + + + Sticky Shield + When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. + + 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. + + + + underdark + + + Kuo-Toa Archpriest + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor) + 97 (13d8+39) + 31 ft., swim 30 ft. + 161416131614 + + Perception +9, Religion +6 + + + + + darkvision 120 ft. + 19 + Undercommon + 6 + + Source + Monster Manual, p. 200 + + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spellcasting + The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + + • Cantrips (at will): guidance, sacred flame, thaumaturgy + + • 1st level (4 slots): detect magic, sanctuary, shield of faith + + • 2nd level (3 slots): hold person, spiritual weapon + + • 3rd level (3 slots): spirit guardians, tongues + + • 4th level (3 slots): control water, divination + + • 5th level (2 slots): mass cure wounds, scrying + + + Multiattack + The kuo-toa makes two melee attacks. + + + Scepter + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 14 (4d6) lightning damage. + Scepter|6|1d6+3+4d6 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. + Unarmed Strike|6|1d4+3 + + guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying + 4, 3, 3, 3, 2 + underdark + + + Kuo-Toa Monitor + M + humanoid (kuo-toa) + neutral evil + 13 (natural armor, unarmored defense) + 65 (10d8+20) + 33 ft., swim 30 ft. + 141014121411 + + Perception +6, Religion +4 + + + + + darkvision 120 ft. + 16 + Undercommon + 2 + + Source + Monster Manual, p. 198 + + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Unarmored Defense + The kuo-toa adds its Wisdom modifier to its armor class. + + + Multiattack + The kuo-toa makes one bite attack and two unarmed strikes. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|6|1d4+2 + + + Unarmed Strike + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. + Unarmed Strike|6|1d6+2+1d6 + + + + + + + Kuo-Toa Whip + M + humanoid (kuo-toa) + neutral evil + 11 (natural armor) + 65 (10d8+20) + 32 ft., swim 30 ft. + 141014121411 + + Perception +6, Religion +4 + + + + + darkvision 120 ft. + 16 + Undercommon + 1 + + Source + Monster Manual, p. 200 + + + Amphibious + The kuo-toa can breathe air and water. + + + Otherworldly Perception + The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. + + + Slippery + The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. + + + Sunlight Sensitivity + While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Spellcasting + The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: + + • Cantrips (at will): sacred flame, thaumaturgy + + • 1st level (3 slots): bane, shield of faith + + + Multiattack + The kuo-toa makes two attacks: one with its bite and one with its pincer staff. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Pincer Staff + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff 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. + Pincer Staff|4|1d6+2 + + sacred flame, thaumaturgy, bane, shield of faith + 3 + underdark + + + Lamia + L + monstrosity + chaotic evil + 13 (natural armor) + 97 (13d10+26) + 30 ft. + 161315141516 + + Deception +7, Insight +4, Stealth +3 + + + + + darkvision 60 ft. + 12 + Abyssal, Common + 4 + + Source + Monster Manual, p. 201 + + + Innate Spellcasting + The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas + + + Multiattack + The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Claws|5|2d10+3 + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + Dagger|5|1d4+3 + + + Intoxicating Touch + Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. + Intoxicating Touch|5| + + disguise self, major image, charm person, mirror image, scrying, suggestion, geas + + desert + + + Lemure + M + fiend (devil) + lawful evil + 7 + 13 (3d8) + 15 ft. + 105111113 + + + cold + + fire, poison + charmed, frightened, poisoned + darkvision 120 ft. + 10 + understands infernal but can't speak + 0 + + Source + Monster Manual, p. 76 + + + Devil's Sight + Magical darkness doesn't impede the lemure's darkvision. + + + Hellish Rejuvenation + A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. + + + + + + + Lich + M + undead + any evil alignment + 17 (natural armor) + 135 (18d8+54) + 30 ft. + 111616201416 + Con +10, Int +12, Wis +9 + Arcana +18, History +12, Insight +9, Perception +9 + cold, lightning, necrotic + + poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + truesight 120 ft. + 19 + Common plus up to five other languages + 21 + + Source + Monster Manual, p. 202 + + + Legendary Resistance (3/Day) + If the lich fails a saving throw, it can choose to succeed instead. + + + Rejuvenation + If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. + + + Spellcasting + The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + • 1st level (4 slots): detect magic, magic missile, shield, thunderwave + + • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image + + • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball + + • 4th level (3 slots): blight, dimension door + + • 5th level (3 slots): cloudkill, scrying + + • 6th level (1 slot): disintegrate, globe of invulnerability + + • 7th level (1 slot): finger of death, plane shift + + • 8th level (1 slot): dominate monster, power word stun + + • 9th level (1 slot): power word kill + + + Turn Resistance + The lich has advantage on saving throws against any effect that turns undead. + + + Paralyzing Touch + Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + Paralyzing Touch|12|3d6 + + + Legendary Actions (3/Turn) + The lich 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 lich regains spent legendary actions at the start of its turn. + + + Cantrip + The lich casts a cantrip. + + + Paralyzing Touch (Costs 2 Actions) + The lich uses its Paralyzing Touch. + + + Frightening Gaze (Costs 2 Actions) + The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Disrupt Life (Costs 3 Actions) + Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. + Disrupt Life|0|6d6 + + mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + Lion + L + beast + unaligned + 12 + 26 (4d10+4) + 50 ft. + 1715133128 + + Perception +3, Stealth +6 + + + + + + 13 + + 1 + + Source + Monster Manual, p. 331 + Player's Handbook, p. 307 + + + Keen Smell + The lion has advantage on Wisdom (Perception) checks that rely on smell. + + + Pack Tactics + The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Pounce + If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Running Leap + With a 10-foot running start, the lion can long jump up to 25 ft.. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + Bite|5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + desert, grassland, hill, mountain + + + Lizard + T + beast + unaligned + 10 + 2 (1d4) + 20 ft., climb 20 ft. + 21110183 + + + + + + + darkvision 30 ft. + 9 + + 0 + + Source + Monster Manual, p. 332 + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite||1 + + + + + + + Lizard King/Queen + M + humanoid (lizardfolk) + chaotic evil + 15 (natural armor) + 78 (12d8+24) + 30 ft., swim 30 ft. + 171215111115 + Con +4, Wis +2 + Perception +4, Stealth +5, Survival +4 + + + + frightened + darkvision 60 ft. + 14 + Abyssal, Draconic + 4 + + Source + Monster Manual, p. 205 + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Skewer + Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. + + + Multiattack + The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + Bite|5|1d6+3 + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. + Claws|5|1d4+3 + + + Trident + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack. + One Handed|5|1d6+3 + Two Handed|5|1d8+3 + + + + + + + Lizardfolk + M + humanoid (lizardfolk) + neutral + 15 (natural armor, shield) + 22 (4d8+4) + 30 ft., swim 30 ft. + 1510137127 + + Perception +3, Stealth +4, Survival +5 + + + + + + 13 + Draconic + 1/2 + + Source + Monster Manual, p. 204 + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Multiattack + The lizardfolk makes two melee attacks, each one with a different weapon. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Heavy Club + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+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. + |4|1d6+2 + + + Spiked Shield + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + forest, swamp + + + Lizardfolk Shaman + M + humanoid (lizardfolk) + neutral + 13 (natural armor) + 27 (5d8+5) + 30 ft., swim 30 ft. + 15101310158 + + Perception +4, Stealth +4, Survival +6 + + + + + + 14 + Draconic + 2 + + Source + Monster Manual, p. 205 + + + Hold Breath + The lizardfolk can hold its breath for 15 minutes. + + + Spellcasting (Lizardfolk Form Only) + The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: + + • Cantrips (at will): druidcraft, produce flame, thorn whip + + • 1st Level (4 slots): entangle, fog cloud + + • 2nd Level (3 slots): heat metal, spike growth + + • 3rd Level (2 slots): conjure animals (reptiles only), plant growth + + + Multiattack (Lizardfolk Form Only) + The lizardfolk 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, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Lizard Form|4|1d6+2 + Crocodile Form|4|1d10+2 + + + Claws (Lizardfolk Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claws|4|1d4+2 + + + Change Shape (Recharges after a Short or Long Rest) + The lizardfolk magically polymorphs into a crocodile, 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. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth + 4, 3, 2 + forest, swamp + + + Mage + M + humanoid (any race) + any alignment + 12 (15 with mage armor) + 40 (9d8) + 30 ft. + 91411171211 + Int +6, Wis +4 + Arcana +6, History +6 + + + + + + 11 + any four languages + 6 + + Source + Monster Manual, p. 347 + + + Spellcasting + The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: + + • Cantrips (at will): fire bolt, light, mage hand, prestidigitation + + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + + • 2nd level (3 slots): misty step, suggestion + + • 3rd level (3 slots): counterspell, fireball, fly + + • 4th level (3 slots): greater invisibility, ice storm + + • 5th level (1 slot): cone of cold + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. + |5|1d4+2 + + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + 4, 3, 3, 3, 1 + urban + + + Magma Mephit + S + elemental + neutral evil + 11 + 22 (5d6+5) + 30 ft., fly 30 ft. + 8121271010 + + Stealth +3 + + cold + fire, poison + poisoned + darkvision 60 ft. + 10 + Ignan, Terran + 1/2 + + Source + Monster Manual, p. 216 + + + Death Burst + When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + Death Burst||2d6 + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. + + + Innate Spellcasting (1/Day) + The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. + Claws|3|1d4+1 + + + Fire Breath (Recharge 6) + The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. + + + 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. + + heat metal + + underdark + + + Magmin + S + elemental + chaotic neutral + 14 (natural armor) + 9 (2d6+2) + 30 ft. + 7151281110 + + + bludgeoning, piercing, and slashing from nonmagical attacks + + fire + + darkvision 60 ft. + 10 + Ignan + 1/2 + + Source + Monster Manual, p. 212 + + + Death Burst + When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. + Death Burst||2d6 + + + Ignited Illumination + As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. + + + Touch + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) 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 3 (1d6) fire damage at the end of each of its turns. + Touch|4|2d6 + + + + + + + Mammoth + H + beast + unaligned + 13 (natural armor) + 126 (11d12+55) + 40 ft. + 249213116 + + + + + + + + 10 + + 6 + + Source + Monster Manual, p. 332 + + + Trampling Charge + If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth 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: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage. + Gore|10|4d8+7 + + + Stomp + Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage. + Stomp|10|4d10+7 + + + + arctic + + + Manes + S + fiend (demon) + chaotic evil + 9 (natural armor) + 9 (2d6+2) + 20 ft. + 10913384 + + + cold, fire, lightning + + poison + charmed, frightened, poisoned + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 1/8 + + Source + Monster Manual, p. 60 + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. + Claws|2|2d4 + + + + + + + Manticore + L + monstrosity + lawful evil + 14 (natural armor) + 68 (8d10+24) + 30 ft., fly 50 ft. + 1716177128 + + + + + + + darkvision 60 ft. + 11 + + 3 + + Source + Monster Manual, p. 213 + + + Tail Spike Regrowth + The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. + + + Multiattack + The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Tail Spike + Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + + arctic, coastal, grassland, hill, mountain + + + Marid + L + elemental + chaotic neutral + 17 (natural armor) + 229 (17d10+136) + 30 ft., fly 60 ft., swim 90 ft. + 221226181718 + Dex +5, Wis +7, Cha +8 + + acid, cold, lightning + + + + blindsight 30 ft., darkvision 120 ft. + 13 + Aquan + 11 + + Source + Monster Manual, p. 146 + + + Amphibious + The marid can breathe air and water. + + + Elemental Demise + If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the dao was wearing or carrying. + + + Innate Spellcasting + The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: + + At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink + 3/day each: tongues, water breathing, water walk + 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, 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 marid makes two trident attacks. + + + Trident + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack. + One Handed|10|2d6+6 + Two Handed|10|2d8+6 + + + Water Jet + The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor 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. + Water Jet||6d6 + + create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk, conjure elemental, control water, gaseous form, invisibility, plane shift + + coastal, underwater + + + Marilith + L + fiend (demon) + chaotic evil + 18 (natural armor) + 189 (18d10+90) + 40 ft. + 182020181620 + Str +9, Con +10, Wis +8, Cha +10 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 13 + Abyssal, telepathy 120 ft. + 16 + + Source + Monster Manual, p. 61 + + + Magic Resistance + The marilith has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The marilith's weapon attacks are magical. + + + Reactive + The marilith can take one reaction on every turn in combat. + + + Multiattack + The marilith can make seven attacks: six with its longswords and one with its tail. + + + Longsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Longsword|9|2d8+4 + + + Tail + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. + + 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. + Tail|9|2d10+4 + + + Teleport + The marilith 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 marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. + 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. + + + Parry + The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. + + + + + + + Mastiff + M + beast + unaligned + 12 + 5 (1d8+1) + 40 ft. + 1314123127 + + Perception +3 + + + + + + 13 + + 1/8 + + Source + Monster Manual, p. 332 + Player's Handbook, p. 307 + + + Keen Hearing and Smell + The mastiff 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. 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. + Bite|3|1d6+1 + + + + forest, hill, urban + + + Medusa + M + monstrosity + lawful evil + 15 (natural armor) + 127 (17d8+51) + 30 ft. + 101516121315 + + Deception +5, Insight +4, Perception +4, Stealth +5 + + + + + darkvision 60 ft. + 14 + Common + 6 + + Source + Monster Manual, p. 214 + + + Petrifying Gaze + When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. + If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. + + Petrified: + • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. + + • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. + + • Attack rolls against the creature have advantage. + + • The creature automatically fails Strength and Dexterity saving throws. + + • The creature has resistance to all damage. + + • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Multiattack + The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow. + + + Snake Hair + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. + |5|1d4+2 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |5|1d6+2 + + + Longbow + Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |5|2d6 + + + + desert + + + Merfolk + M + humanoid (merfolk) + neutral + 11 + 11 (2d8+2) + 10 ft., swim 40 ft. + 101312111112 + + Perception +2 + + + + + + 12 + Aquan, Common + 1/8 + + Source + Monster Manual, p. 218 + + + Amphibious + The merfolk can breathe air and water. + + + Spear + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. + |2|1d6 + + + + coastal, underwater + + + Merrow + L + monstrosity + chaotic evil + 13 (natural armor) + 45 (6d10+12) + 10 ft., swim 40 ft. + 1810158109 + + + + + + + darkvision 60 ft. + 10 + Abyssal, Aquan + 2 + + Source + Monster Manual, p. 219 + + + Amphibious + The merrow can breathe air and water. + + + Multiattack + The merrow makes two attacks: one with its bite and one with its claws or harpoon. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. + Bite|6|1d8+4 + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. + Claws|6|2d4+4 + + + Harpoon + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. + Harpoon|6|2d6+4 + + + + coastal, underwater + + + Mezzoloth + M + fiend (yugoloth) + neutral evil + 18 (natural armor) + 75 (10d8+30) + 40 ft. + 18111671011 + + Perception +3 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 13 + Abyssal, Infernal, telepathy 60 ft. + 5 + + Source + Monster Manual, p. 313 + + + Innate Spellcasting + The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: + + 2/day each: darkness, dispel magic + 1/day: cloudkill + + + Magic Resistance + The mezzoloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The mezzoloth's weapon attacks are magical. + + + Multiattack + The mezzoloth makes two attacks: one with its claws and one with its trident. + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. + Claws|7|2d4+4 + + + Trident + 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 when held with two claws and used to make a melee attack. + One Handed|7|1d6+4 + Two Handed|7|1d8+4 + + + Teleport + The mezzoloth 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. + A mezzoloth has a 30 percent chance of summoning one mezzoloth. + 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. + + darkness, dispel magic, cloudkill + + + + + Mimic + M + monstrosity (shapechanger) + neutral + 12 (natural armor) + 58 (9d8+18) + 15 ft. + 1712155138 + + Stealth +5 + + + acid + prone + darkvision 60 ft. + 11 + + 2 + + Source + Monster Manual, p. 220 + + + Shapechanger + The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Adhesive (Object Form Only) + The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + + False Appearance (Object Form Only) + While the mimic remains motionless, it is indistinguishable from an ordinary object. + + + Grappler + The mimic has advantage on attack rolls against any creature grappled by it. + + + Pseudopod + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. + Pseudopod|5|1d8+3 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. + Bite|5|1d8+3+1d8 + + + + underdark, urban + + + Mind Flayer + M + aberration + lawful evil + 15 (breastplate) + 71 (13d8+13) + 30 ft. + 111212191717 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + + + + + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 7 + + Source + Monster Manual, p. 222 + + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast||4d8+4 + + detect thoughts, levitate, dominate monster, plane shift + + underdark + + + Mind Flayer Arcanist + M + aberration + lawful evil + 15 (breastplate) + 71 (13d8+13) + 30 ft. + 111212191717 + Int +7, Wis +6, Cha +6 + Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 + + + + + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 8 + + Source + Monster Manual, p. 222 + + + Magic Resistance + The mind flayer has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting (Psionics) + The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: + + At will: detect thoughts, levitate + 1/day each: dominate monster, plane shift (self only) + + + Spellcasting + The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: + + • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp + + • 1st level (4 slots): detect magic, disguise self, shield, sleep + + • 2nd level (3 slots): blur, invisibility, ray of enfeeblement + + • 3rd level (3 slots): clairvoyance, lightning bolt, sending + + • 4th level (3 slots): confusion, hallucinatory terrain + + • 5th level (2 slots): telekinesis, wall of force + + + Tentacles + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Tentacles|7|2d10+4 + + + Extract Brain + Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. + Extract Brain|7|10d10 + + + Mind Blast (Recharge 5-6) + The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + Mind Blast||4d8+4 + + detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force + 4, 3, 3, 3, 2 + underdark + + + Minotaur + L + monstrosity + chaotic evil + 14 (natural armor) + 76 (9d10+27) + 40 ft. + 1811166169 + + Perception +7 + + + + + darkvision 60 ft. + 17 + Abyssal + 3 + + Source + Monster Manual, p. 223 + + + Charge + If the minotaur moves at least 10 ft. 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 14 Strength saving throw or be pushed up to 10 ft. away 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. + Charge||2d8 + + + Labyrinthine Recall + The minotaur can perfectly recall any path it has traveled. + + + Reckless + At the start of its turn, the minotaur 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. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. + |6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + |6|2d8+4 + + + + underdark + + + Minotaur Skeleton + L + undead + lawful evil + 12 (natural armor) + 67 (9d10+18) + 40 ft. + 181115685 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft. + 9 + understands Abyssal but can't speak + 2 + + Source + Monster Manual, p. 273 + + + Charge + If the skeleton 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away 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. + Charge||2d8 + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. + Greataxe|6|2d12+4 + + + Gore + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. + Gore|6|2d8+4 + + + + underdark + + + Monodrone + M + construct + construct + 15 (natural armor) + 5 (1d8+1) + 30 ft., fly 30 ft. + 1013124105 + + + + + + + truesight 120 ft. + 10 + Modron + 1/8 + + Source + Monster Manual, p. 224 + + + Axiomatic Mind + The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Dagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Dagger|3|1d4+1 + + + Javelin + Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. + Javelin|2|1d6 + + + + + + + Mud Mephit + S + elemental + neutral evil + 11 + 27 (6d6+6) + 20 ft., fly 20 ft., swim 20 ft. + 812129117 + + Stealth +3 + + + poison + poisoned + darkvision 60 ft. + 10 + Aquan, Terran + 1/4 + + Source + Monster Manual, p. 216 + + + Death Burst + When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. + + 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. + + + False Appearance + While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. + + + Fists + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. + Fists|3|1d6+1 + + + Mud Breath (Recharge 6) + The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Variant: 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. + + + + swamp + + + Mule + M + beast + unaligned + 10 + 11 (2d8+2) + 40 ft. + 1410132105 + + + + + + + + 10 + + 1/8 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 307 + + + Beast of Burden + The mule is considered to be a Large animal for the purpose of determining its carrying capacity. + + + Sure-Footed + The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. + + + Hooves + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. + Hooves|4|1d4+2 + + + + desert, hill, urban + + + Mummy + M + undead + lawful evil + 11 (natural armor) + 58 (9d8+18) + 20 ft. + 1681561012 + Wis +2 + + bludgeoning, piercing, and slashing from nonmagical attacks + fire + necrotic, poison + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 10 + the languages it knew in life + 3 + + Source + Monster Manual, p. 228 + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|5|2d6+3 + + + Dreadful Glare + The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + + desert + + + Mummy Lord + M + undead + lawful evil + 17 (natural armor) + 97 (13d8+39) + 20 ft. + 181017111816 + Con +8, Int +5, Wis +9, Cha +8 + History +5, Religion +5 + + bludgeoning + necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, exhaustion, frightened, paralyzed, poisoned + darkvision 60 ft. + 14 + the languages it knew in life + 15 + + Source + Monster Manual, p. 229 + + + Magic Resistance + The mummy lord has advantage on saving throws against spells and other magical effects. + + + Rejuvenation + A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. + + + Spellcasting + The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: + + • Cantrips (at will): sacred flame, thaumaturgy + + • 1st level (4 slots): command, guiding bolt, shield of faith + + • 2nd level (3 slots): hold person, silence, spiritual weapon + + • 3rd level (3 slots): animate dead, dispel magic + + • 4th level (3 slots): divination, guardian of faith + + • 5th level (2 slots): contagion, insect plague + + • 6th level (1 slot): harm + + + Multiattack + The mummy can use its Dreadful Glare and makes one attack with its rotting fist. + + + Rotting Fist + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. + Rotting Fist|9|3d6+4+6d6 + + + Dreadful Glare + The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Legendary Actions (3/Turn) + The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. + + + Attack + The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. + + + Blinding Dust + Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + + Blasphemous Word (Costs 2 Actions) + The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord'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. + + + Channel Negative Energy (Costs 2 Actions) + The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. + + + Whirlwind of Sand (Costs 2 Actions) + The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. + + sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm + 4, 3, 3, 3, 2, 1 + desert + + + Myconid Adult + M + plant + lawful neutral + 12 (natural armor) + 22 (4d8+4) + 20 ft. + 10101210137 + + + + + + + darkvision 120 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 232 + + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. + Fist|2|2d4+2d4 + + + Pacifying Spores (3/Day) + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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. + + 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. + + + Rapport Spores + A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + underdark + + + Myconid Sovereign + L + plant + lawful neutral + 13 (natural armor) + 60 (8d10+16) + 30 ft. + 121014131510 + + + + + + + darkvision 120 ft. + 12 + + 2 + + Source + Monster Manual, p. 232 + + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Multiattack + The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage. + Fist|3|3d4+1+3d4 + + + Animating Spores + The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can't be animated again in this way. + + + Hallucination Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Pacifying Spores + The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned 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. + + 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. + + + Rapport Spores + A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + + + + Myconid Sprout + S + plant + lawful neutral + 10 + 7 (2d6) + 10 ft. + 810108115 + + + + + + + darkvision 120 ft. + 10 + + 0 + + Source + Monster Manual, p. 230 + + + Distress Spores + When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. + + + Sun Sickness + While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. + + + Fist + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage. + Fist|1|1d4-1+1d4 + + + Rapport Spores (3/Day) + A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. + + + + underdark + + + Nalfeshnee + L + fiend (demon) + chaotic evil + 18 (natural armor) + 184 (16d10+96) + 20 ft., fly 30 ft. + 211022191215 + Con +11, Int +9, Wis +6, Cha +7 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + truesight 120 ft. + 11 + Abyssal, telepathy 120 ft. + 13 + + Source + Monster Manual, p. 62 + + + Magic Resistance + The nalfeshnee has advantage on saving throws against spells and other magical effects. + + + Multiattack + The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage. + Bite|10|5d10+5 + + + Claw + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage. + Claw|10|3d6+5 + + + Horror Nimbus (Recharge 5-6) + The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee's Horror Nimbus 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. + + + Teleport + The nalfeshnee 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 nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. + 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. + + + + + + + Needle Blight + M + plant + neutral evil + 12 (natural armor) + 11 (2d8+2) + 30 ft. + 121213483 + + + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 9 + understands Common but can't speak + 1/4 + + Source + Monster Manual, p. 32 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage. + Claws|3|2d4+1 + + + Needles + Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage. + Needles|3|2d6+1 + + + + forest + + + Night Hag + M + fiend + neutral evil + 17 (natural armor) + 112 (15d8+45) + 30 ft. + 181516161416 + + Deception +7, Insight +6, Perception +6, Stealth +6 + cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + 16 + Abyssal, Common, Infernal, Primordial + 5 + + Source + Monster Manual, p. 178 + + + Innate Spellcasting + The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + + At will: detect magic, magic missile + 2/day each: plane shift (self only), ray of enfeeblement, sleep + + + Magic Resistance + The hag has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claws|7|2d8+4 + + + Change Shape + The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + Etherealness + The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. + + + Nightmare Haunting (1/Day) + While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. + + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + + + + Nightmare + L + fiend + neutral evil + 13 (natural armor) + 68 (8d10+24) + 60 ft., fly 90 ft. + 181516101315 + + + + + fire + + + 11 + understands Abyssal, Common, and Infernal but can't speak + 3 + + Source + Monster Manual, p. 235 + + + Confer Fire Resistance + The nightmare can grant resistance to fire damage to anyone riding it. + + + Illumination + The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. + Hooves|6|2d8+4+2d6 + + + Ethereal Stride + The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. + + + + + + + Noble + M + humanoid (any race) + any alignment + 15 (breastplate) + 9 (2d8) + 30 ft. + 111211121416 + + Deception +5, Insight +4, Persuasion +5 + + + + + + 12 + any two languages + 1/8 + + Source + Monster Manual, p. 348 + + + Rapier + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. + |3|1d8+1 + + + Parry + The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. + + + + forest, urban + + + Nothic + M + aberration + neutral evil + 15 (natural armor) + 45 (6d8+18) + 30 ft. + 14161613108 + + Arcana +3, Insight +4, Perception +2, Stealth +5 + + + + + truesight 120 ft. + 12 + Undercommon + 2 + + Source + Monster Manual, p. 236 + + + Keen Sight + The nothic has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The nothic makes two claw attacks. + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |4|1d6+3 + + + Rotting Gaze + The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. + ||3d6 + + + Weird Insight + The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. + + + + underdark + + + Nycaloth + L + fiend (yugoloth) + neutral evil + 18 (natural armor) + 123 (13d10+52) + 40 ft., fly 60 ft. + 201119121015 + + Intimidation +6, Perception +4, Stealth +4 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + poisoned + blindsight 60 ft., darkvision 60 ft. + 14 + Abyssal, Infernal, telepathy 60 ft. + 9 + + Source + Monster Manual, p. 314 + + + Innate Spellcasting + The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: + + At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image + + + Magic Resistance + The nycaloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The nycaloth's weapon attacks are magical. + + + Multiattack + The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Claw|9|2d6+5 + + + Greataxe + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage. + Greataxe|9|2d12+5 + + + Teleport + The nycaloth 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 chooses what to summon and attempts a magical summoning. + A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. + 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. + + darkness, detect magic, dispel magic, invisibility, mirror image + + + + + Ochre Jelly + L + ooze + unaligned + 8 + 45 (6d10+12) + 10 ft., climb 10 ft. + 15614261 + + + acid + + lightning, slashing + blinded, charmed, deafened, exhaustion, frightened, prone + blindsight 60 ft. (blind beyond this radius) + 8 + + 2 + + Source + Monster Manual, p. 243 + + + Amorphous + The jelly can move through a space as narrow as 1 inch wide without squeezing. + + + Spider Climb + The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Pseudopod + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. + |4|2d6+2 + + + Split + When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. + + + + underdark + + + Octopus + S + beast + unaligned + 12 + 3 (1d6) + 5 ft., swim 30 ft. + 415113104 + + Perception +2, Stealth +4 + + + + + darkvision 30 ft. + 12 + + 0 + + Source + Monster Manual, p. 333 + + + Hold Breath + While out of water, the octopus can hold its breath for 30 minutes. + + + 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: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, 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. + Tentacles|4|1 + + + Ink Cloud (Recharges after a Short or Long Rest) + A 5-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. + + + + + + + Ogre + L + giant + chaotic evil + 11 (hide armor) + 59 (7d10+21) + 40 ft. + 19816577 + + + + + + + darkvision 60 ft. + 8 + Common, Giant + 2 + + Source + Monster Manual, p. 237 + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |6|2d8+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage. + |6|2d6+4 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Ogre Zombie + L + undead + neutral evil + 8 + 85 (9d10+36) + 30 ft. + 19618365 + Wis +0 + + + + poison + poisoned + darkvision 60 ft. + 8 + understands Common and Giant but can't speak + 2 + + 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. + + + Morningstar + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + Morningstar|6|2d8+4 + + + + + + + Oni + L + giant + lawful evil + 16 (chain mail) + 110 (13d10+39) + 30 ft., fly 30 ft. + 191116141215 + Dex +3, Con +6, Wis +4, Cha +5 + Arcana +5, Deception +8, Perception +4 + + + + + darkvision 60 ft. + 14 + Common, Giant + 7 + + Source + Monster Manual, p. 239 + + + Innate Spellcasting + The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: + + At will: darkness, invisibility + 1/day each: charm person, cone of cold, gaseous form, sleep + + + Magic Weapons + The oni's weapon attacks are magical. + + + Regeneration + The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. + + + Multiattack + The oni makes two attacks, either with its claws or its glaive. + + + Claw (Oni Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. + Claw|7|1d8+4 + + + Glaive + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. + Large Form|7|2d10+4 + Small or Medium Form|7|1d10+4 + + + Change Shape + The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. + + darkness, invisibility, charm person, cone of cold, gaseous form, sleep + + forest, urban + + + Orc + M + humanoid (orc) + chaotic evil + 13 (hide armor) + 15 (2d8+6) + 30 ft. + 16121671110 + + Intimidation +2 + + + + + darkvision 60 ft. + 10 + Common, Orc + 1/2 + + Source + Monster Manual, p. 246 + + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Greataxe + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. + |5|1d12+3 + + + Javelin + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. + |5|1d6+3 + + + + arctic, forest, grassland, hill, mountain, swamp, underdark + + + Orc Eye of Gruumsh + M + humanoid (orc) + chaotic evil + 16 (ring mail, shield) + 45 (6d8+18) + 30 ft. + 16121791312 + + Intimidation +3, Religion +1 + + + + + darkvision 60 ft. + 11 + Common, Orc + 2 + + Source + Monster Manual, p. 247 + + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Spellcasting + The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: + + • Cantrips (at will): guidance, resistance, thaumaturgy + + • 1st level (4 slots): bless, command + + • 2nd level (2 slots): augury, spiritual weapon (spear) + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. + One Handed|5|1d6+3+1d8 + Two Handed|5|2d8+3 + + guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon + 4, 2 + arctic, forest, grassland, hill, mountain, swamp, underdark + + + Orc War Chief + M + humanoid (orc) + chaotic evil + 16 (chain mail) + 93 (11d8+44) + 30 ft. + 181218111116 + Str +6, Con +6, Wis +2 + Intimidation +5 + + + + + darkvision 60 ft. + 10 + Common, Orc + 4 + + Source + Monster Manual, p. 246 + + + Aggressive + As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. + + + Gruumsh's Fury + The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). + + + Multiattack + The orc makes two attacks with its greataxe or its spear. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage. + Greataxe|6|1d12+4+1d8 + + + Spear + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. + One Handed|6|1d6+4+1d8 + Two Handed|6|2d8+4 + + + Battle Cry (1/Day) + Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. + + + + + + + Orog + M + humanoid (orc) + chaotic evil + 18 (plate) + 42 (5d8+20) + 30 ft. + 181218121112 + + Intimidation +5, Survival +2 + + + + + darkvision 60 ft. + 10 + Common, Orc + 2 + + Source + Monster Manual, p. 247 + + + Aggressive + As a bonus action, the orog can move up to its speed toward a hostile creature that it can see. + + + Multiattack + The orog makes two greataxe attacks. + + + Greataxe + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d102+4) slashing damage. + Greataxe|6|1d12+4 + + + Javelin + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage. + Javelin |6|1d6+4 + + + + arctic, forest, grassland, hill, mountain, underdark + + + Otyugh + L + aberration + neutral + 14 (natural armor) + 114 (12d10+48) + 30 ft. + 1611196136 + Con +7 + + + + + + darkvision 120 ft. + 11 + Otyugh + 5 + + Source + Monster Manual, p. 248 + + + Limited Telepathy + The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. + + + Multiattack + The otyugh makes three attacks: one with its bite and two with its tentacles. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |6|2d8+3 + + + Tentacle + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |6|1d8+3 + + + Tentacle Slam + The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + + + underdark + + + Owl + T + beast + unaligned + 11 + 1 (1d4-1) + 5 ft., fly 60 ft. + 31382127 + + Perception +3, Stealth +3 + + + + + darkvision 120 ft. + 13 + + 0 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 308 + + + 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: 1 slashing damage. + Talons|3|1 + + + + arctic, forest + + + Owlbear + L + monstrosity + unaligned + 13 (natural armor) + 59 (7d10+21) + 40 ft. + 2012173127 + + Perception +3 + + + + + darkvision 60 ft. + 13 + + 3 + + Source + Monster Manual, p. 249 + + + Keen Sight and Smell + The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The owlbear makes two attacks: one with its beak and one with its claws. + + + Beak + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage. + |7|1d10+5 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + |7|2d8+5 + + + + forest + + + Panther + M + beast + unaligned + 12 + 13 (3d8) + 50 ft., climb 40 ft. + 1415103147 + + Perception +4, Stealth +6 + + + + + + 14 + + 1/4 + + Source + Monster Manual, p. 333 + Player's Handbook, p. 308 + + + Keen Smell + The panther has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther 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: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Bite|4|1d6+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + Claw|4|1d4+2 + + + + forest, grassland, hill + + + Pegasus + L + celestial + chaotic good + 12 + 59 (7d10+21) + 60 ft., fly 90 ft. + 181516101513 + Dex +4, Wis +4, Cha +3 + Perception +6 + + + + + + 16 + understands Celestial, Common, Elvish, and Sylvan but can't speak + 2 + + Source + Monster Manual, p. 250 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|6|2d6+4 + + + + forest, grassland, hill + + + Pentadrone + M + construct + construct + 16 (natural armor) + 32 (5d10+5) + 40 ft. + 151412101013 + + Perception +4 + + + + + truesight 120 ft. + 14 + Modron + 2 + + Source + Monster Manual, p. 226 + + + Axiomatic Mind + The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The pentadrone makes five arm attacks. + + + Arm + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. + Arm|4|1d6+2 + + + Paralysis Gas (Recharge 5-6) + The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 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. + + + + + + + Peryton + M + monstrosity + chaotic evil + 13 (natural armor) + 33 (6d8+6) + 20 ft., fly 60 ft. + 16121391210 + + Perception +5 + bludgeoning, piercing, and slashing from nonmagical attacks + + + + + 15 + understands Common and Elvish but can't speak + 2 + + Source + Monster Manual, p. 251 + + + Dive Attack + If the peryton 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 9 (2d8) damage to the target. + + + Flyby + The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Keen Sight and Smell + The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Multiattack + The peryton makes one gore attack and one talon attack. + + + Gore + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. + |5|1d8+3 + + + Talons + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. + |5|2d4+3 + + + + hill, mountain + + + Phase Spider + L + monstrosity + unaligned + 13 (natural armor) + 32 (5d10+5) + 30 ft., climb 30 ft. + 1515126106 + + Stealth +6 + + + + + darkvision 60 ft. + 10 + + 3 + + Source + Monster Manual, p. 334 + + + Ethereal Jaunt + As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + |4|1d10+2 + Poison||4d8 + + + + desert, forest, grassland, hill, underdark, urban + + + Piercer + L + monstrosity + unaligned + 15 (natural armor) + 22 (3d8+9) + 5 ft., climb 5 ft. + 101316173 + + Stealth +5 + + + + + blindsight 30 ft., darkvision 60 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 252 + + + False Appearance + While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. + + + Spider Climb + The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Drop + Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen. + Drop|3|1d6 + + + + underdark + + + Pit Fiend + L + fiend (devil) + lawful evil + 19 (natural armor) + 300 (24d10+168) + 30 ft., fly 60 ft. + 261424221824 + Dex +8, Con +13, Wis +10 + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + truesight 120 ft. + 14 + Infernal, telepathy 120 ft. + 20 + + Source + Monster Manual, p. 77 + + + Fear Aura + Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Magic Resistance + The pit fiend has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The pit fiend's weapon attacks are magical. + + + Innate Spellcasting + The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: + At will: detect magic, fireball + 3/day each: hold monster, wall of fire + + + Multiattack + The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. + + + Bite + Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + Bite|14|4d6+8 + + + Claw + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. + + + Claw|14|2d8+8 + + + Mace + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. + + + Mace|14|2d6+8+6d6 + + + Tail + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. + Tail|14|3d10+8 + + detect magic, fireball, hold monster, wall of fire + + + + + Pixie + T + fey + neutral good + 15 + 1 (1d4-1) + 10 ft., fly 30 ft. + 2208101415 + + Perception +4, Stealth +7 + + + + + + 14 + Sylvan + 1/4 + + Source + Monster Manual, p. 253 + + + Magic Resistance + The pixie has advantage on saving throws against spells and other magical effects. + + + Innate Spellcasting + The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: + + At will: druidcraft + 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + + + Superior Invisibility + The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie 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. + + druidcraft, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep + + forest + + + Planetar + L + celestial + lawful good + 19 (natural armor) + 200 (16d10+112) + 40 ft., fly 120 ft. + 242024192225 + Con +12, Wis +11, Cha +12 + Perception +11 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + + charmed, exhaustion, frightened + truesight 120 ft. + 21 + all, telepathy 120 ft. + 16 + + Source + Monster Manual, p. 17 + + + Angelic Weapons + The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). + + + Divine Awareness + The planetar knows if it hears a lie. + + + Innate Spellcasting + The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: + At will: detect evil and good, invisibility (self only) + 3/day each: blade barrier, dispel evil and good, flame strike, raise dead + 1/day each: commune, control weather, insect plague + + + Magic Resistance + The planetar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The planetar makes two melee attacks. + + + Greatsword + Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. + Greatsword|12|4d6+7+5d8 + + + Healing Touch (4/Day) + The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague + + + + + Plesiosaurus + L + beast + unaligned + 13 (natural armor) + 68 (8d10+24) + 20 ft., swim 40 ft. + 1815162125 + + Perception +3, Stealth +4 + + + + + + 13 + + 2 + + Source + Monster Manual, p. 80 + + + Hold Breath + The plesiosaurus can hold its breath for 1 hour. + + + Bite + Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage. + Bite|6|3d6+4 + + + + coastal, underwater + + + Poisonous Snake + T + beast + unaligned + 13 + 2 (1d4) + 30 ft., swim 30 ft. + 216111103 + + + + + + + blindsight 10 ft. + 10 + + 1/8 + + Source + Monster Manual, p. 334 + Player's Handbook, p. 308 + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. + Bite|5|1 + + + + coastal, desert, forest, grassland, hill, swamp + + + Polar Bear + L + beast + unaligned + 12 (natural armor) + 42 (5d10+15) + 40 ft., swim 30 ft. + 2010162137 + + Perception +3 + + + + + + 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 + + + + arctic, underdark + + + Poltergeist + M + undead + chaotic evil + 12 + 22 (5d8) + 0 ft., fly 50 ft. (hover) + 11411101011 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + understands all languages it knew in life but can't speak + 2 + + Source + Monster Manual, p. 279 + + + Incorporeal Movement + The poltergeist 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. + + + Sunlight Sensitivity + While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Invisibility + The poltergeist is invisible. + + 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. + + + Forceful Slam + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. + Slam|4|3d6 + + + Telekinetic Thrust + The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. + If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. + If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. + Hurled Object|4|2d4 + + + + + + + Pony + M + beast + unaligned + 10 + 11 (2d8+2) + 40 ft. + 1510132117 + + + + + + + + 10 + + 1/8 + + Source + Monster Manual, p. 335 + + + Hooves + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. + Hooves|4|2d4+2 + + + + urban + + + Priest + M + humanoid (any race) + any alignment + 13 (chain shirt) + 27 (5d8+5) + 25 ft. + 101012131613 + + Medicine +7, Persuasion +3, Religion +4 + + + + + + 13 + any two languages + 2 + + Source + Monster Manual, p. 348 + + + Divine Eminence + As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. + Divine Eminence||3d6 + + + Spellcasting + The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: + + • Cantrips (at will): light, sacred flame, thaumaturgy + + • 1st level (4 slots): cure wounds, guiding bolt, sanctuary + + • 2nd level (3 slots): lesser restoration, spiritual weapon + + • 3rd level (2 slots): dispel magic, spirit guardians + + + Mace + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. + |2|1d6 + + light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians + 4, 3, 2 + urban + + + Pseudodragon + T + dragon + neutral good + 13 + 7 (2d4+2) + 15 ft., fly 60 ft. + 61513101210 + + Perception +3, Stealth +4 + + + + + blindsight 10 ft., darkvision 60 ft. + 13 + understands Common and Draconic but can't speak + 1/4 + + Source + Monster Manual, p. 254 + Player's Handbook, p. 308 + + + Keen Senses + The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. + + + Magic Resistance + The pseudodragon has advantage on saving throws against spells and other magical effects. + + + Limited Telepathy + The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. + + + Variant: Familiar + The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + Sting + 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 become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses 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. + Sting|4|1d4+2 + + + + coastal, desert, forest, hill, mountain, urban + + + Pteranodon + M + beast + unaligned + 13 (natural armor) + 13 (3d8) + 10 ft., fly 60 ft. + 121510295 + + Perception +1 + + + + + + 11 + + 1/4 + + Source + Monster Manual, p. 80 + + + Flyby + The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage + Bite|3|2d4+1 + + + + coastal, grassland, mountain + + + Purple Worm + G + monstrosity + unaligned + 18 (natural armor) + 247 (15d20+90) + 50 ft., burrow 30 ft. + 28722184 + Con +11, Wis +4 + + + + + + blindsight 30 ft., tremorsense 60 ft. + 9 + + 15 + + Source + Monster Manual, p. 255 + + + Tunneler + The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. + + + Multiattack + The worm makes two attacks: one with its bite and one with its stinger. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. + If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Bite|9|3d8+9 + + + Tail Stinger + Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Tail Stinger|9|3d6+9 + + + + desert, underdark + + + Quadrone + M + construct + construct + 16 (natural armor) + 22 (4d8+4) + 30 ft., fly 30 ft. + 121412101011 + + Perception +2 + + + + + truesight 120 ft. + 12 + Modron + 1 + + Source + Monster Manual, p. 226 + + + Axiomatic Mind + The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The quadrone makes two fist attacks or four shortbow attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Fist|3|1d4+1 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + + + + + + Quaggoth + M + humanoid (quaggoth) + chaotic neutral + 13 (natural armor) + 45 (6d8+18) + 30 ft., climb 30 ft. + 1712166127 + + Athletics +5 + + + poison + poisoned + darkvision 120 ft. + 11 + Undercommon + 2 + + Source + Monster Manual, p. 256 + + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + Wounded Fury||2d6 + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + underdark + + + Quaggoth Spore Servant + M + plant + unaligned + 13 (natural armor) + 45 (6d8+18) + 20 ft., climb 20 ft. + 171216261 + + + + + poison + blinded, charmed, frightened, paralyzed, poisoned + blindsight 30 ft. (blind beyond this radius) + 8 + + 1 + + Source + Monster Manual, p. 230 + + + Multiattack + The spore servant makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + + underdark + + + Quaggoth Thonot + M + humanoid (quaggoth) + chaotic neutral + 13 (natural armor) + 45 (6d8+18) + 30 ft., climb 30 ft. + 1712166127 + + Athletics +5 + + + poison + poisoned + darkvision 120 ft. + 10 + Undercommon + 3 + + Source + Monster Manual, p. 256 + + + Wounded Fury + While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. + Wounded Fury||2d6 + + + Innate Spellcasting (Psionics) + The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: + + At will: feather fall, mage hand (the hand is invisible) + 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image + + + Multiattack + The quaggoth makes two claw attacks. + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image + + underdark + + + Quasit + T + fiend (demon) + chaotic evil + 13 + 7 (3d4) + 40 ft. + 5171071010 + + Stealth +5 + cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 10 + Abyssal, Common + 1 + + Source + Monster Manual, p. 63 + Player's Handbook, p. 309 + + + Shapechanger + The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. + + + Magic Resistance + The quasit has advantage on saving throws against spells and other magical effects. + + + Variant: Familiar + The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond. + + + Claw (Bite in Beast Form) + Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and 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. + Claw/Bite|4|1d4+3 + + + Scare (1/day) + One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + + Invisibility + The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit 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. + + + + + + + Quipper + T + beast + unaligned + 13 + 1 (1d4-1) + swim 40 ft. + 2169172 + + + + + + + darkvision 60 ft. + 8 + + 0 + + Source + Monster Manual, p. 335 + + + Blood Frenzy + The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Water Breathing + The quipper can breathe only underwater. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite|5|1 + + + + underwater + + + Rakshasa + M + fiend + lawful evil + 16 (natural armor) + 110 (13d8+52) + 40 ft. + 141718131620 + + Deception +10, Insight +8 + + piercing from magic weapons wielded by good creatures + bludgeoning, piercing, and slashing from nonmagical attacks + + darkvision 60 ft. + 13 + Common, Infernal + 13 + + Source + Monster Manual, p. 257 + + + Limited Magic Immunity + The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. + + + Innate Spellcasting + The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: + + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, invisibility, major image, suggestion + 1/day each: dominate person, fly, plane shift, true seeing + + + Multiattack + The rakshasa makes two claw attacks + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|7|2d6+2 + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing + + urban + + + Rat + T + beast + unaligned + 10 + 1 (1d4-1) + 20 ft. + 21192104 + + + + + + + darkvision 30 ft. + 10 + + 0 + + Source + Monster Manual, p. 335 + Player's Handbook, p. 309 + + + Keen Smell + The rat has advantage on Wisdom (Perception) checks that rely on smell. + + + Bite + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Bite||1 + + + + swamp, urban + + + Raven + T + beast + unaligned + 12 + 1 (1d4-1) + 10 ft., fly 50 ft. + 21482126 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 335 + Player's Handbook, p. 309 + + + Mimicry + The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. + + + Beak + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. + Beak|4|1 + + + + hill, swamp, urban + + + Red Dragon Wyrmling + M + dragon + chaotic evil + 17 (natural armor) + 75 (10d8+30) + 30 ft., climb 30 ft., fly 60 ft. + 191017121115 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + fire + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 4 + + Source + Monster Manual, p. 98 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. + Bite|6|1d10+4+1d6 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||7d6 + + + + + + + Red Slaad + L + aberration + chaotic neutral + 14 (natural armor) + 93 (11d10+33) + 30 ft. + 161216667 + + Perception +1 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 11 + Slaad, telepathy 60 ft. + 5 + + 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: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. + Bite|6|2d4+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg. + A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. + If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. + Claw|6|1d8+3 + + + + + + + Reef Shark + M + beast + unaligned + 12 (natural armor) + 22 (4d8+4) + swim 40 ft. + 1413131104 + + Perception +2 + + + + + blindsight 30 ft. + 12 + + 1/2 + + Source + Monster Manual, p. 336 + Player's Handbook, p. 309 + + + Pack Tactics + The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Water Breathing + The shark can breathe only underwater. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. + Bite|4|1d8+2 + + + + underwater + + + Remorhaz + H + monstrosity + unaligned + 17 (natural armor) + 195 (17d12+85) + 30 ft., burrow 20 ft. + 2413214105 + + + + + cold, fire + + darkvision 60 ft., tremorsense 60 ft. + 10 + + 11 + + Source + Monster Manual, p. 258 + + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + Heated Body||3d6 + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz 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|11|6d10+7+3d6 + + + Swallow + The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. + If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + arctic + + + Revenant + M + undead + neutral + 13 (leather armor) + 136 (16d8+64) + 30 ft. + 181418131618 + Str +7, Con +7, Wis +6, Cha +7 + + necrotic, psychic + + poison + charmed, exhaustion, frightened, paralyzed, poisoned, stunned + darkvision 60 ft. + 13 + the languages it knew in life + 5 + + Source + Monster Manual, p. 259 + + + Regeneration + The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. + + + Rejuvenation + When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. + + + Turn Immunity + The revenant is immune to effects that turn undead. + + + Vengeful Tracker + The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. + + + Multiattack + The revenant makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. + Fist|7|2d6+4 + + + Vengeful Glare + The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + 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. + + + + arctic, desert, forest, hill, swamp, urban + + + Rhinoceros + L + beast + unaligned + 11 (natural armor) + 45 (6d10+12) + 40 ft. + 218152126 + + + + + + + + 11 + + 2 + + Source + Monster Manual, p. 336 + + + Charge + If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Gore + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. + Gore|7|2d8+5 + + + + grassland + + + Riding Horse + L + beast + unaligned + 10 + 13 (2d10+2) + 60 ft. + 1610122117 + + + + + + + + 10 + + 1/4 + + Source + Monster Manual, p. 336 + Player's Handbook, p. 310 + + + Hooves + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. + Hooves|5|2d4+3 + + + + grassland, urban + + + Roc + G + monstrosity + unaligned + 15 (natural armor) + 248 (16d20+80) + 20 ft., fly 120 ft. + 2810203109 + Dex +4, Con +9, Wis +4, Cha +3 + Perception +4 + + + + + + 14 + + 11 + + Source + Monster Manual, p. 260 + + + Keen Sight + The roc has advantage on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The roc makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage. + Beak|13|4d8+9 + + + Talons + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons 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. + Talons|13|4d6+9 + + + + arctic, coastal, desert, hill, mountain + + + Roper + L + monstrosity + neutral evil + 20 (natural armor) + 93 (11d10+33) + 10 ft., climb 10 ft. + 188177166 + + Perception +6, Stealth +5 + + + + + darkvision 60 ft. + 16 + + 5 + + Source + Monster Manual, p. 261 + + + False Appearance + While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. + + + Grasping Tendrils + The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. + + + Spider Climb + The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Multiattack + The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage. + |7|4d8+4 + + + Tendril + Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril 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. + Tendril|7| + + + Reel + The roper pulls each creature grappled by it up to 25 ft. straight toward it. + + + + underdark + + + Rug of Smothering + L + construct + unaligned + 12 + 33 (6d10) + 10 ft. + 171410131 + + + + + poison, psychic + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + 6 + + 2 + + Source + Monster Manual, p. 20 + + + Antimagic Susceptibility + The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug 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. + + + Damage Transfer + While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. + + + False Appearance + While the rug remains motionless, it is indistinguishable from a normal rug. + + + Smother + Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Smother||2d6+3 + + + + + + + Rust Monster + M + monstrosity + unaligned + 14 (natural armor) + 27 (5d8+5) + 40 ft. + 1312132136 + + + + + + + darkvision 60 ft. + 11 + + 1/2 + + Source + Monster Manual, p. 262 + + + Iron Scent + The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. + + + Rust Metal + Any nonmagical weapon made of metal that hits the rust monster 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. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. + Bite|3|1d8+1 + + + Antennae + The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. + If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. + + + + underdark + + + Saber-Toothed Tiger + L + beast + unaligned + 12 + 52 (7d10+14) + 40 ft. + 1814153128 + + Perception +3, Stealth +6 + + + + + + 13 + + 2 + + Source + Monster Manual, p. 336 + + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + + 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: 10 (1d10+5) piercing damage. + Bite|6|1d10+5 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|6|2d6+5 + + + + arctic, mountain + + + Sahuagin + M + humanoid (sahuagin) + lawful evil + 12 (natural armor) + 22 (4d8+4) + 30 ft., swim 40 ft. + 13111212139 + + Perception +5 + + + + + darkvision 120 ft. + 15 + Sahuagin + 1/2 + + Source + Monster Manual, p. 263 + + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. + Claws|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. + One Handed|3|1d6+1 + Two Handed|3|1d8+1 + + + + coastal, underwater + + + Sahuagin Baron + M + humanoid (sahuagin) + lawful evil + 16 (breastplate) + 76 (9d10+27) + 30 ft., swim 50 ft. + 191516141317 + Dex +5, Con +6, Int +5, Wis +4 + Perception +7 + + + + + darkvision 120 ft. + 17 + Sahuagin + 5 + + Source + Monster Manual, p. 264 + + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Multiattack + The sahuagin makes three attacks: one with his bite and two with his claws or trident. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage. + Bite|7|2d4+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claws|7|2d6+4 + + + Trident + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. + One Handed|7|2d6+4 + Two Handed|7|2d8+4 + + + + coastal, underwater + + + Sahuagin Priestess + M + humanoid (sahuagin) + lawful evil + 12 (natural armor) + 33 (6d8+6) + 30 ft., swim 40 ft. + 131112121413 + + Perception +6, Religion +3 + + + + + darkvision 120 ft. + 16 + Sahuagin + 2 + + Source + Monster Manual, p. 264 + + + Blood Frenzy + The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Limited Amphibiousness + The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. + + + Shark Telepathy + The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. + + + Spellcasting + The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: + + • Cantrips (at will): guidance, thaumaturgy + + • 1st level (4 slots): bless, detect magic, guiding bolt + + • 2nd level (3 slots): hold person, spiritual weapon (trident) + + • 3rd level (3 slots): mass healing word, tongues + + + Multiattack + The sahuagin makes two melee attacks: one with her bite and one with her claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + Bite|3|1d4+1 + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. + Claws|3|1d4+1 + + guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues + 4, 3, 3 + coastal, underwater + + + Salamander + L + elemental + neutral evil + 15 (natural armor) + 90 (12d10+24) + 30 ft. + 181415111012 + + + bludgeoning, piercing, and slashing from nonmagical attacks + cold + fire + + darkvision 60 ft. + 10 + Ignan + 5 + + Source + Monster Manual, p. 266 + + + Heated Body + A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. + Heated Body||2d6 + + + Heated Weapons + Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). + + + Multiattack + The salamander makes two attacks: one with its spear and one with its tail. + + + Spear + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. + Spear|7|2d6+4 + + + Tail + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. + + 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. + Tail|7|2d6+4+2d6 + + + + underdark + + + Satyr + M + fey + chaotic neutral + 14 (leather armor) + 31 (7d8) + 40 ft. + 121611121014 + + Perception +2, Performance +6, Stealth +5 + + + + + + 12 + Common, Elvish, Sylvan + 1/2 + + Source + Monster Manual, p. 267 + + + Magic Resistance + The satyr has advantage on saving throws against spells and other magical effects. + + + Ram + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. + Ram|3|2d4+1 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6+3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. + Shortbow|5|1d6+3 + + + Variant: Panpipes + The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. + An affected 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 these panpipes for the next 24 hours. + Charming Melody: The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. + Frightening Strain: The creature is frightened for 1 minute. + Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. + + 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. + + 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. + + + + forest + + + Scarecrow + M + construct + chaotic evil + 11 + 36 (8d8) + 30 ft. + 111311101013 + + + bludgeoning, piercing, and slashing from nonmagical attacks + fire + poison + charmed, exhaustion, frightened, paralyzed, poisoned, unconscious + darkvision 60 ft. + 10 + understands the languages of its creator but can't speak + 1 + + Source + Monster Manual, p. 268 + + + False Appearance + While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. + + + Multiattack + The scarecrow makes two claw attacks. + + + Claw + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + Claw|3|2d4+1 + + + Terrifying Glare + The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed. + + 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. + + + + grassland + + + Scorpion + T + beast + unaligned + 11 (natural armor) + 1 (1d4-1) + 10 ft. + 2118182 + + + + + + + blindsight 10 ft. + 9 + + 0 + + Source + Monster Manual, p. 337 + + + Sting + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. + Sting|2|1 + + + + desert + + + Scout + M + humanoid (any race) + any alignment + 13 (leather armor) + 16 (3d8+3) + 30 ft. + 111412111311 + + Nature +4, Perception +5, Stealth +6, Survival +5 + + + + + + 15 + any one language (usually Common) + 1/2 + + Source + Monster Manual, p. 349 + + + Keen Hearing and Sight + The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. + + + Multiattack + The scout makes two melee attacks or two ranged attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Sea Hag + M + fey + chaotic evil + 14 (natural armor) + 52 (7d8+21) + 30 ft., swim 40 ft. + 161316121213 + + + + + + + darkvision 60 ft. + 11 + Aquan, Common, Giant + 2 + + Source + Monster Manual, p. 179 + + + Amphibious + The hag can breathe air and water. + + + Horrific Appearance + Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. + Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. + + 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. + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + + • 1st level (4 slots): identify, ray of sickness + + • 2nd level (3 slots): hold person, locate object + + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + + • 4th level (3 slots): phantasmal killer, polymorph + + • 5th level (2 slots): contact other plane, scrying + + • 6th level (1 slot): eyebite + + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. + + + Variant: Death Coven + For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): false life, inflict wounds + + 2nd level (3 slots): gentle repose, ray of enfeeblement + + 3rd level (3 slots): animate dead, revivify, speak with dead + + 4th level (3 slots): blight, death ward + + 5th level (2 slots): contagion, raise dead + + 6th level (1 slot): circle of death + + + Variant: Nature Coven + For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): entangle, speak with animals + + 2nd level (3 slots): flaming sphere, moonbeam, spike growth + + 3rd level (3 slots): call lightning, plant growth + + 4th level (3 slots): dominate beast, grasping vine + + 5th level (2 slots): insect plague, tree stride + + 6th level (1 slot): wall of thorns + + + Variant: Prophecy Coven + For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: + + 1st level (4 slots): bane, bless + + 2nd level (3 slots): augury, detect thoughts + + 3rd level (3 slots): clairvoyance, dispel magic, nondetection + + 4th level (3 slots): arcane eye, locate creature + + 5th level (2 slots): geas, legend lore + + 6th level (1 slot): true seeing + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. + Claws|5|2d6+3 + + + Death Glare + The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. + + + Illusory Appearance + The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. + The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. + + identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + + coastal, underwater + + + Sea Horse + T + beast + unaligned + 11 + 1 (1d4-1) + swim 20 ft. + 11281102 + + + + + + + + 10 + + 0 + + Source + Monster Manual, p. 337 + + + Water Breathing + The sea horse can breathe only underwater. + + + + + + + Shadow + M + undead + chaotic evil + 12 + 16 (3d8+3) + 40 ft. + 614136108 + + Stealth +4 + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + radiant + necrotic, poison + exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 10 + + 1/2 + + Source + Monster Manual, p. 269 + + + Amorphous + The shadow can move through a space as narrow as 1 inch wide without squeezing. + + + Shadow Stealth + While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. + + + Sunlight Weakness + While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. + + + Strength Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. + If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. + Strength Drain|4|2d6+2 + + + + underdark, urban + + + Shadow Demon + M + fiend (demon) + chaotic evil + 13 + 66 (12d8+12) + 30 ft., fly 30 ft. + 11712141314 + Dex +5, Cha +4 + Stealth +7 + acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + radiant + cold, lightning, poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 4 + + Source + Monster Manual, p. 64 + + + Incorporeal Movement + The demon 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. + + + Light Sensitivity + While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Shadow Stealth + While in dim light or darkness, the demon can take the Hide action as a bonus action. + + + Claws + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6+3) psychic damage. + Claws|5|2d6+3 + with Advantage|5|4d6+3 + + + + + + + Shambling Mound + L + plant + unaligned + 15 (natural armor) + 136 (16d10+48) + 20 ft., swim 20 ft. + 188165105 + + Stealth +2 + cold, fire + + lightning + blinded, deafened, exhaustion + blindsight 60 ft. (blind beyond this radius) + 10 + + 5 + + Source + Monster Manual, p. 270 + + + Lightning Absorption + Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. + + + Multiattack + The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on 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. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + |7|2d8+4 + + + Engulf + The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest, swamp + + + Shield Guardian + L + construct + unaligned + 17 (natural armor) + 142 (15d10+60) + 30 ft. + 188187103 + + + + + poison + charmed, exhaustion, frightened, paralyzed, poisoned + blindsight 10 ft., darkvision 60 ft. + 10 + understands commands given in any language but can't speak + 7 + + Source + Monster Manual, p. 271 + + + Bound + The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. + + + Regeneration + The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. + + + Spell Storing + A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. + + + Multiattack + The guardian makes two fist attacks. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Fist|7|2d6+4 + + + Shield + When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. + + + + urban + + + Shrieker + M + plant + unaligned + 5 + 13 (3d8) + 0 ft. + 1110131 + + + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + 6 + + 0 + + Source + Monster Manual, p. 138 + + + False Appearance + While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. + + + Shriek + When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward + + + + underdark + + + Silver Dragon Wyrmling + M + dragon + lawful good + 17 (natural armor) + 45 (6d8+18) + 30 ft., fly 60 ft. + 191017121115 + Dex +2, Con +5, Wis +2, Cha +4 + Perception +4, Stealth +2 + + + cold + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 118 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. + Bite|6|1d10+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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||4d8 + + + + + + + Skeleton + M + undead + lawful evil + 13 (armor scraps) + 13 (2d8+4) + 30 ft. + 101415685 + + + + bludgeoning + + poisoned + darkvision 60 ft. + 9 + understands all languages it spoke in life but can't speak + 1/4 + + Source + Monster Manual, p. 272 + Player's Handbook, p. 310 + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Shortbow + Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortbow|4|1d6+2 + + + + urban + + + Slaad Tadpole + T + aberration + chaotic neutral + 12 + 10 (4d4) + 30 ft. + 71510353 + + Stealth +4 + acid, cold, fire, lightning, thunder + + + + darkvision 60 ft. + 7 + understands Slaad but can't speak + 1/8 + + Source + Monster Manual, p. 276 + + + Magic Resistance + The slaad has advantage on saving throws against spells and other magical effects + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + Bite|4|1d4+2 + + + + + + + Smoke Mephit + S + elemental + neutral evil + 12 + 22 (5d6+5) + 30 ft., fly 30 ft. + 61412101011 + + Perception +2, Stealth +4 + + + fire, poison + poisoned + darkvision 60 ft. + 12 + Auran, Ignan + 1/4 + + Source + Monster Manual, p. 217 + + + Death Burst + When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. + + + Innate Spellcasting (1/Day) + The mephit can innately cast dancing lights, 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 + + + Cinder Breath (Recharge 6) + The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit'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. + + + 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. + + dancing lights + + urban + + + Solar + L + celestial + lawful good + 21 (natural armor) + 243 (18d10+144) + 50 ft., fly 150 ft. + 262226252530 + Int +14, Wis +14, Cha +17 + Perception +14 + radiant; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, frightened, poisoned + truesight 120 ft. + 24 + all, telepathy 120 ft. + 21 + + Source + Monster Manual, p. 18 + + + Angelic Weapons + The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). + + + Divine Awareness + The solar knows if it hears a lie. + + + Innate Spellcasting + The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: + At will: detect evil and good, invisibility (self only) + 3/day each: blade barrier, dispel evil and good, resurrection + 1/day each: commune, control weather + + + Magic Resistance + The solar has advantage on saving throws against spells and other magical effects. + + + Multiattack + The solar makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. + Greatsword|15|4d6+8+6d8 + + + Slaying Longbow + Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. + Slaying Longbow|13|2d8+6+6d8 + + + Flying Sword + The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. + + + Healing Touch (4/Day) + The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. + + + Legendary Actions (3/Turn) + The solar 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 solar regains spent legendary actions at the start of its turn. + + + Teleport + The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. + + + Searing Burst (Costs 2 Actions) + The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. + + + Blinding Gaze (Costs 3 Actions) + The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. + + 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. + + detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather + + + + + Spectator + M + aberration + lawful neutral + 14 (natural armor) + 39 (6d8+12) + 0 ft., fly 30 ft. (hover) + 81414131411 + + Perception +6 + + + + prone + darkvision 120 ft. + 16 + Deep Speech, Undercommon, telepathy 120 ft. + 3 + + Source + Monster Manual, p. 30 + + + Bite + Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) piercing damage. + |1|1d6-1 + + + Eye Rays + The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn. + 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. + 2. Paralyzing Ray. The target must succeed on a DC 13 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 target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. + 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. + + 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. + + + Create Food and Water + The spectator magically creates enough food and water to sustain itself for 24 hours. + + + Spell Reflection + If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. + + + + underdark + + + Specter + M + undead + chaotic evil + 12 + 22 (5d8) + 0 ft., fly 50 ft. (hover) + 11411101011 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + understands all languages it knew in life but can't speak + 1 + + Source + Monster Manual, p. 279 + + + Incorporeal Movement + The specter 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. + + + Sunlight Sensitivity + While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + |4|3d6 + + + + underdark, urban + + + Spider + T + beast + unaligned + 12 + 1 (1d4-1) + 20 ft., climb 20 ft. + 21481102 + + Stealth +4 + + + + + darkvision 30 ft. + 12 + + 0 + + Source + Monster Manual, p. 337 + + + Spider Climb + The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Web Sense + While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. + + + Web Walker + The spider ignores movement restrictions caused by webbing. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. + Bite|4|1 + + + + + + + Spined Devil + S + fiend (devil) + lawful evil + 13 (natural armor) + 22 (5d6+5) + 20 ft., fly 40 ft. + 10151211148 + + + cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + fire, poison + poisoned + darkvision 120 ft. + 12 + Infernal, telepathy 120 ft. + 2 + + Source + Monster Manual, p. 78 + + + Devil's Sight + Magical darkness doesn't impede the devil's darkvision. + + + Flyby + The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. + + + Limited Spines + The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. + + + Magic Resistance + The devil has advantage on saving throws against spells and other magical effects. + + + + + + + Spirit Naga + L + monstrosity + chaotic evil + 15 (natural armor) + 75 (10d10+20) + 40 ft. + 181714161516 + Dex +6, Con +5, Wis +5, Cha +6 + + + + poison + charmed, poisoned + darkvision 60 ft. + 12 + Abyssal, Common + 8 + + Source + Monster Manual, p. 234 + + + Rejuvenation + If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. + + + Spellcasting + The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: + + • Cantrips (at will): mage hand, minor illusion, ray of frost + + • 1st level (4 slots): charm person, detect magic, sleep + + • 2nd level (3 slots): detect thoughts, hold person + + • 3rd level (3 slots): lightning bolt, water breathing + + • 4th level (3 slots): blight, dimension door + + • 5th level (2 slots): dominate person + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. + Bite|7|1d6+4 + + mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person + 4, 3, 3, 3, 2 + underdark + + + Sprite + T + fey + neutral good + 15 (leather armor) + 2 (1d4) + 10 ft., fly 40 ft. + 31810141311 + + Perception +3, Stealth +8 + + + + + + 13 + Common, Elvish, Sylvan + 1/4 + + Source + Monster Manual, p. 283 + Player's Handbook, p. 310 + + + Longsword + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. + Longsword|2|1 + + + Shortbow + Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or 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. + Shortbow|6|1 + + + Heart Sight + The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. + + + Invisibility + The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite 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. + + + + forest + + + Spy + M + humanoid (any race) + any alignment + 12 + 27 (6d8) + 30 ft. + 101510121416 + + Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 + + + + + + 16 + any two languages + 1 + + Source + Monster Manual, p. 349 + + + Cunning Action + On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. + + + Sneak Attack (1/Turn) + The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. + Sneak Attack||2d6 + + + Multiattack + The spy makes two melee attacks. + + + Shortsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + Hand Crossbow + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. + |4|1d6+2 + + + + urban + + + Steam Mephit + S + elemental + neutral evil + 10 + 21 (6d6) + 30 ft., fly 30 ft. + 51110111012 + + + + + fire, poison + poisoned + darkvision 60 ft. + 10 + Aquan, Ignan + 1/4 + + Source + Monster Manual, p. 217 + + + Death Burst + When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. + Death Burst||1d8 + + + Innate Spellcasting (1/Day) + The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. + + + Claws + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. + Claws|2|2d4 + + + Steam Breath (Recharge 6) + The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. + + + 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. + + blur + + underwater + + + Stirge + T + beast + unaligned + 14 (natural armor) + 2 (1d4) + 10 ft., fly 40 ft. + 41611286 + + + + + + + darkvision 60 ft. + 9 + + 1/8 + + Source + Monster Manual, p. 284 + + + Blood Drain + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. + The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. + Blood Drain|5|1d4+3 + + + + coastal, desert, forest, grassland, hill, mountain, swamp, underdark, urban + + + Stone Giant + H + giant + neutral + 17 (natural armor) + 126 (11d12+55) + 40 ft. + 23152010129 + Dex +5, Con +8, Wis +4 + Athletics +12, Perception +4 + + + + + darkvision 60 ft. + 14 + Giant + 7 + + Source + Monster Manual, p. 156 + + + Stone Camouflage + The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Multiattack + The giant makes two greatclub attacks. + + + Greatclub + Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |9|3d8+6 + + + Rock + Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + |9|4d10+6 + + + Variant: Fling + The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. + + Storm King's Thunder, p. 246 + + + Variant: Rolling Rock + The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10+6) bludgeoning damage and falling prone on a failed save. + + Storm King's Thunder, p. 246 + Rolling Rock||3d10+6 + + + Rock Catching + If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. + + + + hill, mountain, underdark + + + Stone Golem + L + construct + unaligned + 17 (natural armor) + 178 (17d10+85) + 30 ft. + 229203111 + + + + + poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine + charmed, exhaustion, frightened, paralyzed, petrified, poisoned + darkvision 120 ft. + 10 + understands the languages of its creator but can't speak + 10 + + Source + Monster Manual, p. 170 + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. + |10|3d8+6 + + + Slow (Recharge 5-6) + The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + + + + + Storm Giant + H + giant + chaotic good + 16 (scale mail) + 230 (20d12+100) + 50 ft., swim 50 ft. + 291420161818 + Str +14, Con +10, Wis +9, Cha +9 + Arcana +8, Athletics +14, History +8, Perception +9 + cold + + lightning, thunder + + + 19 + Common, Giant + 13 + + Source + Monster Manual, p. 156 + + + Amphibious + The giant can breathe air and water. + + + Innate Spellcasting + The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: + + At will: detect magic, feather fall, levitate, light + 3/day each: control weather, water breathing + + + Multiattack + The giant makes two greatsword attacks. + + + Greatsword + Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. + Greatsword|14|6d6+9 + + + Rock + Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. + Rock|14|4d12+9 + + + Lightning Strike (Recharge 5-6) + The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Strike||12d8 + + + Variant: Thunderous Stomp (Recharge 6) + The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. + + Storm King's Thunder, p. 246 + Thunderous Clap||6d10 + + detect magic, feather fall, levitate, light, control weather, water breathing + + coastal + + + Succubus/Incubus + M + fiend (shapechanger) + neutral evil + 15 (natural armor) + 66 (12d8+12) + 30 ft., fly 60 ft. + 81713151220 + + Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 + cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 15 + Abyssal, Common, Infernal, telepathy 60 ft. + 4 + + Source + Monster Manual, p. 285 + + + Telepathic Bond + The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. + + + Shapechanger + The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Claw (Fiend Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|5|1d6+3 + + + Charm + One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. + The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. + + 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. + + + Draining Kiss + The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Draining Kiss||5d10+5 + + + Etherealness + The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. + + + + + + + Swarm of Bats + M + swarm of Tiny beasts + unaligned + 12 + 22 (5d8) + 0 ft., fly 30 ft. + 515102124 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 60 ft. + 11 + + 1/4 + + Source + Monster Manual, p. 337 + + + Echolocation + The swarm can't use its blindsight while deafened. + + + Keen Hearing + The swarm has advantage on Wisdom (Perception) checks that rely on hearing. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. + Full|4|2d4 + Half|4|1d4 + + + + hill, mountain, underdark, urban + + + Swarm of Beetles + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., burrow 5 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Full|3|4d4 + Half|3|2d4 + + + + + + + Swarm of Centipedes + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and 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. + Full|3|4d4 + Half|3|2d4 + + + + + + + Swarm of Insects + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Full|3|4d4 + Half|3|2d4 + + + + desert, forest, grassland, hill, swamp, underdark, urban + + + Swarm of Poisonous Snakes + M + swarm of Tiny beasts + unaligned + 14 + 36 (8d8) + 30 ft., swim 30 ft. + 818111103 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 10 + + 2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. + Full|6|2d6 + Half|6|1d6 + + + + forest, swamp + + + Swarm of Quippers + M + swarm of Tiny beasts + unaligned + 13 + 28 (8d8-8) + 0 ft., swim 40 ft. + 13169172 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 60 ft. + 8 + + 1 + + Source + Monster Manual, p. 338 + + + Blood Frenzy + The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. + + + Water Breathing + The swarm can breathe only underwater. + + + Bites + Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. + Full|5|4d6 + Half|5|2d6 + + + + underwater + + + Swarm of Rats + M + swarm of Tiny beasts + unaligned + 10 + 24 (7d8-7) + 30 ft. + 91192103 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + 10 + + 1/4 + + Source + Monster Manual, p. 339 + + + Keen Smell + The swarm has advantage on Wisdom (Perception) checks that rely on smell. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Full|2|2d6 + Half|2|1d6 + + + + swamp, urban + + + Swarm of Ravens + M + swarm of Tiny beasts + unaligned + 12 + 24 (7d8-7) + 10 ft., fly 50 ft. + 61483126 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + + 15 + + 1/4 + + Source + Monster Manual, p. 339 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. + + + Beaks + Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Full|4|2d6 + Half|4|1d6 + + + + forest, hill, swamp, urban + + + Swarm of Spiders + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 20 ft., climb 20 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Spider Climb + The swarm 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 swarm knows the exact location of any other creature in contact with the same web. + + + Web Walker + The swarm ignores movement restrictions caused by webbing. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Full|3|4d4 + Half|3|2d4 + + + + + + + Swarm of Wasps + M + swarm of Tiny beasts + unaligned + 12 (natural armor) + 22 (5d8) + 5 ft., fly 30 ft. + 31310171 + + + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + blindsight 10 ft. + 8 + + 1/2 + + Source + Monster Manual, p. 338 + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. + Full|3|4d4 + Half|3|2d4 + + + + + + + Tarrasque + G + monstrosity (titan) + unaligned + 25 (natural armor) + 676 (33d20+330) + 40 ft. + 30113031111 + Int +5, Wis +9, Cha +9 + + + + fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks + charmed, frightened, paralyzed, poisoned + blindsight 120 ft. + 10 + + 30 + + Source + Monster Manual, p. 286 + + + Legendary Resistance (3/Day) + If the tarrasque fails a saving throw, it can choose to succeed instead. + + + Magic Resistance + The tarrasque has advantage on saving throws against spells and other magical effects. + + + Reflective Carapace + Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. + + + Siege Monster + The tarrasque deals double damage to objects and structures. + + + Multiattack + The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite. + + + Bite + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque 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|19|4d12+10 + + + Claw + Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage. + Claw|19|4d8+10 + + + Horns + Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage. + Horns|19|4d10+10 + + + Tail + Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 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|19|4d6+10 + + + Frightful Presence + Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque is within line of sight, 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 tarrasque'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. + + + Swallow + The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. + If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. + + Blinded: + • A blinded creature can't see and automatically fails any ability check that requires sight. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + Legendary Actions (3/Turn) + The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn. + + + Attack + The tarrasque makes one claw attack or tail attack. + + + Move + The tarrasque moves up to half its speed. + + + Chomp (Costs 2 Actions) + The tarrasque makes one bite attack or uses its Swallow. + + + + urban + + + Thri-kreen + M + humanoid (thri-kreen) + chaotic neutral + 15 (natural armor) + 33 (6d8+6) + 40 ft. + 1215138127 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + Thri-kreen + 1 + + Source + Monster Manual, p. 288 + + + Chameleon Carapace + The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. + + + Standing Leap + The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Multiattack + The thri-kreen makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on 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. + 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 + + + Variant: Weapons Multiattack + The thri-kreen makes two gythka attacks or two chatkcha attacks. + + + Variant: Gythka + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + Gythka|3|1d8+1 + + + Variant: Chatkcha + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. + Chatkcha|4|1d6+2 + + + + desert, grassland + + + Thri-kreen (Psionic) + M + humanoid (thri-kreen) + chaotic neutral + 15 (natural armor) + 33 (6d8+6) + 40 ft. + 1215138127 + + Perception +3, Stealth +4, Survival +3 + + + + + darkvision 60 ft. + 13 + Thri-kreen, telepathy 60 ft. + 1 + + Source + Monster Manual, p. 288 + + + Chameleon Carapace + The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. + + + Standing Leap + The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. + + + Innate Spellcasting (Psionics) + The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: + + At will: mage hand (the hand is invisible) + 2/day each: blur, magic weapon + 1/day: invisibility (self only) + + + Multiattack + The thri-kreen makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on 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. + 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 + + + Variant: Weapons Multiattack + The thri-kreen makes two gythka attacks or two chatkcha attacks. + + + Variant: Gythka + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. + Gythka|3|1d8+1 + + + Variant: Chatkcha + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. + Chatkcha|4|1d6+2 + + mage hand, blur, magic weapon, invisibility + + + + + Thug + M + humanoid (any race) + any non-good alignment + 11 (leather armor) + 32 (5d8+10) + 30 ft. + 151114101011 + + Intimidation +2 + + + + + + 10 + any one language (usually Common) + 1/2 + + Source + Monster Manual, p. 350 + + + Pack Tactics + The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Multiattack + The thug makes two melee attacks. + + + Mace + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage. + |4|1d6+2 + + + Heavy Crossbow + Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. + |2|1d10 + + + + urban + + + Tiger + L + beast + unaligned + 12 + 37 (5d10+10) + 40 ft. + 1715143128 + + Perception +3, Stealth +6 + + + + + darkvision 60 ft. + 13 + + 1 + + Source + Monster Manual, p. 339 + Player's Handbook, p. 311 + + + Keen Smell + The tiger has advantage on Wisdom (Perception) checks that rely on smell. + + + Pounce + If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. + Bite|5|1d10+3 + + + Claw + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + + forest, grassland + + + Treant + H + plant + chaotic good + 16 (natural armor) + 138 (12d12+60) + 30 ft. + 23821121612 + + + bludgeoning, piercing + fire + + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + + Source + Monster Manual, p. 289 + + + False Appearance + While the treant remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The treant deals double damage to objects and structures. + + + Multiattack + The treant makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage. + Slam|10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. + Rock|10|4d10+6 + + + Animate Trees (1/Day) + The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + + + forest + + + Tribal Warrior + M + humanoid (any race) + any alignment + 12 (hide armor) + 11 (2d8+2) + 30 ft. + 1311128118 + + + + + + + + 10 + any one language + 1/8 + + Source + Monster Manual, p. 350 + + + Pack Tactics + The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + 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. + One Handed|3|1d6+1 + Two Handed|3|1d8+1 + + + + arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark + + + Triceratops + H + beast + unaligned + 13 (natural armor) + 95 (10d12+30) + 50 ft. + 229172115 + + + + + + + + 10 + + 5 + + Source + Monster Manual, p. 80 + + + Trampling Charge + If the triceratops 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 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops 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: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage. + Gore|9|4d8+6 + + + Stomp + Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage + Stomp|9|3d10+6 + + + + grassland + + + Tridrone + M + construct + construct + 15 (natural armor) + 16 (3d8+3) + 30 ft. + 1213129109 + + + + + + + truesight 120 ft. + 10 + Modron + 1/2 + + Source + Monster Manual, p. 225 + + + Axiomatic Mind + The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. + + + Disintegration + If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. + + + Multiattack + The tridrone makes three fist attacks or three javelin attacks. + + + Fist + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. + Fist|3|1d4+1 + + + 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 + + + + + + + Troglodyte + M + humanoid (troglodyte) + chaotic evil + 11 (natural armor) + 13 (2d8+4) + 30 ft. + 1410146106 + + Stealth +2 + + + + + darkvision 60 ft. + 10 + Troglodyte + 1/4 + + Source + Monster Manual, p. 290 + + + Chameleon Skin + The troglodyte has advantage on Dexterity (Stealth) checks made to hide. + + + Stench + Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Sunlight Sensitivity + While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The troglodyte makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. + |4|1d4+2 + + + Claw + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. + |4|1d4+2 + + + + underdark + + + Troll + L + giant + chaotic evil + 15 (natural armor) + 84 (8d10+40) + 30 ft. + 181320797 + + Perception +2 + + + + + darkvision 60 ft. + 12 + Giant + 5 + + Source + Monster Manual, p. 291 + + + Keen Smell + The troll has advantage on Wisdom (Perception) checks that rely on smell. + + + Regeneration + The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. + + + Variant: Loathsome Limbs + Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: + 1-10: Nothing else happens. + 11-14: One leg is severed from the troll if it has any legs left. + 15- 18: One arm is severed from the troll if it has any arms left. + 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. + If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. + A severed leg is unable to attack and has a speed of 5 feet. + A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. + If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. + The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. + + 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. + + + Multiattack + The troll makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. + |7|1d6+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + |7|2d6+4 + + + + arctic, forest, hill, mountain, swamp, underdark + + + Twig Blight + S + plant + neutral evil + 13 (natural armor) + 4 (1d6+1) + 20 ft. + 61312483 + + Stealth +3 + + fire + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 9 + understands Common but can't speak + 1/8 + + Source + Monster Manual, p. 32 + + + False Appearance + While the blight remains motionless, it is indistinguishable from a dead shrub. + + + Claws + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. + |3|1d4+1 + + + + forest + + + Tyrannosaurus Rex + H + beast + unaligned + 13 (natural armor) + 136 (13d12+52) + 50 ft. + 2510192129 + + Perception +4 + + + + + + 14 + + 8 + + Source + Monster Manual, p. 80 + + + Multiattack + The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus 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|10|4d12+7 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. + Tail|10|3d8+7 + + + + grassland + + + Ultroloth + M + fiend (yugoloth) + neutral evil + 19 (natural armor) + 153 (18d8+72) + 30 ft., fly 60 ft. + 161618181519 + + Intimidation +9, Perception +7, Stealth +8 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + acid, poison + charmed, frightened, poisoned + truesight 120 ft. + 17 + Abyssal, Infernal, telepathy 120 ft. + 13 + + Source + Monster Manual, p. 314 + + + Innate Spellcasting + The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: + + At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion + 3/day each: dimension door, fear, wall of fire + 1/day each: fire storm, mass suggestion + + + Magic Resistance + The ultroloth has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The ultroloth's weapon attacks are magical. + + + Multiattack + The ultroloth can use its Hypnotic Gaze and makes three melee attacks. + + + Longsword + Melee Weapon Attack: +8 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|8|1d8+3 + Two Handed|8|1d10+3 + + + Hypnotic Gaze + The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + 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. + + + Teleport + The ultroloth 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 chooses what to summon and attempts a magical summoning. + An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. + A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, 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, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility, suggestion, dimension door, fear, wall of fire, fire storm, mass suggestion + + + + + Umber Hulk + L + monstrosity + chaotic evil + 18 (natural armor) + 93 (11d10+33) + 30 ft., burrow 20 ft. + 20131691010 + + + + + + + darkvision 120 ft., tremorsense 60 ft. + 10 + Umber Hulk + 5 + + Source + Monster Manual, p. 292 + + + Confusing Gaze + When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. + On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. + Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. + + + Tunneler + The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. + + + Multiattack + The umber hulk makes three attacks: two with its claws and one with its mandibles. + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. + Claw|8|1d8+5 + + + Mandibles + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. + Mandibles|8|2d8+5 + + + + underdark + + + Unicorn + L + celestial + lawful good + 12 + 67 (9d10+18) + 50 ft. + 181415111716 + + + + + poison + charmed, paralyzed, poisoned + darkvision 60 ft. + 13 + Celestial, Elvish, Sylvan, telepathy 60 ft. + 5 + + Source + Monster Manual, p. 294 + + + Charge + If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + Charge||2d8 + + + Innate Spellcasting + The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: + + At will: detect evil and good, druidcraft, pass without trace + 1/day each: calm emotions, dispel evil and good, entangle + + + Magic Resistance + The unicorn has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The unicorn's weapon attacks are magical. + + + Multiattack + The unicorn makes two attacks: one with its hooves and one with its horn. + + + Hooves + Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|7|2d6+4 + + + Horn + Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage. + Horn|7|1d8+4 + + + Healing Touch (3/Day) + The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. + + + Teleport (1/Day) + The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. + + + Legendary Actions (3/Turn) + The unicorn 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 unicorn regains spent legendary actions at the start of its turn. + + + Hooves + The unicorn makes one attack with its hooves. + + + Shimmering Shield (Costs 2 Actions) + The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. + + + Heal Self (Costs 3 Actions) + The unicorn magically regains 11 (2d8+2) hit points. + + detect evil and good, druidcraft, pass without trace, calm emotions, dispel evil and good, entangle + + forest + + + Vampire + M + undead (shapechanger) + lawful evil + 16 (natural armor) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 13 + + Source + Monster Manual, p. 297 + + + Shapechanger + If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + 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. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + 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. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + |9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + |9|1d6+4+3d6 + + + Charm + The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + 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. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + Legendary Actions (3/Turn) + The vampire 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 vampire regains spent legendary actions at the start of its turn. + + + Move + The vampire moves up to its speed without provoking opportunity attacks. + + + Unarmed Strike + The vampire makes one unarmed strike. + + + Bite (Costs 2 Actions) + The vampire makes one bite attack. + + + + urban + + + Vampire Spawn + M + undead + neutral evil + 15 (natural armor) + 82 (11d8+33) + 30 ft. + 161616111012 + Dex +6, Wis +3 + Perception +3, Stealth +6 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 60 ft. + 13 + the languages it knew in life + 5 + + Source + Monster Manual, p. 298 + + + Regeneration + The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. + Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. + Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + + Multiattack + The vampire makes two attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + |61| + + + Claws + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). + |6|2d4+3 + + + + underdark, urban + + + Vampire Spellcaster + M + undead (shapechanger) + lawful evil + 16 (natural armor) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 15 + + Source + Monster Manual, p. 298 + + + Shapechanger + If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + 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. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + Paralyzed: + • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. + + + Spellcasting + The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: + + • Cantrips (at will): mage hand, prestidigitation, ray of frost + + • 1st level (4 slots): comprehend languages, fog cloud, sleep + + • 2nd level (3 slots): detect thoughts, gust of wind, mirror image + + • 3rd level (3 slots): animate dead, bestow curse, nondetection + + • 4th level (3 slots): blight, greater invisibility + + • 5th level (1 slot): dominate person + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + |9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + |9|1d6+4+3d6 + + + Charm + The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + 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. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, bestow curse, nondetection, blight, greater invisibility, dominate person + 4, 3, 3, 3, 1 + + + + Vampire Warrior + M + undead (shapechanger) + lawful evil + 18 (plate) + 144 (17d8+68) + 30 ft. + 181818171518 + Dex +9, Wis +7, Cha +9 + Perception +7, Stealth +9 + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks + + + + darkvision 120 ft. + 17 + the languages it knew in life + 15 + + Source + Monster Manual, p. 298 + + + Shapechanger + If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. + While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. + While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. + + + Legendary Resistance (3/Day) + If the vampire fails a saving throw, it can choose to succeed instead. + + + Misty Escape + When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. + While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. + + 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. + + + Regeneration + The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. + + + Spider Climb + The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Vampire Weaknesses + The vampire has the following flaws. + Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. + Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. + Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. + Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. + + 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. + + + Multiattack (Vampire Form Only) + The vampire makes two attacks, only one of which can be a bite attack. + + + Unarmed Strike (Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). + |9|1d8+4 + + + Bite (Bat or Vampire Form Only) + Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. + |9|1d6+4+3d6 + + + Charm + The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. + Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. + + 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. + + + Children of the Night (1/Day) + The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. + + + Greatsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage. + Greatsword|9|2d6+4 + + + + + + + Veteran + M + humanoid (any race) + any alignment + 17 (splint) + 58 (9d8+18) + 30 ft. + 161314101110 + + Athletics +5, Perception +2 + + + + + + 12 + any one language (usually Common) + + 3 + + Source + Monster Manual, p. 350 + + + Multiattack + The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. + + + Longsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. + |5|1d8+3 + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. + |5|1d6+3 + + + Heavy Crossbow + Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. + |3|1d10+1 + + + + arctic, coastal, forest, grassland, hill, mountain, underdark, urban + + + Vine Blight + M + plant + neutral evil + 12 (natural armor) + 26 (4d8+4) + 10 ft. + 158145103 + + Stealth +1 + + + + blinded, deafened + blindsight 60 ft. (blind beyond this radius) + 10 + Common + 1/2 + + Source + Monster Manual, p. 32 + + + False Appearance + While the blight remains motionless, it is indistinguishable from a tangle of vines. + + + Constrict + Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|4|2d6+2 + + + Entangling Plants (Recharge 5-6) + Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + + + forest + + + Violet Fungus + M + plant + unaligned + 5 + 18 (4d8) + 5 ft. + 3110131 + + + + + + blinded, deafened, frightened + blindsight 30 ft. (blind beyond this radius) + 6 + + 1/4 + + Source + Monster Manual, p. 138 + + + False Appearance + While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. + + + Multiattack + The fungus makes 1d4 Rotting Touch attacks. + + + Rotting Touch + Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage. + |2|1d8 + + + + underdark + + + Vrock + L + fiend (demon) + chaotic evil + 15 (natural armor) + 104 (11d10+44) + 40 ft., fly 60 ft. + 1715188138 + Dex +5, Wis +4, Cha +2 + + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 11 + Abyssal, telepathy 120 ft. + 6 + + Source + Monster Manual, p. 64 + + + Magic Resistance + The vrock has advantage on saving throws against spells and other magical effects. + + + Multiattack + The vrock makes two attacks: one with its beak and one with its talons. + + + Beak + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. + Beak|6|2d6+3 + + + Talons + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. + Talons|6|2d10+3 + + + Spores (Recharge 6) + A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Stunning Screech (1/Day) + The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock'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. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. + 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. + + + + + + + Vulture + M + beast + unaligned + 10 + 5 (1d8+1) + 10 ft., fly 50 ft. + 710132124 + + Perception +3 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 339 + + + Keen Sight and Smell + The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. + Beak|2|1d4 + + + + desert, grassland, hill + + + Warhorse + L + beast + unaligned + 11 + 19 (3d10+3) + 60 ft. + 1812132127 + + + + + + + + 11 + + 1/2 + + Source + Monster Manual, p. 340 + Player's Handbook, p. 311 + + + Trampling Charge + If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + |6|2d6+4 + + + + urban + + + Warhorse Skeleton + L + undead + lawful evil + 13 (barding scraps) + 22 (3d10+6) + 60 ft. + 181215285 + + + + bludgeoning + poison + exhaustion, poisoned + darkvision 60 ft. + 9 + + 1/2 + + Source + Monster Manual, p. 273 + + + Hooves + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. + Hooves|6|2d6+4 + + + + + + + Water Elemental + L + elemental + neutral + 14 (natural armor) + 114 (12d10+48) + 30 ft., swim 90 ft. + 1814185108 + + + acid; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious + darkvision 60 ft. + 10 + Aquan + 5 + + Source + Monster Manual, p. 125 + + + Water 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. + + + Freeze + If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. + + + Multiattack + The elemental makes two slam attacks. + + + Slam + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. + Slam|7|2d8+4 + + + Whelm (Recharge 4-6) + Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. + The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. + + 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. + + + + coastal, swamp, underwater + + + Water Weird + L + elemental + neutral + 13 + 58 (9d10+9) + 0 ft., swim 60 ft. + 171613111010 + + + fire; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious + blindsight 30 ft. + 10 + understands Aquan but doesn't speak + 3 + + Source + Monster Manual, p. 299 + + + Invisible in Water + The water weird is invisible while fully immersed in water. + + 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. + + + Water Bound + The water weird dies if it leaves the water to which it is bound or if that water is destroyed. + + + Constrict + Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6+3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + Constrict|5|3d6+3 + + + + underdark, urban + + + Weasel + T + beast + unaligned + 13 + 1 (1d4-1) + 30 ft. + 31682123 + + Perception +3, Stealth +5 + + + + + + 13 + + 0 + + Source + Monster Manual, p. 340 + + + Keen Hearing and Smell + The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. + Bite|5|1 + + + + + + + Werebear + M + humanoid (human, shapechanger) + neutral good + 10 (in humanoid form, 11 in bear and hybrid forms ) + 135 (18d8+54) + 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) + 191017111212 + + Perception +7 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 17 + Common (can't speak in bear form) + 5 + + Source + Monster Manual, p. 208 + + + Shapechanger + The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Smell + The werebear has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack + In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. + + + Bite (Bear or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. + Bite|7|2d10+4 + + + Claw (Bear or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + Claw|7|2d8+4 + + + Greataxe (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage. + Greataxe|7|1d12+4 + + + + arctic, forest, hill + + + Wereboar + M + humanoid (human, shapechanger) + neutral evil + 10 (in humanoid form, 11 in boar and hybrid forms ) + 78 (12d8+24) + 30 ft. (40 ft. in boar form) + 17101510118 + + Perception +2 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 12 + Common (can't speak in boar form) + 4 + + Source + Monster Manual, p. 209 + + + Shapechanger + The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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. + + + Charge (Boar or Hybrid Form Only) + If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks 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 wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack (Humanoid or Hybrid Form Only) + The wereboar makes two attacks, only one of which can be with its tusks. + + + Maul (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. + Maul|5|2d6+3 + + + Tusks (Boar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. + Tusks|5|2d6+3 + + + + forest, grassland, hill + + + Wererat + M + humanoid (human, shapechanger) + lawful evil + 12 + 33 (6d8+6) + 30 ft. + 10151211108 + + Perception +2, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + darkvision 60 ft. (rat form only) + 12 + Common (can't speak in rat form) + 2 + + Source + Monster Manual, p. 209 + + + Shapechanger + The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. 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. + + + Keen Smell + The wererat has advantage on Wisdom (Perception) checks that rely on smell. + + + Multiattack (Humanoid or Hybrid Form Only) + The wererat makes two attacks, only one of which can be a bite. + + + Bite (Rat or Hybrid Form Only). + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. + Bite|4|1d4+2 + + + Shortsword (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. + Shortsword|4|1d6+2 + + + Hand Crossbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. + Hand Crossbow|4|1d6+2 + + + + forest, urban + + + Weretiger + M + humanoid (human, shapechanger) + neutral + 12 + 120 (16d8+48) + 30 ft. (40 ft. in tiger form) + 171516101311 + + Perception +5, Stealth +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + darkvision 60 ft. + 15 + Common (can't speak in tiger form) + 4 + + Source + Monster Manual, p. 210 + + + Shapechanger + The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. 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. + + + Keen Hearing and Smell + The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Pounce (Tiger or Hybrid Form Only) + If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + + Multiattack (Humanoid or Hybrid Form Only) + In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. + + + Bite (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. + Bite|5|1d10+3 + + + Claw (Tiger or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. + Claw|5|1d8+3 + + + Scimitar (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Scimitar|5|1d6+3 + + + Longbow (Humanoid or Hybrid Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|4|1d8+2 + + + + desert, forest, grassland + + + Werewolf + M + humanoid (human, shapechanger) + chaotic evil + 11 (in humanoid form, 12 in wolf or hybrid form) + 58 (9d8+18) + 30 ft. (40 ft. in wolf form) + 151314101110 + + Perception +4 + + + bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered + + + 14 + Common (can't speak in wolf form) + 3 + + Source + Monster Manual, p. 211 + + + Shapechanger + The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Keen Hearing and Smell + The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + Multiattack (Humanoid or Hybrid Form Only) + The werewolf makes two attacks: one with its bite and one with its claws or spear. + + + Bite (Wolf or Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. + |4|1d8+2 + + + Claws (Hybrid Form Only) + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage. + |4|2d4+2 + + + Spear (Humanoid Form Only) + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. + One-Handed|4|1d6+2 + Two-Handed|4|1d8+2 + + + + forest, hill + + + White Dragon Wyrmling + M + dragon + chaotic evil + 16 (natural armor) + 32 (5d8+10) + 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. + 14101451011 + Dex +2, Con +4, Wis +2, Cha +2 + Perception +4, Stealth +2 + + + cold + + blindsight 10 ft., darkvision 60 ft. + 14 + Draconic + 2 + + Source + Monster Manual, p. 102 + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. + Bite|4|1d10+2+1d4 + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. + Cold Breath||5d8 + + + + + + + Wight + M + undead + neutral evil + 14 (studded leather) + 45 (6d8+18) + 30 ft. + 151416101315 + + Perception +3, Stealth +4 + + + necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + poisoned + darkvision 60 ft. + 13 + the languages it knew in life + 3 + + Source + Monster Manual, p. 300 + + + Sunlight Sensitivity + While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. + + + Life Drain + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. + Life Drain|4|1d6+2 + + + Longsword + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. + Longsword|4|1d8+2 + + + Longbow + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + Longbow|4|1d8+2 + + + + desert, swamp, underdark, urban + + + Will-o'-Wisp + T + undead + chaotic evil + 19 + 22 (9d4) + 0 ft., fly 50 ft. (hover) + 12810131411 + + + acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks + + lightning, poison + exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious + darkvision 120 ft. + 12 + the languages it knew in life + 2 + + Source + Monster Manual, p. 301 + + + Consume Life + As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. + + + Ephemeral + The will-o'-wisp can't wear or carry anything. + + + Incorporeal Movement + The will-o'-wisp 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. + + + Variable Illumination + The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. + + + Shock + Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. + |4|2d8 + + + Invisibility + The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life trait, or until its concentration ends (as if concentrating on a spell). + + 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. + + + + + + + Winged Kobold + S + humanoid (kobold) + lawful evil + 13 + 7 (3d6-3) + 30 ft., fly 30 ft. + 7169878 + + + + + + + darkvision 60 ft. + 8 + Common, Draconic + 1/4 + + Source + Monster Manual, p. 195 + + + Sunlight Sensitivity + While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Pack Tactics + The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. + + + Dagger + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. + |5|1d4+3 + + + Dropped Rock + Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6+3) bludgeoning damage. + |5|1d6+3 + + + + arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban + + + Winter Wolf + L + monstrosity + neutral evil + 13 (natural armor) + 75 (10d10+20) + 50 ft. + 1813147128 + + Perception +5, Stealth +3 + + + cold + + + 15 + Common, Giant, Winter Wolf + 3 + + Source + Monster Manual, p. 340 + + + 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. + + + Snow Camouflage + The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing 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. + |6|2d6+4 + + + Cold Breath (Recharge 5-6) + The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. + ||4d8 + + + + arctic + + + Wolf + M + beast + unaligned + 13 (natural armor) + 11 (2d8+2) + 40 ft. + 1215123126 + + Perception +3, Stealth +4 + + + + + + 13 + + 1/4 + + Source + Monster Manual, p. 341 + Player's Handbook, p. 311 + + + 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. + + 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|4|2d4+2 + + + + forest, grassland, hill + + + Worg + L + monstrosity + neutral evil + 13 (natural armor) + 26 (4d10+4) + 50 ft. + 1613137118 + + Perception +4 + + + + + darkvision 60 ft. + 14 + Goblin, Worg + 1/2 + + Source + Monster Manual, p. 341 + + + Keen Hearing and Smell + The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. + + + 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. + |5|2d6+3 + + + + forest, grassland, hill + + + Wraith + M + undead + neutral evil + 13 + 67 (9d8+27) + 0 ft., fly 60 ft. (hover) + 61616121415 + + + acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered + + necrotic, poison + charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + 12 + the languages it knew in life + 5 + + Source + Monster Manual, p. 302 + + + Incorporeal Movement + The wraith 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. + + + Sunlight Sensitivity + While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Life Drain + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. + Life Drain|6|4d8+3 + + + Create Specter + The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. + + + + underdark + + + Wyvern + L + dragon + unaligned + 13 (natural armor) + 110 (13d10+39) + 20 ft., fly 80 ft. + 1910165126 + + Perception +4 + + + + + darkvision 60 ft. + 14 + + 6 + + Source + Monster Manual, p. 303 + + + Multiattack + The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. + |7|2d6+4 + + + Claws + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. + |7|2d8+4 + + + Stinger + Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. 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. + |7|2d6+4 + + + + hill, mountain + + + Xorn + M + elemental + neutral + 19 (natural armor) + 73 (7d8+42) + 20 ft., burrow 20 ft. + 171022111011 + + Perception +6, Stealth +3 + piercing and slashing from nonmagical attacks that aren't adamantine + + + + darkvision 60 ft., tremorsense 60 ft. + 16 + Terran + 5 + + Source + Monster Manual, p. 304 + + + Earth Glide + The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. + + + Stone Camouflage + The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. + + + Treasure Sense + The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. + + + Multiattack + The xorn makes three claw attacks and one bite attack. + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage. + Bite|6|3d6+3 + + + Claw + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + Claw|6|1d6+3 + + + + underdark + + + Yeti + L + monstrosity + chaotic evil + 12 (natural armor) + 51 (6d10+18) + 40 ft., climb 40 ft. + 1813168127 + + Perception +3, Stealth +3 + + + cold + + darkvision 60 ft. + 13 + Yeti + 3 + + Source + Monster Manual, p. 305 + + + 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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 3 (1d6) cold damage. + |6|1d6+4+1d6 + + + Chilling Gaze + The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) 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 the Chilling Gaze of all yetis (but not abominable yetis) 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. + + + + arctic + + + Yochlol + M + fiend (demon) + chaotic evil + 15 (natural armor) + 136 (16d8+64) + 30 ft., climb 30 ft. + 151418131515 + Dex +6, Int +5, Wis +6, Cha +6 + Deception +10, Insight +6 + cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks + + poison + poisoned + darkvision 120 ft. + 12 + Abyssal, Elvish, Undercommon + 10 + + Source + Monster Manual, p. 65 + + + Shapechanger + The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Magic Resistance + The yochlol has advantage on saving throws against spells and other magical effects. + + + Spider Climb + The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Innate Spellcasting + The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: + At will: detect thoughts, web + 1/day: dominate person + + + Web Walker + The yochlol ignores movement restrictions caused by webbing. + + + Multiattack + The yochlol makes two melee attacks. + + + Slam (Bite in Spider Form) + Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage. + Slam/Bite|6|1d6+2+6d6 + + + Mist Form + The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. + While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. + While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Poisoned: + • A poisoned creature has disadvantage on attack rolls and ability checks. + + + Variant: Summon Demon (1/Day) + The demon chooses what to summon and attempts a magical summoning. + A yochlol has a 50 percent chance of summoning one yochlol. + 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. + + detect thoughts, web, dominate person + + + + + Young Black Dragon + L + dragon + chaotic evil + 18 (natural armor) + 127 (15d10+45) + 40 ft., fly 80 ft., swim 40 ft. + 191417121115 + Dex +5, Con +6, Wis +3, Cha +5 + Perception +6, Stealth +5 + + + acid + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 7 + + Source + Monster Manual, p. 88 + + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. + Bite|7|2d10+4+1d8 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Acid Breath (Recharge 5-6) + The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. + Acid Breath||11d8 + + + + swamp + + + Young Blue Dragon + L + dragon + lawful evil + 18 (natural armor) + 152 (16d10+64) + 40 ft., burrow 40 ft., fly 80 ft. + 211019141317 + Dex +4, Con +8, Wis +5, Cha +7 + Perception +9, Stealth +4 + + + lightning + + blindsight 30 ft., darkvision 120 ft. + 19 + Common, Draconic + 9 + + Source + Monster Manual, p. 91 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. + Bite|9|2d10+5+1d10 + + + Claw + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|9|2d6+5 + + + Lightning Breath (Recharge 5-6) + The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. + Lightning Breath||10d10 + + + + coastal, desert + + + Young Brass Dragon + L + dragon + chaotic good + 17 (natural armor) + 110 (13d10+39) + 40 ft., burrow 20 ft., fly 80 ft. + 191017121115 + Dex +3, Con +6, Wis +3, Cha +5 + Perception +6, Persuasion +5, Stealth +3 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 6 + + Source + Monster Manual, p. 105 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. + Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 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||12d6 + + + + desert + + + Young Bronze Dragon + L + dragon + lawful good + 18 (natural armor) + 142 (15d10+60) + 40 ft., fly 80 ft., swim 40 ft. + 211019141317 + Dex +3, Con +7, Wis +4, Cha +6 + Insight +4, Perception +7, Stealth +3 + + + lightning + + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 8 + + Source + Monster Manual, p. 108 + + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage. + Bite|8|2d10+5 + + + Claw + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. + Claw|8|2d6+5 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) 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 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. + Lightning Breath||10d10 + + + + coastal + + + Young Copper Dragon + L + dragon + chaotic good + 17 (natural armor) + 119 (14d10+42) + 40 ft., climb 40 ft., fly 80 ft. + 191217161315 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + + + acid + + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 7 + + Source + Monster Manual, p. 111 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. + Bite|7|2d10+4 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 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||9d8 + + + + hill + + + Young Gold Dragon + L + dragon + lawful good + 18 (natural armor) + 178 (17d10+85) + 40 ft., fly 80 ft., swim 40 ft. + 231421161320 + Dex +6, Con +9, Wis +5, Cha +9 + Insight +5, Perception +9, Persuasion +9, Stealth +6 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 19 + Common, Draconic + 10 + + Source + Monster Manual, p. 115 + + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. + Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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||10d10 + + + + forest, grassland + + + Young Green Dragon + L + dragon + lawful evil + 18 (natural armor) + 136 (16d10+48) + 40 ft., fly 80 ft., swim 40 ft. + 191217161315 + Dex +4, Con +6, Wis +4, Cha +5 + Deception +5, Perception +7, Stealth +4 + + + poison + poisoned + blindsight 30 ft., darkvision 120 ft. + 17 + Common, Draconic + 8 + + Source + Monster Manual, p. 94 + + + Amphibious + The dragon can breathe air and water. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. + Bite|7|2d10+4+2d6 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Poison Breath (Recharge 5-6) + The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. + Poison Breath||12d6 + + + + forest + + + Young Red Dragon + L + dragon + chaotic evil + 18 (natural armor) + 178 (17d10+85) + 40 ft., climb 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +4 + + + fire + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 10 + + Source + Monster Manual, p. 98 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. + Bite|10|2d10+6+1d6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Fire Breath (Recharge 5-6) + The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. + Fire Breath||16d6 + + + + hill, mountain + + + Young Red Shadow Dragon + L + dragon + chaotic evil + 18 (natural armor) + 178 (17d10+85) + 40 ft., climb 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Perception +8, Stealth +8 + necrotic + + fire + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 13 + + Source + Monster Manual, p. 85 + + + Living Shadow + While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. + + + Shadow Stealth + While in dim light or darkness, the dragon can take the Hide action as a bonus action. + + + Sunlight Sensitivity + While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) necrotic damage. + Bite|10|2d10+6+1d6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Shadow Breath (Recharge 5-6) + The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. + Shadow Breath||16d6 + + + + underdark + + + Young Remorhaz + L + monstrosity + unaligned + 14 (natural armor) + 93 (11d10+33) + 30 ft., burrow 20 ft. + 1813173104 + + + + + cold, fire + + darkvision 60 ft., tremorsense 60 ft. + 10 + + 5 + + Source + Monster Manual, p. 258 + + + Heated Body + A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. + Heated Body||2d6 + + + Bite + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) piercing damage plus 7 (2d6) fire damage. + Bite|6|3d10+4+2d6 + + + + arctic + + + Young Silver Dragon + L + dragon + lawful good + 18 (natural armor) + 168 (16d10+80) + 40 ft., fly 80 ft. + 231021141119 + Dex +4, Con +9, Wis +4, Cha +8 + Arcana +6, History +6, Perception +8, Stealth +4 + + + cold + + blindsight 30 ft., darkvision 120 ft. + 18 + Common, Draconic + 9 + + Source + Monster Manual, p. 118 + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. + Bite|10|2d10+6 + + + Claw + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. + Claw|10|2d6+6 + + + Breath Weapons (Recharge 5-6) + The dragon uses one of the following breath weapons. + Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. + Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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||12d8 + + + + mountain, urban + + + Young White Dragon + L + dragon + chaotic evil + 17 (natural armor) + 133 (14d10+56) + 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. + 18101861112 + Dex +3, Con +7, Wis +3, Cha +4 + Perception +6, Stealth +3 + + + cold + + blindsight 30 ft., darkvision 120 ft. + 16 + Common, Draconic + 6 + + 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. + + + Multiattack + The dragon makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. + Bite|7|2d10+4+1d8 + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Claw|7|2d6+4 + + + Cold Breath (Recharge 5-6) + The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 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 + + + Yuan-ti Abomination + L + monstrosity (shapechanger, yuan-ti) + neutral evil + 15 (natural armor) + 127 (15d10+45) + 40 ft. + 191617171518 + + Perception +5, Stealth +6 + + + poison + poisoned + darkvision 60 ft. + 15 + Abyssal, Common, Draconic + 7 + + Source + Monster Manual, p. 308 + + + Shapechanger + The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Abomination Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: + At will: animal friendship (snakes only) + 3/day: suggestion + 1/day: fear + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Abomination Form Only) + The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. + + + Bite + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. + Bite|7|1d6+4+3d6 + + + Constrict + Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + Constrict|7|2d6+4 + + + Scimitar (Abomination Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. + Scimitar|7|2d6+4 + + + Longbow (Abomination Form Only) + Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8+3) piercing damage plus 10 (3d6) poison damage. + Longbow|6|2d8+3 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion, fear + + desert, forest, swamp + + + Yuan-ti Malison Type 1 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human body with snake head. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 2 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human head and body with snakes for arms. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two bite attacks using its snake arms. + + + Bite + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Malison Type 3 + M + monstrosity (shapechanger, yuan-ti) + neutral evil + 12 + 66 (12d8+12) + 30 ft. + 161413141216 + + Deception +5, Stealth +4 + + + poison + poisoned + darkvision 60 ft. + 11 + Abyssal, Common, Draconic + 3 + + Source + Monster Manual, p. 309 + + + Shapechanger + The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. + + + Innate Spellcasting (Yuan-ti Form Only) + The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day: suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Malison Type + The yuan-ti has a human head and upper body with a serpentine lower body instead of legs. + + + Variant: Acid Slime + As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack (Yuan-ti Form Only) + The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. + + + Bite (Snake Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. + |5|1d4+3+2d6 + + + Constrict + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. + + Grappled: + • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • The condition ends if the grappler is incapacitated. + + • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + |5|2d6+3 + + + Scimitar (Yuan-ti Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. + |5|1d6+3 + + + Longbow (Yuan-ti Form Only) + Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. + |4|1d8+2 + + + Variant: Polymorph into Snake (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. + + + Variant: Snake Antipathy (Recharge 6) + The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. + + + Variant: Sticks to Snakes (Recharge 6) + The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. + + animal friendship, suggestion + + + + + Yuan-ti Pureblood + M + humanoid (yuan-ti) + neutral evil + 11 + 40 (9d8) + 30 ft. + 111211131214 + + Deception +6, Perception +3, Stealth +3 + + + poison + poisoned + darkvision 60 ft. + 13 + Abyssal, Common, Draconic + 1 + + Source + Monster Manual, p. 310 + + + Innate Spellcasting + The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: + + At will: animal friendship (snakes only) + 3/day each: poison spray, suggestion + + + Magic Resistance + The yuan-ti has advantage on saving throws against spells and other magical effects. + + + Variant: Chameleon Skin + The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. + + + Variant: Shapechanger + The yuan-ti can use its action to polymorph into a Medium giant poisonous snake, or into a Large constrictor snake, or back into its true form. Its statistics are the same in each form, except for the size change noted.. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies. + + + Variant: Shed Skin (1/Day) + The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. + + + Multiattack + The yuan-ti makes two melee attacks. + + + Scimitar + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. + |3|1d6+1 + + + Shortbow + Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison damage. + |3|1d6+1 + + + Variant: Bite + Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4) piercing damage plus 3 (1d6) poison damage. If the pureblood uses Multiattack, it can make two melee attacks, but can only use its bite once. + Bite|3|1d4+1d6 + + animal friendship, poison spray, suggestion + + desert, forest, swamp, urban + + + Zombie + M + undead + neutral evil + 8 + 22 (3d8+9) + 20 ft. + 13616365 + Wis +0 + + + + + poisoned + darkvision 60 ft. + 8 + understands all languages it spoke in life but can't speak + 1/4 + + Source + Monster Manual, p. 316 + Player's Handbook, p. 311 + + + 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. + + + Slam + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. + Slam|3|1d6+1 + + + + urban + diff --git a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml index b8c7f9c..15c38be 100644 --- a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml +++ b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml @@ -35366,74 +35366,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Giant Spider - L - beast - unaligned - 14 (natural armor) - 26 (4d10+4) - 30 ft., climb 30 ft. - 1416122114 - - Stealth +7 - - - - - blindsight 10 ft., darkvision 60 ft. - 10 - - 1 - - Source - Monster Manual, p. 328 - Player's Handbook, p. 306 - - Spider Climb - The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Web Sense - While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - - Web Walker - The spider ignores movement restrictions caused by webbing. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Bite|5|1d8+3 - - - Web (Recharge 5-6) - Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Web|5|0 - - - - desert, forest, swamp, underdark, urban - Giant Strider L @@ -35456,7 +35388,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 143 - + + Fire Absorption Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. @@ -35560,324 +35493,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Giant Toad - L - beast - unaligned - 11 - 39 (6d10+6) - 20 ft., swim 40 ft. - 1513132103 - - - - - - - darkvision 30 ft. - 10 - - 1 - - Source - Monster Manual, p. 329 - - Amphibious - The toad can breathe air and water - - - Standing Leap - The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|4|1d10+2 - - - Swallow - The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. - If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - coastal, desert, forest, swamp, underdark - - - Giant Vulture - L - beast - neutral evil - 10 - 22 (3d10+6) - 10 ft., fly 60 ft. - 1510156127 - - Perception +3 - - - - - - 13 - understands Common but can't speak - 1 - - Source - Monster Manual, p. 329 - - Keen Sight and Smell - The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - - - Pack Tactics - The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Multiattack - The vulture makes two attacks: one with its beak and one with its talons. - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. - Beak|4|2d4+2 - - - Talons - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. - Talons|4|2d6+2 - - - - desert, grassland - - - Giant Wasp - M - beast - unaligned - 12 - 13 (3d8) - 10 ft., fly 50 ft., swim 50 ft. - 1014101103 - - - - - - - - 10 - - 1/2 - - Source - Monster Manual, p. 329 - - - Sting - Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) 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. 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. - Sting|4|1d6+2 - - - - forest, grassland, urban - - - Giant Weasel - M - beast - unaligned - 13 - 9 (2d8) - 40 ft. - 1116104125 - - Perception +3, Stealth +5 - - - - - darkvision 60 ft. - 13 - - 1/8 - - Source - Monster Manual, p. 329 - - Keen Hearing and Smell - The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Bite - Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. - Bite|5|1d4+3 - - - - forest, grassland, hill - - - Giant Wolf Spider - M - beast - unaligned - 13 - 11 (2d8+2) - 40 ft., climb 40 ft. - 1216133124 - - Perception +3, Stealth +7 - - - - - blindsight 10 ft., darkvision 60 ft. - 13 - - 1/4 - - Source - Monster Manual, p. 330 - - Spider Climb - The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Web Sense - While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - - Web Walker - The spider ignores movement restrictions caused by webbing. - - - Bite - Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Bite|3|1d6+1 - - - - coastal, desert, forest, grassland, hill - - - Gibbering Mouther - M - aberration - neutral - 9 - 67 (9d8+27) - 10 ft., swim 10 ft. - 108163106 - - - - - - prone - darkvision 60 ft. - 10 - - 2 - - Source - Monster Manual, p. 157 - - Aberrant Ground - The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. - - - Gibbering - The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. - - - Multiattack - The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. - - - Bites - Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. - - 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. - Bites|2|5d6 - - - Blinding Spittle (Recharge 5-6) - The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther'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. - - - - underdark - Giff M @@ -35900,7 +35515,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 204 - + + Headfirst Charge The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. @@ -35963,7 +35579,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 152 - + + Aggressive As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. @@ -36007,7 +35624,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 222 - + + Aggressive As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. @@ -36054,7 +35672,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 204 - + + Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36116,7 +35735,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 205 - + + Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36169,7 +35789,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 160 - + + Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36212,7 +35833,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 206 - + + Innate Spellcasting (Psionics) The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36255,48 +35877,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Githyanki Warrior - M - humanoid (gith) - lawful evil - 17 (half plate) - 49 (9d8+9) - 30 ft. - 151412131310 - Con +3, Int +3, Wis +3 - - - - - - - 11 - Gith - 3 - - Source - Monster Manual, p. 160 - - Innate Spellcasting (Psionics) - The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: - - At will: mage hand (the hand is invisible) - 3/day each: jump, misty step, nondetection (self only) - - - Multiattack - The githyanki makes two greatsword attacks. - - - Greatsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 7 (2d6) psychic damage. - Greatsword|4|2d6+2+2d6 - - mage hand, jump, misty step, nondetection - - - Githzerai Anarch M @@ -36319,7 +35899,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 207 - + + Innate Spellcasting (Psionics) The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36398,7 +35979,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 208 - + + Innate Spellcasting (Psionics) The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: @@ -36429,221 +36011,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport - - Githzerai Monk - M - humanoid (gith) - lawful neutral - 14 - 38 (7d8+7) - 30 ft. - 121512131410 - Str +3, Dex +4, Int +3, Wis +4 - Insight +4, Perception +4 - - - - - - 14 - Gith - 2 - - Source - Monster Manual, p. 161 - - Innate Spellcasting (Psionics) - The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: - - At will: mage hand (the hand is invisible) - 3/day each: feather fall, jump, see invisibility, shield - - - Psychic Defense - While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. - - - Multiattack - The githzerai makes two unarmed strikes. - - - Unarmed Strike - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack. - Unarmed Strike|4|1d8+2+2d8 - - mage hand, feather fall, jump, see invisibility, shield - - - - - Githzerai Zerth - M - humanoid (gith) - lawful neutral - 17 - 84 (13d8+26) - 30 ft. - 131815161712 - Str +4, Dex +7, Int +6, Wis +6 - Arcana +6, Insight +6, Perception +6 - - - - - - 16 - Gith - 6 - - Source - Monster Manual, p. 161 - - Innate Spellcasting (Psionics) - The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: - - At will: mage hand (the hand is invisible) - 3/day each: feather fall, jump, see invisibility, shield - - - Psychic Defense - While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. - - - Multiattack - The githzerai makes two unarmed strikes. - - - Unarmed Strike - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack. - Unarmed Strike|7|2d6+4+3d8 - - mage hand, feather fall, jump, see invisibility, shield - - - - - Glabrezu - L - fiend (demon) - chaotic evil - 17 (natural armor) - 157 (15d10+75) - 40 ft. - 201521191716 - Str +9, Con +9, Wis +7, Cha +7 - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - truesight 120 ft. - 13 - Abyssal, telepathy 120 ft. - 9 - - Source - Monster Manual, p. 58 - - Innate Spellcasting - The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: - At will: darkness, detect magic, dispel magic - 1/day each: confusion, fly, power word stun - - - Magic Resistance - The glabrezu has advantage on saving throws against spells and other magical effects. - - - Multiattack - The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. - - - Pincer - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, 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. - Pincer|9|2d10+5 - - - Fist - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. - Fist|9|2d4+2 - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. - 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. - - darkness, detect magic, dispel magic, confusion, fly, power word stun - - - - - Gladiator - M - humanoid (any race) - any alignment - 16 (studded leather, shield) - 112 (15d8+45) - 30 ft. - 181516101215 - Str +7, Dex +5, Con +6 - Athletics +10, Intimidation +5 - - - - - - 11 - any one language (usually Common) - 5 - - Source - Monster Manual, p. 346 - - Brave - The gladiator has advantage on saving throws against being frightened. - - - Brute - A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). - - - Multiattack - The gladiator makes three melee attacks or two ranged attacks. - - - Spear - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. - One Handed|7|2d6+4 - Two Handed|7|2d8+4 - - - Shield Bash - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Shield Bash|7|2d4+4 - - - Parry - The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. - - - - urban - Gloom Weaver M @@ -36666,7 +36033,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 224 - + + Burden of Time Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. @@ -36707,95 +36075,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, chill touch, eldritch blast, minor illusion, prestidigitation, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt 0,0,0,0,3 - - Gnoll - M - humanoid (gnoll) - chaotic evil - 15 (hide armor, shield) - 22 (5d8) - 30 ft. - 1412116107 - - - - - - - darkvision 60 ft. - 10 - Gnoll - 1/2 - - Source - Monster Manual, p. 163 - - Rampage - When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage. - |4|1d4+2 - - - Spear - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - |4|1d6+2 - - - Longbow - Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. - |3|1d8+1 - - - - desert, forest, grassland, hill - - - Gnoll Fang of Yeenoghu - M - humanoid (gnoll) - chaotic evil - 14 (hide armor) - 65 (10d8+20) - 30 ft. - 171515101113 - Con +4, Wis +2, Cha +3 - - - - - - darkvision 60 ft. - 10 - Abyssal, Gnoll - 4 - - Source - Monster Manual, p. 163 - - Rampage - When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - - - Multiattack - The gnoll makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. - Bite|5|1d6+3 - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. - Claw|5|1d8+3 - - - - desert, forest, grassland, hill - Gnoll Flesh Gnawer M @@ -36818,7 +36097,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 154 - + + Rampage When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. @@ -36866,7 +36146,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 154 - + + Rampage When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. @@ -36894,59 +36175,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The arctic, forest, grassland, hill - - Gnoll Pack Lord - M - humanoid (gnoll) - chaotic evil - 15 (chain shirt) - 49 (9d8+9) - 30 ft. - 1614138119 - - - - - - - darkvision 60 ft. - 10 - Gnoll - 2 - - Source - Monster Manual, p. 163 - - Rampage - When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - - - Multiattack - The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage. - Bite|5|1d10+3 - - - Glaive - Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage. - Glaive|5|1d10+3 - - - Longbow - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - Longbow|4|1d8+2 - - - Incite Rampage (Recharge 5-6) - One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait. - - - - desert, forest, grassland, hill - Gnoll Witherling M @@ -36969,7 +36197,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 155 - + + Rampage When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. @@ -36995,422 +36224,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The arctic, forest, grassland, hill - - Goat - M - beast - unaligned - 10 - 4 (1d8) - 40 ft. - 1210112105 - - - - - - - - 10 - - 0 - - Source - Monster Manual, p. 330 - - 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 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||1d4 - - - Sure-Footed - The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - - Ram - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. - Ram|3|1d4+1 - - - - grassland, hill, mountain, urban - - - Goblin - S - humanoid (goblinoid) - neutral evil - 15 (leather armor, shield) - 7 (2d6) - 30 ft. - 814101088 - - Stealth +6 - - - - - darkvision 60 ft. - 9 - Common, Goblin - 1/4 - - Source - Monster Manual, p. 166 - - Nimble Escape - The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - - - Scimitar - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. - |4|1d6+2 - - - Shortbow - Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - - forest, grassland, hill, underdark - - - Goblin Boss - S - humanoid (goblinoid) - neutral evil - 17 (chain shirt, shield) - 21 (6d6) - 30 ft. - 10141010810 - - Stealth +6 - - - - - darkvision 60 ft. - 9 - Common, Goblin - 1 - - Source - Monster Manual, p. 166 - - Nimble Escape - The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - - - Multiattack - The goblin makes two attacks with its scimitar. The second attack has disadvantage. - - - Scimitar - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. - Scimitar|4|1d6+2 - - - Javelin - Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. - Javelin|2|1d6 - - - Redirect Attack - When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. - - - - forest, grassland, hill, underdark - - - Gold Dragon Wyrmling - M - dragon - lawful good - 17 (natural armor) - 60 (8d8+24) - 30 ft., fly 60 ft., swim 30 ft. - 191417141116 - Dex +4, Con +5, Wis +2, Cha +5 - Perception +4, Stealth +4 - - - fire - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 3 - - Source - Monster Manual, p. 115 - - Amphibious - The dragon can breathe air and water. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. - Bite|6|1d10+4 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. - Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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||4d10 - - - - - - - Gorgon - L - monstrosity - unaligned - 19 (natural armor) - 114 (12d10+48) - 40 ft. - 2011182127 - - Perception +4 - - - petrified - - darkvision 60 ft. - 14 - - 5 - - Source - Monster Manual, p. 171 - - Trampling Charge - If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Gore - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage. - Gore|8|2d12+5 - - - Hooves - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) bludgeoning damage. - Hooves|8|2d10+5 - - - Petrifying Breath (Recharge 5-6) - The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. - - 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. - - - - forest, grassland, hill - - - Goristro - H - fiend (demon) - chaotic evil - 19 (natural armor) - 310 (23d12+161) - 40 ft. - 25111561314 - Str +13, Dex +6, Con +13, Wis +7 - Perception +7 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - darkvision 120 ft. - 17 - Abyssal - 17 - - Source - Monster Manual, p. 59 - - Charge - If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away 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. - Charge||7d10 - - - Labyrinthine Recall - The goristro can perfectly recall any path it has traveled. - - - Magic Resistance - The goristro has advantage on saving throws against spells and other magical effects. - - - Siege Monster - The goristro deals double damage to objects and structures. - - - Multiattack - The goristro makes three attacks: two with its fists and one with its hoof. - - - Fist - Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. - Fist|13|3d8+7 - - - Hoof - Melee Weapon Attack:+ 13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 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. - Hoof|13|3d10+7 - - - Gore - Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage. - Gore|13|7d10+7 - - - - - - - Gray Ooze - M - ooze - unaligned - 8 - 22 (3d8+9) - 10 ft., climb 10 ft. - 12616162 - - Stealth +2 - acid, cold, fire - - - blinded, charmed, deafened, exhaustion, frightened, prone - blindsight 60 ft. (blind beyond this radius) - 8 - - 1/2 - - Source - Monster Manual, p. 243 - - Amorphous - The ooze can move through a space as narrow as 1 inch wide without squeezing. - - - Corrode Metal - Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - - - False Appearance - While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - - - Pseudopod - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - |3|1d6+1 - - - - underdark - - - Gray Ooze (Psychic) - M - ooze - unaligned - 8 - 22 (3d8+9) - 10 ft., climb 10 ft. - 12616662 - - Stealth +2 - acid, cold, fire - - - blinded, charmed, deafened, exhaustion, frightened, prone - blindsight 60 ft. (blind beyond this radius) - 8 - - 1/2 - - Source - Monster Manual, p. 243 - - Amorphous - The ooze can move through a space as narrow as 1 inch wide without squeezing. - - - Corrode Metal - Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. - The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. - - - False Appearance - While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. - - - Pseudopod - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. - |3|1d6+1 - - - Psychic Crush (Recharge 5-6) - The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. - - - - - Gray Render L @@ -37463,82 +36276,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Gray Slaad - M - aberration (shapechanger) - chaotic neutral - 18 (natural armor) - 127 (17d8+51) - 30 ft. - 17171613814 - - Arcana +5, Perception +6 - acid, cold, fire, lightning, thunder - - - - blindsight 60 ft., darkvision 60 ft. - 16 - Slaad, telepathy 60 ft. - 9 - - Source - Monster Manual, p. 277 - - 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 14). 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, fly, fireball, tongues - 1/day: plane shift (self only) - - - 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: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - Bite|7|1d6+3 - - - Claws (Slaad Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage. - Claws|7|1d10+3 - - - Greatsword - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - Greatsword|7|2d6+3 - - detect magic, detect thoughts, invisibility, mage hand, major image, fear, fly, fireball, tongues, plane shift - - urban - Graz'zt L @@ -37562,7 +36299,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 240 Mordenkainen's Tome of Foes, p. 149 - + + Shapechanger Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form, Any equipment he is wearing or carrying isn't transformed. @@ -37653,7 +36391,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 237 - + + Undead Nature A zombie doesn't require air, food, drink, or sleep. @@ -37699,7 +36438,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 162 - + + Devil's Sight Magical darkness doesn't impede the abishai's darkvision. @@ -37741,46 +36481,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion - - Green Dragon Wyrmling - M - dragon - lawful evil - 17 (natural armor) - 38 (7d8+7) - 30 ft., fly 60 ft., swim 30 ft. - 151213141113 - Dex +3, Con +3, Wis +2, Cha +3 - Perception +4, Stealth +3 - - - poison - poisoned - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 2 - - Source - Monster Manual, p. 95 - - 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 3 (1d6) poison damage. - Bite|4|1d10+3+1d6 - - - Poison Breath (Recharge 5-6) - The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. - Poison Breath||6d6 - - - - - Green Guard Drake M @@ -37803,7 +36503,8 @@ 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. @@ -37825,466 +36526,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, urban - - Green Hag - M - fey - neutral evil - 17 (natural armor) - 82 (11d8+33) - 30 ft. - 181216131414 - - Arcana +3, Deception +4, Perception +4, Stealth +3 - - - - - darkvision 60 ft. - 14 - Common, Draconic, Sylvan - 3 - - Source - Monster Manual, p. 177 - - Amphibious - The hag can breathe air and water. - - - Innate Spellcasting - The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: - - At will: dancing lights, minor illusion, vicious mockery - - - Mimicry - The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - - - Hag Coven - When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. - A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. - - - Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - - • 1st level (4 slots): identify, ray of sickness - - • 2nd level (3 slots): hold person, locate object - - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - - • 4th level (3 slots): phantasmal killer, polymorph - - • 5th level (2 slots): contact other plane, scrying - - • 6th level (1 slot): eyebite - - For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. - - - Hag Eye (Coven Only) - A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. - A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. - - - Variant: Death Coven - For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): false life, inflict wounds - - 2nd level (3 slots): gentle repose, ray of enfeeblement - - 3rd level (3 slots): animate dead, revivify, speak with dead - - 4th level (3 slots): blight, death ward - - 5th level (2 slots): contagion, raise dead - - 6th level (1 slot): circle of death - - - Variant: Nature Coven - For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): entangle, speak with animals - - 2nd level (3 slots): flaming sphere, moonbeam, spike growth - - 3rd level (3 slots): call lightning, plant growth - - 4th level (3 slots): dominate beast, grasping vine - - 5th level (2 slots): insect plague, tree stride - - 6th level (1 slot): wall of thorns - - - Variant: Prophecy Coven - For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): bane, bless - - 2nd level (3 slots): augury, detect thoughts - - 3rd level (3 slots): clairvoyance, dispel magic, nondetection - - 4th level (3 slots): arcane eye, locate creature - - 5th level (2 slots): geas, legend lore - - 6th level (1 slot): true seeing - - - Claws - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - Claws|6|2d8+4 - - - Illusory Appearance - The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. - The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. - - - Invisible Passage - The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. - - 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. - - dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite - - forest, hill, swamp - - - Green Slaad - L - aberration (shapechanger) - chaotic neutral - 16 (natural armor) - 127 (15d10+45) - 30 ft. - 18151611812 - - Arcana +3, Perception +2 - acid, cold, fire, lightning, thunder - - - - blindsight 30 ft., darkvision 60 ft. - 12 - Slaad, telepathy 60 ft. - 8 - - Source - Monster Manual, p. 277 - - 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 12). The slaad can innately cast the following spells, requiring no material components: - - At will: detect magic, detect thoughts, mage hand - 2/day each: fear, invisibility (self only) - 1/day: fireball - - - 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 or staff. Alternatively, it uses its Hurl Flame twice. - - - Bite (Slaad Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. - Bite|7|2d6+4 - - - Claw (Slaad Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. - Claw|7|1d6+4 - - - Staff - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Staff|7|2d6+4 - - - Hurl Flame - Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried. - Hurl Flame|4|3d6 - - detect magic, detect thoughts, mage hand, fear, invisibility, fireball - - - - - Grell - M - aberration - neutral evil - 12 - 55 (10d8+10) - 10 ft., fly 30 ft. (hover) - 15141312119 - - Perception +4, Stealth +6 - - - lightning - blinded, prone - blindsight 60 ft. (blind beyond this radius) - 14 - Grell - 3 - - Source - Monster Manual, p. 172 - - - Multiattack - The grell makes two attacks: one with its tentacles and one with its beak. - - - Tentacles - Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. - The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with 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. - - 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. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Tentacles|4|1d10+2 - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) piercing damage. - Beak|4|2d4+2 - - - - underdark - - - Grick - M - monstrosity - neutral - 14 (natural armor) - 27 (6d8) - 30 ft., climb 30 ft. - 1414113145 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks - - - - darkvision 60 ft. - 12 - - 2 - - Source - Monster Manual, p. 173 - - Stone Camouflage - The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Multiattack - The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. - - - Tentacles - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. - |4|2d6+2 - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - - forest, underdark - - - Grick Alpha - L - monstrosity - neutral - 18 (natural armor) - 75 (10d10+20) - 30 ft., climb 30 ft. - 1816154149 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks - - - - darkvision 60 ft. - 12 - - 7 - - Source - Monster Manual, p. 173 - - Stone Camouflage - The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Multiattack - The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. - - - Tail - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Tail|7|2d6+4 - - - Tentacles - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8+4) slashing damage. - Tentacles|7|4d8+4 - - - Beak - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. - Beak|7|2d8+4 - - - - forest, underdark - - - Griffon - L - monstrosity - unaligned - 12 - 59 (7d10+21) - 30 ft., fly 80 ft. - 1815162138 - - Perception +5 - - - - - darkvision 60 ft. - 15 - - 2 - - Source - Monster Manual, p. 174 - - Keen Sight - The griffon has advantage on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The griffon makes two attacks: one with its beak and one with its claws. - - - Beak - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. - |6|1d8+4 - - - Claws - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - |6|2d6+4 - - - - arctic, coastal, grassland, hill, mountain - - - Grimlock - M - humanoid (grimlock) - neutral evil - 11 - 11 (2d8+2) - 30 ft. - 161212986 - - Athletics +5, Perception +3, Stealth +3 - - - blinded - - blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius) - 13 - Undercommon - 1/4 - - Source - Monster Manual, p. 175 - - Blind Senses - The grimlock can't use its blindsight while deafened and unable to smell. - - - Keen Hearing and Smell - The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Stone Camouflage - The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Spiked Bone Club - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. - Spiked Bone Club|5|1d4+5+1d4 - - - - underdark - Grisha M @@ -38307,7 +36548,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 232 - + + Spellcasting Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: @@ -38350,7 +36592,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 156 - + + Amphibious The grung can breathe air and water. @@ -38408,7 +36651,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 157 - + + Amphibious The grung can breathe air and water. @@ -38491,7 +36735,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 157 - + + Amphibious The grung can breathe air and water. @@ -38539,39 +36784,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest - - Guard - M - humanoid (any race) - any alignment - 16 (chain shirt, shield) - 11 (2d8+2) - 30 ft. - 131212101110 - - Perception +2 - - - - - - 12 - any one language (usually Common) - 1/8 - - Source - Monster Manual, p. 347 - - - 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. - One Handed|3|1d6+1 - Two Handed|3|1d8+1 - - - - coastal, desert, forest, grassland, hill, mountain, urban - Guard Drake M @@ -38613,64 +36825,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban - - Guardian Naga - L - monstrosity - lawful good - 18 (natural armor) - 127 (15d10+45) - 40 ft. - 191816161918 - Dex +8, Con +7, Int +7, Wis +8, Cha +8 - - - - poison - charmed, poisoned - darkvision 60 ft. - 14 - Celestial, Common - 10 - - Source - Monster Manual, p. 234 - - Rejuvenation - If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. - - - Spellcasting - The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: - - • Cantrips (at will): mending, sacred flame, thaumaturgy - - • 1st level (4 slots): command, cure wounds, shield of faith - - • 2nd level (3 slots): calm emotions, hold person - - • 3rd level (3 slots): bestow curse, clairvoyance - - • 4th level (3 slots): banishment, freedom of movement - - • 5th level (2 slots): flame strike, geas - - • 6th level (1 slot): true seeing - - - Bite - Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - Bite|8|1d8+4 - - - Spit Poison - Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - Spit Poison|8|10d8 - - mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing - 4, 3, 3, 3, 2, 1 - desert, forest - Guardian Portrait M @@ -38693,7 +36847,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 227 - + + Constructed Nature An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. @@ -38715,81 +36870,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The counterspell, crown of madness, hypnotic pattern, telekinesis - - Gynosphinx - L - monstrosity - lawful neutral - 17 (natural armor) - 136 (16d10+48) - 40 ft., fly 60 ft. - 181516181818 - - Arcana +12, History +12, Perception +8, Religion +8 - bludgeoning, piercing, and slashing from nonmagical attacks - - psychic - charmed, frightened - truesight 120 ft. - 18 - Common, Sphinx - 11 - - Source - Monster Manual, p. 282 - - 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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: - - • Cantrips (at will): mage hand, minor illusion, prestidigitation - - • 1st level (4 slots): detect magic, identify, shield - - • 2nd level (3 slots): darkness, locate object, suggestion - - • 3rd level (3 slots): dispel magic, remove curse, tongues - - • 4th level (3 slots): banishment, greater invisibility - - • 5th level (1 slot): legend lore - - - Multiattack - The sphinx makes two claw attacks. - - - Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - Claw|8|2d8+4 - - - Legendary Actions (3/Turn) - The gynosphinx 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 gynosphinx regains spent legendary actions at the start of her 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. - - mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore - 4, 3, 3, 3, 1 - desert - Hadrosaurus L @@ -38822,152 +36902,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The grassland, swamp - - Half-Ogre (Ogrillon) - L - giant - any chaotic alignment - 12 (hide armor) - 30 (4d10+8) - 30 ft. - 1710147910 - - - - - - - darkvision 60 ft. - 9 - Common, Giant - 1 - - Source - Monster Manual, p. 238 - - - Battleaxe - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands. - One Handed|5|2d8+3 - Two Handed|5|2d10+3 - - - Javelin - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. - Javelin|5|2d6+3 - - - - - - - Half-Red Dragon Veteran - M - humanoid (human) - any alignment - 18 (plate) - 65 (10d8+20) - 30 ft. - 161314101110 - Str +5, Con +4 - Athletics +5, Perception +2 - fire - - - - blindsight 10 ft., darkvision 60 ft. - 12 - Common, Draconic - 5 - - Source - Monster Manual, p. 180 - - - Multiattack - The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - - - Longsword - Weapon Attack: +5 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|5|1d8+3 - Two Handed|5|1d10+3 - - - Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - Shortsword|5|1d6+3 - - - Heavy Crossbow - Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. - Heavy Crossbow|3|1d10+1 - - - Fire Breath (Recharge 5-6) - The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - Fire Breath||7d6 - - - Parry - The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon. - - - - - - - Harpy - M - monstrosity - chaotic evil - 11 - 38 (7d8+7) - 20 ft., fly 40 ft. - 12131271013 - - - - - - - - 10 - Common - 1 - - Source - Monster Manual, p. 181 - - - Multiattack - The harpy makes two attacks: one with its claws and one with its club. - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. - |3|2d4+1 - - - Club - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. - |3|1d4+1 - - - Luring Song - The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. - While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. - A target that successfully saves is immune to this harpy's song for the next 24 hours. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - - - coastal, forest, hill, mountain - Harpy Matriarch M @@ -39031,86 +36965,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The coastal, forest, hill, mountain - - Hawk - T - beast - unaligned - 13 - 1 (1d4-1) - 10 ft., fly 60 ft. - 51682146 - - Perception +4 - - - - - - 14 - - 0 - - Source - Monster Manual, p. 330 - Player's Handbook, p. 306 - - Keen Sight - The hawk has advantage on Wisdom (Perception) checks that rely on sight. - - - Talons - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. - Talons|5|1 - - - - - - - Hell Hound - M - fiend - lawful evil - 15 (natural armor) - 45 (7d8+14) - 50 ft. - 1712146136 - - Perception +5 - - - fire - - darkvision 60 ft. - 15 - understands Infernal but can't speak it - 3 - - Source - Monster Manual, p. 182 - - Keen Hearing and Smell - The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pack Tactics - The hound has advantage on an attack roll against a creature if at least one of the hound'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: 7 (1d8+3) piercing damage plus 7 (2d6) fire damage. - |5|1d8+3 - - - Fire Breath (Recharge 5-6) - The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. - ||6d6 - - - - mountain, underdark - Hellenrae M @@ -39133,7 +36987,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 198 - + + Evasion If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. @@ -39194,7 +37049,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 165 - + + Constructed Nature A hellfire engine doesn't require air, food, drink, or sleep. @@ -39242,288 +37098,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Helmed Horror - M - construct - unaligned - 20 (plate, shield) - 60 (8d8+24) - 30 ft., fly 30 ft. - 181316101010 - - Perception +4 - bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - - force, necrotic, poison - blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned - blindsight 60 ft. (blind beyond this radius) - 14 - understands the languages of its creator but can't speak - 4 - - Source - Monster Manual, p. 183 - - Magic Resistance - The helmed horror has advantage on saving throws against spells and other magical effects. - - - Spell Immunity - The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. - - - Multiattack - The helmed horror makes two longsword attacks. - - - Longsword - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. - |6|1d8+4 - - - - - - - Hezrou - L - fiend (demon) - chaotic evil - 16 (natural armor) - 136 (13d10+65) - 30 ft. - 19172051213 - Str +7, Con +8, Wis +4 - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - darkvision 120 ft. - 11 - Abyssal, telepathy 120 ft. - 8 - - Source - Monster Manual, p. 60 - - Magic Resistance - The hezrou has advantage on saving throws against spells and other magical effects. - - - Stench - Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Multiattack - The hezrou makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. - Bite|7|2d10+4 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. - 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. - - - - - - - Hill Giant - H - giant - chaotic evil - 13 (natural armor) - 105 (10d12+40) - 40 ft. - 21819596 - - Perception +2 - - - - - - 12 - Giant - 5 - - Source - Monster Manual, p. 155 - - - Multiattack - The giant makes two greatclub attacks. - - - Greatclub - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. - Greatclub|8|3d8+5 - - - Rock - Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. - |8|3d10+5 - - - Variant: Squash - Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6+5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. - - Storm King's Thunder, p. 246 - Squash|8|6d6+5 - - - - hill - - - Hippogriff - L - monstrosity - unaligned - 11 - 19 (3d10+3) - 40 ft, fly 60 ft. - 1713132128 - - Perception +5 - - - - - - 15 - - 1 - - Source - Monster Manual, p. 184 - - Keen Sight - The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The hippogriff makes two attacks: one with its beak and one with its claws. - - - Beak - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. - |5|1d10+3 - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - |5|2d6+3 - - - - grassland, hill, mountain - - - Hobgoblin - M - humanoid (goblinoid) - lawful evil - 18 (chain mail, shield) - 11 (2d8+2) - 30 ft. - 13121210109 - - - - - - - darkvision 60 ft. - 10 - Common, Goblin - 1/2 - - Source - Monster Manual, p. 186 - - Martial Advantage - Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. - Martial Advantage||2d6 - - - Longsword - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. - |3|1d8+1 - - - Longbow - Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage. - |3|1d8+1 - - - - desert, forest, grassland, hill, underdark - - - Hobgoblin Captain - M - humanoid (goblinoid) - lawful evil - 17 (half plate) - 39 (6d8+12) - 30 ft. - 151414121013 - - - - - - - darkvision 60 ft. - 10 - Common, Goblin - 3 - - Source - Monster Manual, p. 186 - - Martial Advantage - Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. - Martial Advantage||3d6 - - - Multiattack - The hobgoblin makes two greatsword attacks. - - - Greatsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. - |4|2d6+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. - |4|1d6+2 - - - Leadership (Recharges after a Short or Long Rest) - For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. - - - - desert, forest, grassland, hill, underdark - Hobgoblin Devastator M @@ -39546,7 +37120,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 161 - + + Arcane Advantage Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated. @@ -39600,7 +37175,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 162 - + + Spellcasting The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: @@ -39634,72 +37210,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 3 forest, grassland, hill - - Hobgoblin Warlord - M - humanoid (goblinoid) - lawful evil - 20 (plate, shield) - 97 (13d8+39) - 30 ft. - 161416141115 - Int +5, Wis +3, Cha +5 - - - - - - darkvision 60 ft. - 10 - Common, Goblin - 6 - - Source - Monster Manual, p. 187 - - Martial Advantage - Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. - Martial Advantage||4d6 - - - Multiattack - The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. - - - Longsword - Melee Weapon Attack: +9 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|9|1d8+3 - Two Handed|9|1d10+3 - - - Shield Bash - Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, 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. - Shield Bash|9|1d4+3 - - - Javelin - Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. - Javelin|9|1d6+3 - - - Leadership (Recharges after a Short or Long Rest) - For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. - - - Parry - The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon. - - - - desert, forest, grassland, hill, underdark - Hommet Shaw M @@ -39722,7 +37232,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Sword Coast Legends NPCs (wizards.com) - + + Spellcasting Hommet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). Hommet has the following wizard spells prepared: @@ -39738,98 +37249,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The chill touch, light, shocking grasp, detect magic, mage armor, magic missile, ray of sickness, misty step, ray of enfeeblement 4, 2 - - Homunculus - T - construct - neutral - 13 (natural armor) - 5 (2d4) - 20 ft., fly 40 ft. - 4151110107 - - - - - poison - charmed, poisoned - darkvision 60 ft. - 10 - understands the languages of its creator but can't speak - 0 - - Source - Monster Manual, p. 188 - - Telepathic Bond - While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way. - - 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|4|1 - - - - - - - Hook Horror - L - monstrosity - neutral - 15 (natural armor) - 75 (10d10+20) - 30 ft., climb 30 ft. - 1810156127 - - Perception +3 - - - - - blindsight 60 ft., darkvision 10 ft. - 13 - Hook Horror - 3 - - Source - Monster Manual, p. 189 - - Echolocation - The hook horror can't use its blindsight while deafened. - - - Keen Hearing - The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. - - - Multiattack - The hook horror makes two hook attacks. - - - Hook - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) piercing damage. - Hook|6|2d6+4 - - - - underdark - Hook Horror Spore Servant M @@ -39865,59 +37284,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Horned Devil - L - fiend (devil) - lawful evil - 18 (natural armor) - 148 (17d10+55) - 20 ft., fly 60 ft. - 221721121617 - Str +10, Dex +7, Wis +7, Cha +7 - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 13 - Infernal, telepathy 120 ft. - 11 - - Source - Monster Manual, p. 74 - - 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: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. - - - Fork - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. - Fork|10|2d8+6 - - - Tail - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) 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 10 (3d6). 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. - Tail|10|1d8+6 - - - Hurl Flame - Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. - Flame|7|4d6 - - - - - Hound of Ill Omen M @@ -39940,7 +37306,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Xanathar's Guide to Everything, p. 51 - + + Keen Hearing and Smell The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -39993,7 +37360,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 210 - + + Pack Tactics A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. @@ -40035,7 +37403,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 190 - + + Guiding Wind (Recharges after a Short or Long Rest) As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn. @@ -40073,7 +37442,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 190 - + + Hold Breath The priest can hold its breath for 30 minutes. @@ -40128,7 +37498,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 240 - + + Amphibious The crab can breathe air and water. @@ -40148,45 +37519,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Hunter Shark - L - beast - unaligned - 12 (natural armor) - 45 (6d10+12) - swim 40 ft. - 1813151104 - - Perception +2 - - - - - darkvision 30 ft. - 12 - - 2 - - Source - Monster Manual, p. 330 - - Blood Frenzy - The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Water Breathing - The shark can breathe only underwater. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. - Bite|6|2d8+4 - - - - underwater - Hurricane M @@ -40209,7 +37541,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 191 - + + Spellcasting The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells: @@ -40265,7 +37598,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 174 - + + Infernal Despair Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage. @@ -40350,59 +37684,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol - - Hydra - H - monstrosity - unaligned - 15 (natural armor) - 172 (15d12+75) - 30 ft., swim 30 ft. - 2012202107 - - Perception +6 - - - - - darkvision 60 ft. - 16 - - 8 - - Source - Monster Manual, p. 190 - - Hold Breath - The hydra can hold its breath for 1 hour. - - - Multiple Heads - The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. - Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. - At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. - - - Reactive Heads - For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. - - - Wakeful - While the hydra sleeps, at least one of its heads is awake. - - - Multiattack - The hydra makes as many bite attacks as it has heads. - - - Bite - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage. - |8|1d10+5 - - - - swamp - Hydroloth M @@ -40425,7 +37706,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 249 - + + Amphibious The hydroloth can breathe air and water. @@ -40478,216 +37760,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion - - Hyena - M - beast - unaligned - 11 - 5 (1d8+1) - 50 ft. - 1113122125 - - Perception +3 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 331 - - Pack Tactics - The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Bite - Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. - Bite|2|1d6 - - - - desert, forest, grassland, hill - - - Ice Devil - L - fiend (devil) - lawful evil - 18 (natural armor) - 180 (19d10+76) - 40 ft. - 211418181518 - Dex +7, Con +9, Wis +7, Cha +9 - - bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - blindsight 60 ft., darkvision 120 ft. - 12 - Infernal, telepathy 120 ft. - 14 - - Source - Monster Manual, p. 75 - - 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: one with its bite, one with its claws, and one with its tail. - - - Bite - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - Bite|10|2d6+5+3d6 - - - Claws - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - Claws|10|2d4+5+3d6 - - - Tail - Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - Tail|10|2d6+5+3d6 - - - Wall of Ice - The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. - When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - - - - - - - Ice Devil Spear - L - fiend (devil) - lawful evil - 18 (natural armor) - 180 (19d10+76) - 40 ft. - 211418181518 - Dex +7, Con +9, Wis +7, Cha +9 - - bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - blindsight 60 ft., darkvision 120 ft. - 12 - Infernal, telepathy 120 ft. - 14 - - Source - Monster Manual, p. 75 - - 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: one with its spear and one with its tail. - - - Ice Spear - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Spear|10|2d8+5+3d6 - - - Bite - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) cold damage. - Bite|10|2d6+5+3d6 - - - Claws - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4+5) slashing damage plus 10 (3d6) cold damage. - Claws|10|2d4+5+3d6 - - - Tail - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) cold damage. - Tail|10|2d6+5+3d6 - - - Wall of Ice - The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. - When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. - The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. - - - - - - - Ice Mephit - S - elemental - neutral evil - 11 - 21 (6d6) - 30 ft., fly 30 ft. - 7131091112 - - Perception +2, Stealth +3 - - bludgeoning, fire - cold, poison - poisoned - darkvision 60 ft. - 12 - Aquan, Auran - 1/2 - - Source - Monster Manual, p. 215 - - Death Burst - When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. - Death Burst||1d8 - - - False Appearance - While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. - - - Innate Spellcasting (1/Day) - The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma. - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) cold damage. - Claws|3|1d4+1 - - - Frost Breath (Recharge 6) - The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. - - - 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. - - fog cloud - - arctic - Ice Toad M @@ -40710,7 +37782,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 90 - + + Amphibious The toad can breathe air or water. @@ -40760,7 +37833,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 172 - + + Legendary Resistance (3/Day) If the illithilich fails a saving throw, it can choose to succeed instead. @@ -40904,7 +37978,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 214 - + + Spellcasting The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: @@ -40956,7 +38031,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Sword Coast Legends NPCs (wizards.com) - + + Spellcasting Illydia is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). Illydia has the following cleric spells prepared: @@ -41003,7 +38079,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 214 - + + Empowered Attacks Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. @@ -41091,166 +38168,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fireball, wall of fire, fire storm, haste, teleport - - Imp - T - fiend (devil) - lawful evil - 13 - 10 (3d4+3) - 20 ft., fly 40 ft. - 61713111214 - - Deception +4, Insight +3, Persuasion +4, Stealth +5 - cold; bludgeoning, piercing, and slashing from nonmagical/nonsilver weapons - - fire, poison - poisoned - darkvision 120 ft. - 11 - Infernal, Common - 1 - - Source - Monster Manual, p. 76 - Player's Handbook, p. 306 - - Shapechanger - The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Devil's Sight - Magical darkness doesn't impede the imp's darkvision. - - - Magic Resistance - The imp has advantage on saving throws against spells and other magical effects. - - - Variant: Familiar - The imp can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond. - - - Sting (Bite in Beast Form) - Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. - Sting/Bite|5|1d4+3 - - - Invisibility - The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp 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. - - - - - - - Intellect Devourer - T - aberration - lawful evil - 12 - 21 (6d4+6) - 40 ft. - 61413121110 - - Perception +2, Stealth +4 - bludgeoning, piercing, and slashing from nonmagical attacks - - - blinded - blindsight 60 ft. (blind beyond this radius) - 12 - understands Deep Speech but can't speak, telepathy 60 ft. - 2 - - Source - Monster Manual, p. 191 - - Detect Sentience - The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. - - - Multiattack - The intellect devourer makes one attack with its claws and uses Devour Intellect. - - - Claws - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. - Claws|4|2d4+2 - - - Devour Intellect - The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. - - 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. - - - Body Thief - The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. - If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round. - - - - underdark - - - Invisible Stalker - M - elemental - neutral - 14 - 104 (16d8+32) - 50 ft., fly 50 ft. (hover) - 161914101511 - - Perception +8, Stealth +10 - bludgeoning, piercing, and slashing from nonmagical attacks - - poison - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 18 - Auran, understands Common but doesn't speak it - 6 - - Source - Monster Manual, p. 192 - - Invisibility - The stalker is invisible. - - 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. - - - Faultless Tracker - The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. - - - Multiattack - The stalker makes two slam attacks. - - - Slam - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. - Slam|6|2d6+3 - - - - urban - Iron Cobra M @@ -41273,7 +38190,8 @@ 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. @@ -41355,67 +38273,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Iron Golem - L - construct - unaligned - 20 (natural armor) - 210 (20d10+100) - 30 ft. - 249203111 - - - - - fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - darkvision 120 ft. - 10 - understands the languages of its creator but can't speak - 16 - - Source - Monster Manual, p. 170 - - Fire Absorption - Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. - - - Immutable Form - The golem is immune to any spell or effect that would alter its form. - - - Magic Resistance - The golem has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The golem's weapon attacks are magical. - - - Multiattack - The golem makes two melee attacks. - - - Slam - Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. - Slam|13|3d8+7 - - - Sword - Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10+7) slashing damage. - Sword|13|3d10+7 - - - Poison Breath (Recharge 5-6) - The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. - Poison Breath||10d8 - - - - - Ixitxachitl S @@ -41475,7 +38332,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 226 - + + Spellcasting The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: @@ -41520,7 +38378,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 241 - + + Legendary Resistance (3/Day) If Iymrith fails a saving throw, she can choose to succeed instead. @@ -41584,7 +38443,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 241 - + + Legendary Resistance (3/Day) If Iymrith fails a saving throw, she can choose to succeed instead. @@ -41673,7 +38533,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 231 - + + Brute A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack). @@ -41695,108 +38556,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Jackal - S - beast - unaligned - 12 - 3 (1d6) - 40 ft. - 815113126 - - Perception +3 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 331 - - Keen Hearing and Smell - The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pack Tactics - The jackal has advantage on an attack roll against a creature if at least one of the jackal'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 - - - - desert, grassland - - - Jackalwere - M - humanoid (shapechanger) - chaotic evil - 12 - 18 (4d8) - 40 ft. - 111511131110 - - Deception +4, Perception +2, Stealth +4 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - - 12 - Common (can't speak in jackal form) - 1/2 - - Source - Monster Manual, p. 193 - - Shapechanger - The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Keen Hearing and Smell - The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pack Tactics - The jackalwere 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 (Jackal or Hybrid Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|4|1d4+2 - - - Scimitar (Human or Hybrid Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. - Scimitar|4|1d6+2 - - - Sleep Gaze - The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by 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. - - - - desert, grassland - Jaculi L @@ -41819,7 +38578,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 225 - + + Camouflage The jaculi has advantage on Dexterity (Stealth) checks made to hide. @@ -41861,7 +38621,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 91 - + + Cunning Action Jamna can take a bonus action to take the Dash, Disengage, or Hide action. @@ -41911,7 +38672,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Sword Coast Legends NPCs (wizards.com) - + + Dwarven Resilience Jarhild has advantage on saving throws against poison. @@ -41955,7 +38717,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 242 Mordenkainen's Tome of Foes, p. 151 - + + Foul Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. @@ -42070,7 +38833,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 238 - + + Amphibious The kraken can breathe air and water. @@ -42143,7 +38907,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 238 - + + Amphibious Kalka-Kylla can breathe air and water. @@ -42203,7 +38968,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 225 - + + Keen Smell The kamadan has advantage on Wisdom (Perception) checks that rely on smell. @@ -42277,7 +39043,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 232 - + + Spellcasting Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared: @@ -42331,7 +39098,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 238 - + + Amphibious The kelpie can breathe air and water. @@ -42378,50 +39146,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Kenku - M - humanoid (kenku) - chaotic neutral - 13 - 13 (3d8) - 30 ft. - 101610111010 - - Deception +4, Perception +2, Stealth +5 - - - - - - 12 - understands Auran and Common but speaks only through the use of its Mimicry trait - 1/4 - - Source - Monster Manual, p. 194 - - Ambusher - The kenku has advantage on attack rolls against any creature it has surprised. - - - Mimicry - The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. - - - Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - Shortsword|5|1d6+3 - - - Shortbow - Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. - Shortbow|5|1d6+3 - - - - forest, urban - Ki-rin H @@ -42444,7 +39168,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 163 - + + Innate Spellcasting The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: @@ -42522,101 +39247,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 3, 1, 1, 1, 1 coastal, desert, grassland, mountain - - Killer Whale - H - beast - unaligned - 12 (natural armor) - 90 (12d12+12) - swim 60 ft. - 1910133127 - - Perception +3 - - - - - blindsight 120 ft. - 13 - - 3 - - Source - Monster Manual, p. 331 - - Echolocation - The whale can't use its blindsight while deafened. - - - Hold Breath - The whale can hold its breath for 30 minutes - - - Keen Hearing - The whale has advantage on Wisdom (Perception) checks that rely on hearing. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6+4) piercing damage. - Bite|6|5d6+4 - - - - underwater - - - Knight - M - humanoid (any race) - any alignment - 18 (plate) - 52 (8d8+16) - 30 ft. - 161114111115 - Con +4, Wis +2 - - - - - - - 10 - any one language (usually Common) - 3 - - Source - Monster Manual, p. 347 - - Brave - The knight has advantage on saving throws against being frightened. - - - Multiattack - The knight makes two melee attacks. - - - Greatsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - |5|2d6+3 - - - Heavy Crossbow - Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. - |2|1d10 - - - Leadership (Recharges after a Short or Long Rest) - For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. - - - Parry - The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. - - - - urban - Koalinth M @@ -42639,7 +39269,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 238 - + + Amphibious The koalinth can breathe air and water. @@ -42679,7 +39310,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 239 - + + Amphibious The koalinth can breathe air and water. @@ -42708,50 +39340,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underwater - - - Kobold - S - humanoid (kobold) - lawful evil - 12 - 5 (2d6-2) - 30 ft. - 7159878 - - - - - - - darkvision 60 ft. - 8 - Common, Draconic - 1/8 - - Source - Monster Manual, p. 195 - - Sunlight Sensitivity - While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Pack Tactics - The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Dagger - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - |4|1d4+2 - - - Sling - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. - |4|1d4+2 - - - - arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban Kobold Dragonshield @@ -42775,7 +39363,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 165 - + + Dragon's Resistance The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1-2, acid (black); 3-4, cold (white); 5-6, fire (red); 7-8, lightning (blue); 9-10, poison (green). @@ -42888,7 +39477,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 167 - + + Spellcasting The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: @@ -42945,7 +39535,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 168 - + + Command Hair The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. @@ -42986,123 +39577,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest - - Kraken - G - monstrosity (titan) - chaotic evil - 18 (natural armor) - 472 (27d20+189) - 20 ft., swim 60 ft. - 301125221820 - Str +17, Dex +7, Con +14, Int +13, Wis +11 - - - - lightning; bludgeoning, piercing, and slashing from nonmagical attacks - frightened, paralyzed - truesight 120 ft. - 14 - understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft. - 23 - - Source - Monster Manual, p. 197 - - Amphibious - The kraken can breathe air and water. - - - Freedom of Movement - The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. - - - Siege Monster - The kraken deals double damage to objects and structures. - - - Multiattack - The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. - - - Bite - Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|17|3d8+10 - - - Tentacle - Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Tentacle|17|3d6+10 - - - Fling - One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Lightning Storm - The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Storm||4d10 - - - Legendary Actions (3/Turn) - The kraken 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 kraken regains spent legendary actions at the start of its turn. - - - Tentacle Attack or Fling - The kraken makes one tentacle attack or uses its Fling. - - - Lightning Storm (Costs 2 Actions) - The kraken uses Lightning Storm. - - - Ink Cloud (Costs 3 Actions) - While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn. - - - - underwater - Kraken Priest M @@ -43125,7 +39599,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 215 - + + Amphibious The priest can breathe air and water. @@ -43179,7 +39654,8 @@ 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. @@ -43212,285 +39688,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Kuo-Toa - M - humanoid (kuo-toa) - neutral evil - 13 (natural armor, shield) - 18 (4d8) - 30 ft., swim 30 ft. - 13101111108 - - Perception +4 - - - - - darkvision 120 ft. - 14 - Undercommon - 1/4 - - Source - Monster Manual, p. 199 - - Amphibious - The kuo-toa can breathe air and water. - - - Otherworldly Perception - The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. - - - Slippery - The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. - - - Sunlight Sensitivity - While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. - Bite|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. - One Handed|3|1d6+1 - Two Handed|3|1d8+1 - - - Net - Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. - - 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. - Net|3|0 - - - Sticky Shield - When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding. - - 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. - - - - underdark - - - Kuo-Toa Archpriest - M - humanoid (kuo-toa) - neutral evil - 13 (natural armor) - 97 (13d8+39) - 31 ft., swim 30 ft. - 161416131614 - - Perception +9, Religion +6 - - - - - darkvision 120 ft. - 19 - Undercommon - 6 - - Source - Monster Manual, p. 200 - - Amphibious - The kuo-toa can breathe air and water. - - - Otherworldly Perception - The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. - - - Slippery - The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. - - - Sunlight Sensitivity - While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Spellcasting - The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - - • Cantrips (at will): guidance, sacred flame, thaumaturgy - - • 1st level (4 slots): detect magic, sanctuary, shield of faith - - • 2nd level (3 slots): hold person, spiritual weapon - - • 3rd level (3 slots): spirit guardians, tongues - - • 4th level (3 slots): control water, divination - - • 5th level (2 slots): mass cure wounds, scrying - - - Multiattack - The kuo-toa makes two melee attacks. - - - Scepter - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 14 (4d6) lightning damage. - Scepter|6|1d6+3+4d6 - - - Unarmed Strike - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. - Unarmed Strike|6|1d4+3 - - guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying - 4, 3, 3, 3, 2 - underdark - - - Kuo-Toa Monitor - M - humanoid (kuo-toa) - neutral evil - 13 (natural armor, unarmored defense) - 65 (10d8+20) - 33 ft., swim 30 ft. - 141014121411 - - Perception +6, Religion +4 - - - - - darkvision 120 ft. - 16 - Undercommon - 2 - - Source - Monster Manual, p. 198 - - Amphibious - The kuo-toa can breathe air and water. - - - Otherworldly Perception - The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. - - - Slippery - The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. - - - Sunlight Sensitivity - While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Unarmored Defense - The kuo-toa adds its Wisdom modifier to its armor class. - - - Multiattack - The kuo-toa makes one bite attack and two unarmed strikes. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|6|1d4+2 - - - Unarmed Strike - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. - Unarmed Strike|6|1d6+2+1d6 - - - - - - - Kuo-Toa Whip - M - humanoid (kuo-toa) - neutral evil - 11 (natural armor) - 65 (10d8+20) - 32 ft., swim 30 ft. - 141014121411 - - Perception +6, Religion +4 - - - - - darkvision 120 ft. - 16 - Undercommon - 1 - - Source - Monster Manual, p. 200 - - Amphibious - The kuo-toa can breathe air and water. - - - Otherworldly Perception - The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. - - - Slippery - The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. - - - Sunlight Sensitivity - While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Spellcasting - The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: - - • Cantrips (at will): sacred flame, thaumaturgy - - • 1st level (3 slots): bane, shield of faith - - - Multiattack - The kuo-toa makes two attacks: one with its bite and one with its pincer staff. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|4|1d4+2 - - - Pincer Staff - Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff 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. - Pincer Staff|4|1d6+2 - - sacred flame, thaumaturgy, bane, shield of faith - 3 - underdark - Kysh M @@ -43513,7 +39710,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 240 - + + Amphibious Kysh can breathe air and water @@ -43539,55 +39737,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underwater - - - Lamia - L - monstrosity - chaotic evil - 13 (natural armor) - 97 (13d10+26) - 30 ft. - 161315141516 - - Deception +7, Insight +4, Stealth +3 - - - - - darkvision 60 ft. - 12 - Abyssal, Common - 4 - - Source - Monster Manual, p. 201 - - Innate Spellcasting - The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas - - - Multiattack - The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. - Claws|5|2d10+3 - - - Dagger - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. - Dagger|5|1d4+3 - - - Intoxicating Touch - Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. - Intoxicating Touch|5| - - disguise self, major image, charm person, mirror image, scrying, suggestion, geas - - desert Langdedrosa Cyanwrath @@ -43611,7 +39760,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 91 - + + Action Surge (Recharges on a Short or Long Rest) On his turn, Langdedrosa can take one additional action. @@ -43664,7 +39814,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Sword Coast Legends NPCs (wizards.com) - + + Dwarven Resilience Larethar has advantage on saving throws against poison. @@ -43721,7 +39872,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Waterdeep - Dungeon of the Mad Mage, p. 313 - + + Metal Immunity The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield. @@ -43743,40 +39895,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Underdark - - Lemure - M - fiend (devil) - lawful evil - 7 - 13 (3d8) - 15 ft. - 105111113 - - - cold - - fire, poison - charmed, frightened, poisoned - darkvision 120 ft. - 10 - understands infernal but can't speak - 0 - - Source - Monster Manual, p. 76 - - Devil's Sight - Magical darkness doesn't impede the lemure's darkvision. - - - Hellish Rejuvenation - A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. - - - - - Leucrotta L @@ -43799,7 +39917,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 169 - + + Keen Smell The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. @@ -43856,7 +39975,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 198 - + + Legendary Resistance (3/Day) If the leviathan fails a saving throw, it can choose to succeed instead. @@ -43930,7 +40050,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 227 - + + Brave Liara has advantage on saving throws against being frightened. @@ -43955,108 +40076,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Lich - M - undead - any evil alignment - 17 (natural armor) - 135 (18d8+54) - 30 ft. - 111616201416 - Con +10, Int +12, Wis +9 - Arcana +18, History +12, Insight +9, Perception +9 - cold, lightning, necrotic - - poison; bludgeoning, piercing, and slashing from nonmagical attacks - charmed, exhaustion, frightened, paralyzed, poisoned - truesight 120 ft. - 19 - Common plus up to five other languages - 21 - - Source - Monster Manual, p. 202 - - Legendary Resistance (3/Day) - If the lich fails a saving throw, it can choose to succeed instead. - - - Rejuvenation - If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. - - - Spellcasting - The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: - - • Cantrips (at will): mage hand, prestidigitation, ray of frost - - • 1st level (4 slots): detect magic, magic missile, shield, thunderwave - - • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image - - • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball - - • 4th level (3 slots): blight, dimension door - - • 5th level (3 slots): cloudkill, scrying - - • 6th level (1 slot): disintegrate, globe of invulnerability - - • 7th level (1 slot): finger of death, plane shift - - • 8th level (1 slot): dominate monster, power word stun - - • 9th level (1 slot): power word kill - - - Turn Resistance - The lich has advantage on saving throws against any effect that turns undead. - - - Paralyzing Touch - Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - Paralyzing Touch|12|3d6 - - - Legendary Actions (3/Turn) - The lich 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 lich regains spent legendary actions at the start of its turn. - - - Cantrip - The lich casts a cantrip. - - - Paralyzing Touch (Costs 2 Actions) - The lich uses its Paralyzing Touch. - - - Frightening Gaze (Costs 2 Actions) - The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Disrupt Life (Costs 3 Actions) - Each living creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. - Disrupt Life|0|6d6 - - mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill - 4, 3, 3, 3, 3, 1, 1, 1, 1 - - Lifferlas H @@ -44079,7 +40098,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 250 - + + False Appearance While Lifferlas remains motionless, it is indistinguishable from a normal tree. @@ -44105,66 +40125,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Lion - L - beast - unaligned - 12 - 26 (4d10+4) - 50 ft. - 1715133128 - - Perception +3, Stealth +6 - - - - - - 13 - - 1 - - Source - Monster Manual, p. 331 - Player's Handbook, p. 307 - - Keen Smell - The lion has advantage on Wisdom (Perception) checks that rely on smell. - - - Pack Tactics - The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Pounce - If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Running Leap - With a 10-foot running start, the lion can long jump up to 25 ft.. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. - Bite|5|1d8+3 - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|5|1d6+3 - - - - desert, grassland, hill, mountain - Living Iron Statue M @@ -44212,146 +40172,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Lizard - T - beast - unaligned - 10 - 2 (1d4) - 20 ft., climb 20 ft. - 21110183 - - - - - - - darkvision 30 ft. - 9 - - 0 - - Source - Monster Manual, p. 332 - - - Bite - Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. - Bite||1 - - - - - - - Lizard King/Queen - M - humanoid (lizardfolk) - chaotic evil - 15 (natural armor) - 78 (12d8+24) - 30 ft., swim 30 ft. - 171215111115 - Con +4, Wis +2 - Perception +4, Stealth +5, Survival +4 - - - - frightened - darkvision 60 ft. - 14 - Abyssal, Draconic - 4 - - Source - Monster Manual, p. 205 - - Hold Breath - The lizardfolk can hold its breath for 15 minutes. - - - Skewer - Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. - - - Multiattack - The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - Bite|5|1d6+3 - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. - Claws|5|1d4+3 - - - Trident - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if used with two hands to make a melee attack. - One Handed|5|1d6+3 - Two Handed|5|1d8+3 - - - - - - - Lizardfolk - M - humanoid (lizardfolk) - neutral - 15 (natural armor, shield) - 22 (4d8+4) - 30 ft., swim 30 ft. - 1510137127 - - Perception +3, Stealth +4, Survival +5 - - - - - - 13 - Draconic - 1/2 - - Source - Monster Manual, p. 204 - - Hold Breath - The lizardfolk can hold its breath for 15 minutes. - - - Multiattack - The lizardfolk makes two melee attacks, each one with a different weapon. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - Heavy Club - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. - |4|1d6+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. - |4|1d6+2 - - - Spiked Shield - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - - forest, swamp Lizardfolk Commoner @@ -44375,7 +40195,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 241 - + + Hold Breath The lizardfolk can hold its breath for 15 minutes. @@ -44491,82 +40312,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, swamp - - Lizardfolk Shaman - M - humanoid (lizardfolk) - neutral - 13 (natural armor) - 27 (5d8+5) - 30 ft., swim 30 ft. - 15101310158 - - Perception +4, Stealth +4, Survival +6 - - - - - - 14 - Draconic - 2 - - Source - Monster Manual, p. 205 - - Hold Breath - The lizardfolk can hold its breath for 15 minutes. - - - Spellcasting (Lizardfolk Form Only) - The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: - - • Cantrips (at will): druidcraft, produce flame, thorn whip - - • 1st Level (4 slots): entangle, fog cloud - - • 2nd Level (3 slots): heat metal, spike growth - - • 3rd Level (2 slots): conjure animals (reptiles only), plant growth - - - Multiattack (Lizardfolk Form Only) - The lizardfolk 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, or 7 (1d10+2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Lizard Form|4|1d6+2 - Crocodile Form|4|1d10+2 - - - Claws (Lizardfolk Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. - Claws|4|1d4+2 - - - Change Shape (Recharges after a Short or Long Rest) - The lizardfolk magically polymorphs into a crocodile, 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. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth - 4, 3, 2 - forest, swamp - - + Lizardfolk Subchief M humanoid (lizardfolk) @@ -44734,7 +40480,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 233 - + + Spellcasting Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: @@ -44794,7 +40541,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 241 - + + Empowered Attacks Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. @@ -44846,145 +40594,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fireball - - Mage - M - humanoid (any race) - any alignment - 12 (15 with mage armor) - 40 (9d8) - 30 ft. - 91411171211 - Int +6, Wis +4 - Arcana +6, History +6 - - - - - - 11 - any four languages - 6 - - Source - Monster Manual, p. 347 - - Spellcasting - The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: - - • Cantrips (at will): fire bolt, light, mage hand, prestidigitation - - • 1st level (4 slots): detect magic, mage armor, magic missile, shield - - • 2nd level (3 slots): misty step, suggestion - - • 3rd level (3 slots): counterspell, fireball, fly - - • 4th level (3 slots): greater invisibility, ice storm - - • 5th level (1 slot): cone of cold - - - Dagger - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. - |5|1d4+2 - - fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold - 4, 3, 3, 3, 1 - urban - - - Magma Mephit - S - elemental - neutral evil - 11 - 22 (5d6+5) - 30 ft., fly 30 ft. - 8121271010 - - Stealth +3 - - cold - fire, poison - poisoned - darkvision 60 ft. - 10 - Ignan, Terran - 1/2 - - Source - Monster Manual, p. 216 - - Death Burst - When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - Death Burst||2d6 - - - False Appearance - While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. - - - Innate Spellcasting (1/Day) - The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4+1) slashing damage plus 2 (1d4) fire damage. - Claws|3|1d4+1 - - - Fire Breath (Recharge 6) - The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. - - - 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. - - heat metal - - underdark - - - Magmin - S - elemental - chaotic neutral - 14 (natural armor) - 9 (2d6+2) - 30 ft. - 7151281110 - - - bludgeoning, piercing, and slashing from nonmagical attacks - - fire - - darkvision 60 ft. - 10 - Ignan - 1/2 - - Source - Monster Manual, p. 212 - - Death Burst - When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. - Death Burst||2d6 - - - Ignited Illumination - As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. - - - Touch - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) 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 3 (1d6) fire damage at the end of each of its turns. - Touch|4|2d6 - - - - - Malformed Kraken H @@ -45007,7 +40616,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 239 - + + Amphibious The kraken can breathe air and water. @@ -45061,134 +40671,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Mammoth - H - beast - unaligned - 13 (natural armor) - 126 (11d12+55) - 40 ft. - 249213116 - - - - - - - - 10 - - 6 - - Source - Monster Manual, p. 332 - - Trampling Charge - If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth 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: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8+7) piercing damage. - Gore|10|4d8+7 - - - Stomp - Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10+7) bludgeoning damage. - Stomp|10|4d10+7 - - - - arctic - - - Manes - S - fiend (demon) - chaotic evil - 9 (natural armor) - 9 (2d6+2) - 20 ft. - 10913384 - - - cold, fire, lightning - - poison - charmed, frightened, poisoned - darkvision 60 ft. - 9 - understands Abyssal but can't speak - 1/8 - - Source - Monster Manual, p. 60 - - - Claws - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. - Claws|2|2d4 - - - - - - - Manticore - L - monstrosity - lawful evil - 14 (natural armor) - 68 (8d10+24) - 30 ft., fly 50 ft. - 1716177128 - - - - - - - darkvision 60 ft. - 11 - - 3 - - Source - Monster Manual, p. 213 - - Tail Spike Regrowth - The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. - - - Multiattack - The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. - |5|1d8+3 - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - |5|1d6+3 - - - Tail Spike - Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8+3) piercing damage. - |5|1d8+3 - - - - arctic, coastal, grassland, hill, mountain - Mantrap L @@ -45211,7 +40693,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 227 - + + Attractive Pollen (1/Day) When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. @@ -45239,160 +40722,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Marid - L - elemental - chaotic neutral - 17 (natural armor) - 229 (17d10+136) - 30 ft., fly 60 ft., swim 90 ft. - 221226181718 - Dex +5, Wis +7, Cha +8 - - acid, cold, lightning - - - - blindsight 30 ft., darkvision 120 ft. - 13 - Aquan - 11 - - Source - Monster Manual, p. 146 - - Amphibious - The marid can breathe air and water. - - - Elemental Demise - If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the dao was wearing or carrying. - - - Innate Spellcasting - The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: - - At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink - 3/day each: tongues, water breathing, water walk - 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, 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 marid makes two trident attacks. - - - Trident - Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6+6) piercing damage, or 15 (2d8+6) piercing damage if used with two hands to make a melee attack. - One Handed|10|2d6+6 - Two Handed|10|2d8+6 - - - Water Jet - The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor 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. - Water Jet||6d6 - - create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk, conjure elemental, control water, gaseous form, invisibility, plane shift - - coastal, underwater - - - Marilith - L - fiend (demon) - chaotic evil - 18 (natural armor) - 189 (18d10+90) - 40 ft. - 182020181620 - Str +9, Con +10, Wis +8, Cha +10 - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - truesight 120 ft. - 13 - Abyssal, telepathy 120 ft. - 16 - - Source - Monster Manual, p. 61 - - Magic Resistance - The marilith has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The marilith's weapon attacks are magical. - - - Reactive - The marilith can take one reaction on every turn in combat. - - - Multiattack - The marilith can make seven attacks: six with its longswords and one with its tail. - - - Longsword - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - Longsword|9|2d8+4 - - - Tail - Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10+4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. - - 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. - Tail|9|2d10+4 - - - Teleport - The marilith 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 marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. - 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. - - - Parry - The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon. - - - - - Marine Decapus L @@ -45415,7 +40744,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Tortle Package, p. 21 - + + Water Breathing The decapus can breathe only underwater. @@ -45472,7 +40802,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 248 - + + Roleplaying Information Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. @@ -45522,7 +40853,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 199 - + + Earthen Defeat When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind. @@ -45599,7 +40931,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 216 - + + Unarmored Defense While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. @@ -45653,7 +40986,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 213 - + + Constructed Nature A marut doesn't require air, food, drink, or sleep. @@ -45724,7 +41058,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 216 - + + Cunning Action On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. @@ -45759,49 +41094,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban - - Mastiff - M - beast - unaligned - 12 - 5 (1d8+1) - 40 ft. - 1314123127 - - Perception +3 - - - - - - 13 - - 1/8 - - Source - Monster Manual, p. 332 - Player's Handbook, p. 307 - - Keen Hearing and Smell - The mastiff 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. 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. - Bite|3|1d6+1 - - - - forest, hill, urban - Maurezhi M @@ -45824,7 +41116,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 133 - + + Assume Form The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body. @@ -45884,7 +41177,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 137 - + + Rampage When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. @@ -45984,7 +41278,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 214 - + + Shadow Stealth While in dim light or darkness, the meazel can take the Hide action as a bonus action. @@ -46007,77 +41302,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Medusa - M - monstrosity - lawful evil - 15 (natural armor) - 127 (17d8+51) - 30 ft. - 101516121315 - - Deception +5, Insight +4, Perception +4, Stealth +5 - - - - - darkvision 60 ft. - 14 - Common - 6 - - Source - Monster Manual, p. 214 - - Petrifying Gaze - When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. - Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. - If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. - - Petrified: - • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - - • The creature is incapacitated (meaning it can't take actions or reactions), can't move or speak, and is unaware of its surroundings. - - • Attack rolls against the creature have advantage. - - • The creature automatically fails Strength and Dexterity saving throws. - - • The creature has resistance to all damage. - - • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - Multiattack - The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow. - - - Snake Hair - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage plus 14 (4d6) poison damage. - |5|1d4+2 - - - Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |5|1d6+2 - - - Longbow - Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - |5|2d6 - - - - desert - Meenlock S @@ -46100,7 +41324,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 170 - + + Fear Aura Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. @@ -46135,41 +41360,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, swamp, urban - - Merfolk - M - humanoid (merfolk) - neutral - 11 - 11 (2d8+2) - 10 ft., swim 40 ft. - 101312111112 - - Perception +2 - - - - - - 12 - Aquan, Common - 1/8 - - Source - Monster Manual, p. 218 - - Amphibious - The merfolk can breathe air and water. - - - Spear - Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. - |2|1d6 - - - - coastal, underwater - Merfolk Salvager M @@ -46192,7 +41382,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 244 - + + Amphibious The salvager can breathe air and water. @@ -46235,7 +41426,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 166 - + + Devil's Sight Magical darkness doesn't impede the merregon's darkvision. @@ -46287,7 +41479,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 249 - + + Innate Spellcasting The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: @@ -46347,342 +41540,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The charm person, darkness, detect magic, dispel magic, gust of wind, control water, control weather - - Merrow - L - monstrosity - chaotic evil - 13 (natural armor) - 45 (6d10+12) - 10 ft., swim 40 ft. - 1810158109 - - - - - - - darkvision 60 ft. - 10 - Abyssal, Aquan - 2 - - Source - Monster Manual, p. 219 - - Amphibious - The merrow can breathe air and water. - - - Multiattack - The merrow makes two attacks: one with its bite and one with its claws or harpoon. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. - Bite|6|1d8+4 - - - Claws - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. - Claws|6|2d4+4 - - - Harpoon - Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. - Harpoon|6|2d6+4 - - - - coastal, underwater - - - Mezzoloth - M - fiend (yugoloth) - neutral evil - 18 (natural armor) - 75 (10d8+30) - 40 ft. - 18111671011 - - Perception +3 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - acid, poison - poisoned - blindsight 60 ft., darkvision 60 ft. - 13 - Abyssal, Infernal, telepathy 60 ft. - 5 - - Source - Monster Manual, p. 313 - - Innate Spellcasting - The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: - - 2/day each: darkness, dispel magic - 1/day: cloudkill - - - Magic Resistance - The mezzoloth has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The mezzoloth's weapon attacks are magical. - - - Multiattack - The mezzoloth makes two attacks: one with its claws and one with its trident. - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage. - Claws|7|2d4+4 - - - Trident - 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 when held with two claws and used to make a melee attack. - One Handed|7|1d6+4 - Two Handed|7|1d8+4 - - - Teleport - The mezzoloth 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. - A mezzoloth has a 30 percent chance of summoning one mezzoloth. - 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. - - darkness, dispel magic, cloudkill - - - - - Mimic - M - monstrosity (shapechanger) - neutral - 12 (natural armor) - 58 (9d8+18) - 15 ft. - 1712155138 - - Stealth +5 - - - acid - prone - darkvision 60 ft. - 11 - - 2 - - Source - Monster Manual, p. 220 - - Shapechanger - The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Adhesive (Object Form Only) - The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - - False Appearance (Object Form Only) - While the mimic remains motionless, it is indistinguishable from an ordinary object. - - - Grappler - The mimic has advantage on attack rolls against any creature grappled by it. - - - Pseudopod - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. - Pseudopod|5|1d8+3 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. - Bite|5|1d8+3+1d8 - - - - underdark, urban - - - Mind Flayer - M - aberration - lawful evil - 15 (breastplate) - 71 (13d8+13) - 30 ft. - 111212191717 - Int +7, Wis +6, Cha +6 - Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 - - - - - darkvision 120 ft. - 16 - Deep Speech, Undercommon, telepathy 120 ft. - 7 - - Source - Monster Manual, p. 222 - - Magic Resistance - The mind flayer has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting (Psionics) - The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: - - At will: detect thoughts, levitate - 1/day each: dominate monster, plane shift (self only) - - - Tentacles - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - Tentacles|7|2d10+4 - - - Extract Brain - Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. - Extract Brain|7|10d10 - - - Mind Blast (Recharge 5-6) - The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - Mind Blast||4d8+4 - - detect thoughts, levitate, dominate monster, plane shift - - underdark - - - Mind Flayer Arcanist - M - aberration - lawful evil - 15 (breastplate) - 71 (13d8+13) - 30 ft. - 111212191717 - Int +7, Wis +6, Cha +6 - Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 - - - - - darkvision 120 ft. - 16 - Deep Speech, Undercommon, telepathy 120 ft. - 8 - - Source - Monster Manual, p. 222 - - Magic Resistance - The mind flayer has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting (Psionics) - The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: - - At will: detect thoughts, levitate - 1/day each: dominate monster, plane shift (self only) - - - Spellcasting - The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: - - • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp - - • 1st level (4 slots): detect magic, disguise self, shield, sleep - - • 2nd level (3 slots): blur, invisibility, ray of enfeeblement - - • 3rd level (3 slots): clairvoyance, lightning bolt, sending - - • 4th level (3 slots): confusion, hallucinatory terrain - - • 5th level (2 slots): telekinesis, wall of force - - - Tentacles - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - Tentacles|7|2d10+4 - - - Extract Brain - Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. - Extract Brain|7|10d10 - - - Mind Blast (Recharge 5-6) - The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - Mind Blast||4d8+4 - - detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force - 4, 3, 3, 3, 2 - underdark - Mind Flayer Psion M @@ -46705,7 +41562,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters p. 71 - + + Magic Resistance The mind flayer has advantage on saving throws against spells and other magical effects. @@ -46787,7 +41645,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 176 - + + Telepathic Hub When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. @@ -46863,62 +41722,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Minotaur - L - monstrosity - chaotic evil - 14 (natural armor) - 76 (9d10+27) - 40 ft. - 1811166169 - - Perception +7 - - - - - darkvision 60 ft. - 17 - Abyssal - 3 - - Source - Monster Manual, p. 223 - - Charge - If the minotaur moves at least 10 ft. 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 14 Strength saving throw or be pushed up to 10 ft. away 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. - Charge||2d8 - - - Labyrinthine Recall - The minotaur can perfectly recall any path it has traveled. - - - Reckless - At the start of its turn, the minotaur 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. - - - Greataxe - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. - |6|2d12+4 - - - Gore - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. - |6|2d8+4 - - - - underdark - Minotaur Living Crystal L @@ -46941,7 +41744,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh p. 245 - + + Immutable Form The statue is immune to any spell or effect that would alter its form. @@ -46967,54 +41771,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Minotaur Skeleton - L - undead - lawful evil - 12 (natural armor) - 67 (9d10+18) - 40 ft. - 181115685 - - - - bludgeoning - poison - exhaustion, poisoned - darkvision 60 ft. - 9 - understands Abyssal but can't speak - 2 - - Source - Monster Manual, p. 273 - - Charge - If the skeleton 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away 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. - Charge||2d8 - - - Greataxe - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. - Greataxe|6|2d12+4 - - - Gore - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. - Gore|6|2d8+4 - - - - underdark Miraj Vizann @@ -47038,7 +41794,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 198 - + + Earth Walk Moving through difficult terrain made of earth or stone costs Miraj no extra movement. @@ -47097,7 +41854,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 251 - + + Roleplaying Information Innkeeper Mires is a retired carnival attraction, dubbed "the Yeti" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. @@ -47147,7 +41905,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 176 - + + Innate Spellcasting Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: @@ -47244,7 +42003,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 134 - + + Innate Spellcasting The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: @@ -47330,7 +42090,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 234 - + + Extraordinary Feature The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM: @@ -47374,50 +42135,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Monodrone - M - construct - construct - 15 (natural armor) - 5 (1d8+1) - 30 ft., fly 30 ft. - 1013124105 - - - - - - - truesight 120 ft. - 10 - Modron - 1/8 - - Source - Monster Manual, p. 224 - - Axiomatic Mind - The monodrone can't be compelled to act in a manner contrary to its nature or its instructions. - - - Disintegration - If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. - - - Dagger - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. - Dagger|3|1d4+1 - - - Javelin - Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. - Javelin|2|1d6 - - - - - Monstrous Peryton L @@ -47513,7 +42230,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 178 - + + Amphibious The morkoth can breathe air and water. @@ -47602,7 +42320,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Lost Mines of Phandelver p. 59 - + + Incorporeal Movement The wraith can move through an object or another creature, but can't stop there. @@ -47640,7 +42359,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 149 - + + Mouth of Madness The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn: @@ -47674,276 +42394,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The grassland, hill - - Mud Mephit - S - elemental - neutral evil - 11 - 27 (6d6+6) - 20 ft., fly 20 ft., swim 20 ft. - 812129117 - - Stealth +3 - - - poison - poisoned - darkvision 60 ft. - 10 - Aquan, Terran - 1/4 - - Source - Monster Manual, p. 216 - - Death Burst - When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn. - - 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. - - - False Appearance - While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. - - - Fists - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) bludgeoning damage. - Fists|3|1d6+1 - - - Mud Breath (Recharge 6) - The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained 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. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - Variant: 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. - - - - swamp - - - Mule - M - beast - unaligned - 10 - 11 (2d8+2) - 40 ft. - 1410132105 - - - - - - - - 10 - - 1/8 - - Source - Monster Manual, p. 333 - Player's Handbook, p. 307 - - Beast of Burden - The mule is considered to be a Large animal for the purpose of determining its carrying capacity. - - - Sure-Footed - The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. - - - Hooves - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. - Hooves|4|1d4+2 - - - - desert, hill, urban - - - Mummy - M - undead - lawful evil - 11 (natural armor) - 58 (9d8+18) - 20 ft. - 1681561012 - Wis +2 - - bludgeoning, piercing, and slashing from nonmagical attacks - fire - necrotic, poison - charmed, exhaustion, frightened, paralyzed, poisoned - darkvision 60 ft. - 10 - the languages it knew in life - 3 - - Source - Monster Manual, p. 228 - - - Multiattack - The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - - - Rotting Fist - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. - Rotting Fist|5|2d6+3 - - - Dreadful Glare - The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - - desert - - - Mummy Lord - M - undead - lawful evil - 17 (natural armor) - 97 (13d8+39) - 20 ft. - 181017111816 - Con +8, Int +5, Wis +9, Cha +8 - History +5, Religion +5 - - bludgeoning - necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks - charmed, exhaustion, frightened, paralyzed, poisoned - darkvision 60 ft. - 14 - the languages it knew in life - 15 - - Source - Monster Manual, p. 229 - - Magic Resistance - The mummy lord has advantage on saving throws against spells and other magical effects. - - - Rejuvenation - A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. - - - Spellcasting - The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: - - • Cantrips (at will): sacred flame, thaumaturgy - - • 1st level (4 slots): command, guiding bolt, shield of faith - - • 2nd level (3 slots): hold person, silence, spiritual weapon - - • 3rd level (3 slots): animate dead, dispel magic - - • 4th level (3 slots): divination, guardian of faith - - • 5th level (2 slots): contagion, insect plague - - • 6th level (1 slot): harm - - - Multiattack - The mummy can use its Dreadful Glare and makes one attack with its rotting fist. - - - Rotting Fist - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. - Rotting Fist|9|3d6+4+6d6 - - - Dreadful Glare - The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - Legendary Actions (3/Turn) - The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn. - - - Attack - The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. - - - Blinding Dust - Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - - Blasphemous Word (Costs 2 Actions) - The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord'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. - - - Channel Negative Energy (Costs 2 Actions) - The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. - - - Whirlwind of Sand (Costs 2 Actions) - The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession. - - sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm - 4, 3, 3, 3, 2, 1 - desert - Mwaxanaré M @@ -47966,7 +42416,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 228 - + + Spellcasting Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: @@ -47982,175 +42433,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The eldritch blast, mage hand, charm person, protection from evil and good, unseen servant 2 - - Myconid Adult - M - plant - lawful neutral - 12 (natural armor) - 22 (4d8+4) - 20 ft. - 10101210137 - - - - - - - darkvision 120 ft. - 11 - - 1/2 - - Source - Monster Manual, p. 232 - - Distress Spores - When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. - - - Sun Sickness - While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. - - - Fist - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. - Fist|2|2d4+2d4 - - - Pacifying Spores (3/Day) - The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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. - - 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. - - - Rapport Spores - A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. - - - - underdark - - - Myconid Sovereign - L - plant - lawful neutral - 13 (natural armor) - 60 (8d10+16) - 30 ft. - 121014131510 - - - - - - - darkvision 120 ft. - 12 - - 2 - - Source - Monster Manual, p. 232 - - Distress Spores - When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. - - - Sun Sickness - While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. - - - Multiattack - The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. - - - Fist - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4+1) bludgeoning damage plus 7 (3d4) poison damage. - Fist|3|3d4+1+3d4 - - - Animating Spores - The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4+1 weeks or until destroyed, and it can't be animated again in this way. - - - Hallucination Spores - The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Pacifying Spores - The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned 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. - - 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. - - - Rapport Spores - A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. - - - - - - - Myconid Sprout - S - plant - lawful neutral - 10 - 7 (2d6) - 10 ft. - 810108115 - - - - - - - darkvision 120 ft. - 10 - - 0 - - Source - Monster Manual, p. 230 - - Distress Spores - When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. - - - Sun Sickness - While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. - - - Fist - Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4- 1) bludgeoning damage plus 2 (1d4) poison damage. - Fist|1|1d4-1+1d4 - - - Rapport Spores (3/Day) - A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. - - - - underdark - Nabassu M @@ -48173,7 +42455,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 135 - + + Demonic Shadows The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light. @@ -48232,7 +42515,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 90 - + + Sunlight Sensitivity While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -48281,7 +42565,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 215 - + + Corruption As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. @@ -48333,69 +42618,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind 4,3,3,3,2,1,1,1 - - Nalfeshnee - L - fiend (demon) - chaotic evil - 18 (natural armor) - 184 (16d10+96) - 20 ft., fly 30 ft. - 211022191215 - Con +11, Int +9, Wis +6, Cha +7 - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - truesight 120 ft. - 11 - Abyssal, telepathy 120 ft. - 13 - - Source - Monster Manual, p. 62 - - Magic Resistance - The nalfeshnee has advantage on saving throws against spells and other magical effects. - - - Multiattack - The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10+5) piercing damage. - Bite|10|5d10+5 - - - Claw - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage. - Claw|10|3d6+5 - - - Horror Nimbus (Recharge 5-6) - The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee's Horror Nimbus 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. - - - Teleport - The nalfeshnee 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 nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. - 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. - - - - - Narrak S @@ -48418,7 +42640,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 232 - + + Insanity Narrak has advantage on saving throws against being charmed or frightened. @@ -48481,7 +42704,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 254 - + + Cunning Action On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action. @@ -48530,7 +42754,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 167 - + + Diabolical Sense The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. @@ -48593,7 +42818,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 252 - + + Spellcasting Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence {spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared: @@ -48646,7 +42872,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 217 - + + Spellcasting The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: @@ -48679,43 +42906,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 2, 1 desert, urban - - Needle Blight - M - plant - neutral evil - 12 (natural armor) - 11 (2d8+2) - 30 ft. - 121213483 - - - - - - blinded, deafened - blindsight 60 ft. (blind beyond this radius) - 9 - understands Common but can't speak - 1/4 - - Source - Monster Manual, p. 32 - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage. - Claws|3|2d4+1 - - - Needles - Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 8 (2d6+1) piercing damage. - Needles|3|2d6+1 - - - - forest - Neogi S @@ -48738,7 +42928,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 180 - + + Mental Fortitude The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep. @@ -48798,7 +42989,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 179 - + + Mental Fortitude The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep. @@ -48840,7 +43032,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 180 - + + Mental Fortitude The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. @@ -48908,7 +43101,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 181 - + + Creature Sense The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. @@ -48981,7 +43175,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 240 - + + Amphibious The nereid can breathe air and water. @@ -49051,7 +43246,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 91 - + + Draconic Majesty Neronvain adds his Charisma bonus to his AC (included). @@ -49105,7 +43301,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Lost Mines of Phandelver p. 59 - + + Special Equipment Nezznar has a spider staff. @@ -49144,185 +43341,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion 4, 3 - - Night Hag - M - fiend - neutral evil - 17 (natural armor) - 112 (15d8+45) - 30 ft. - 181516161416 - - Deception +7, Insight +6, Perception +6, Stealth +6 - cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - - charmed - darkvision 120 ft. - 16 - Abyssal, Common, Infernal, Primordial - 5 - - Source - Monster Manual, p. 178 - - Innate Spellcasting - The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: - - At will: detect magic, magic missile - 2/day each: plane shift (self only), ray of enfeeblement, sleep - - - Magic Resistance - The hag has advantage on saving throws against spells and other magical effects. - - - Night Hag Items - A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. - Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. - Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). - - - Hag Coven - When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. - A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. - - - Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - - • 1st level (4 slots): identify, ray of sickness - - • 2nd level (3 slots): hold person, locate object - - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - - • 4th level (3 slots): phantasmal killer, polymorph - - • 5th level (2 slots): contact other plane, scrying - - • 6th level (1 slot): eyebite - - For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. - - - Hag Eye (Coven Only) - A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. - A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. - - - Variant: Death Coven - For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): false life, inflict wounds - - 2nd level (3 slots): gentle repose, ray of enfeeblement - - 3rd level (3 slots): animate dead, revivify, speak with dead - - 4th level (3 slots): blight, death ward - - 5th level (2 slots): contagion, raise dead - - 6th level (1 slot): circle of death - - - Variant: Nature Coven - For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): entangle, speak with animals - - 2nd level (3 slots): flaming sphere, moonbeam, spike growth - - 3rd level (3 slots): call lightning, plant growth - - 4th level (3 slots): dominate beast, grasping vine - - 5th level (2 slots): insect plague, tree stride - - 6th level (1 slot): wall of thorns - - - Variant: Prophecy Coven - For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): bane, bless - - 2nd level (3 slots): augury, detect thoughts - - 3rd level (3 slots): clairvoyance, dispel magic, nondetection - - 4th level (3 slots): arcane eye, locate creature - - 5th level (2 slots): geas, legend lore - - 6th level (1 slot): true seeing - - - Claws (Hag Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - Claws|7|2d8+4 - - - Change Shape - The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. - - - Etherealness - The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. - - - Nightmare Haunting (1/Day) - While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. - - detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite - - - - - Nightmare - L - fiend - neutral evil - 13 (natural armor) - 68 (8d10+24) - 60 ft., fly 90 ft. - 181516101315 - - - - - fire - - - 11 - understands Abyssal, Common, and Infernal but can't speak - 3 - - Source - Monster Manual, p. 235 - - Confer Fire Resistance - The nightmare can grant resistance to fire damage to anyone riding it. - - - Illumination - The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage. - Hooves|6|2d8+4+2d6 - - - Ethereal Stride - The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. - - - - - Nightwalker H @@ -49345,7 +43363,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 216 - + + Undead Nature A nightwalker doesn't require air, food, drink, or sleep. @@ -49409,7 +43428,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 182 - + + Innate Spellcasting The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: @@ -49464,7 +43484,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Waterdeep: Draon Heist p. 212 - + + Magical Resistance The nimblewright has advantage on saving throws against spells and other magical effects. @@ -49524,7 +43545,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 256 - + + Amphibious Nimir can breathe air and water. @@ -49567,90 +43589,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, feather fall, levitate, light, control weather, water breathing - - Noble - M - humanoid (any race) - any alignment - 15 (breastplate) - 9 (2d8) - 30 ft. - 111211121416 - - Deception +5, Insight +4, Persuasion +5 - - - - - - 12 - any two languages - 1/8 - - Source - Monster Manual, p. 348 - - - Rapier - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. - |3|1d8+1 - - - Parry - The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. - - - - forest, urban - - - Nothic - M - aberration - neutral evil - 15 (natural armor) - 45 (6d8+18) - 30 ft. - 14161613108 - - Arcana +3, Insight +4, Perception +2, Stealth +5 - - - - - truesight 120 ft. - 12 - Undercommon - 2 - - Source - Monster Manual, p. 236 - - Keen Sight - The nothic has advantage on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The nothic makes two claw attacks. - - - Claw - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - |4|1d6+3 - - - Rotting Gaze - The nothic targets one creature it can see within 30 ft. of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. - ||3d6 - - - Weird Insight - The nothic targets one creature it can see within 30 ft. of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. - - - - underdark - Nupperibo M @@ -49673,7 +43611,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 168 - + + Cloud of Vermin Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. @@ -49689,70 +43628,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Nycaloth - L - fiend (yugoloth) - neutral evil - 18 (natural armor) - 123 (13d10+52) - 40 ft., fly 60 ft. - 201119121015 - - Intimidation +6, Perception +4, Stealth +4 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - acid, poison - poisoned - blindsight 60 ft., darkvision 60 ft. - 14 - Abyssal, Infernal, telepathy 60 ft. - 9 - - Source - Monster Manual, p. 314 - - Innate Spellcasting - The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: - - At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image - - - Magic Resistance - The nycaloth has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The nycaloth's weapon attacks are magical. - - - Multiattack - The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. - - - Claw - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. - Claw|9|2d6+5 - - - Greataxe - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage. - Greataxe|9|2d12+5 - - - Teleport - The nycaloth 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 chooses what to summon and attempts a magical summoning. - A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. - 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. - - darkness, detect magic, dispel magic, invisibility, mirror image - - - Oaken Bolter M @@ -49775,7 +43650,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 126 - + + Constructed Nature A clockwork doesn't require air, food, drink, or sleep. @@ -49884,7 +43760,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 217 - + + Ooze Nature An oblex doesn't require sleep. @@ -49904,140 +43781,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Ochre Jelly - L - ooze - unaligned - 8 - 45 (6d10+12) - 10 ft., climb 10 ft. - 15614261 - - - acid - - lightning, slashing - blinded, charmed, deafened, exhaustion, frightened, prone - blindsight 60 ft. (blind beyond this radius) - 8 - - 2 - - Source - Monster Manual, p. 243 - - Amorphous - The jelly can move through a space as narrow as 1 inch wide without squeezing. - - - Spider Climb - The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Pseudopod - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage. - |4|2d6+2 - - - Split - When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. - - - - underdark - - - Octopus - S - beast - unaligned - 12 - 3 (1d6) - 5 ft., swim 30 ft. - 415113104 - - Perception +2, Stealth +4 - - - - - darkvision 30 ft. - 12 - - 0 - - Source - Monster Manual, p. 333 - - Hold Breath - While out of water, the octopus can hold its breath for 30 minutes. - - - 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: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, 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. - Tentacles|4|1 - - - Ink Cloud (Recharges after a Short or Long Rest) - A 5-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. - - - - - - - Ogre - L - giant - chaotic evil - 11 (hide armor) - 59 (7d10+21) - 40 ft. - 19816577 - - - - - - - darkvision 60 ft. - 8 - Common, Giant - 2 - - Source - Monster Manual, p. 237 - - - Greatclub - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. - |6|2d8+4 - - - Javelin - Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage. - |6|2d6+4 - - - - arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark - Ogre Battering Ram L @@ -50060,7 +43803,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 220 - + + Siege Monster The ogre deals double damage to objects and structures. @@ -50192,7 +43936,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 221 - + + Howdah The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. @@ -50204,41 +43949,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Ogre Zombie - L - undead - neutral evil - 8 - 85 (9d10+36) - 30 ft. - 19618365 - Wis +0 - - - - poison - poisoned - darkvision 60 ft. - 8 - understands Common and Giant but can't speak - 2 - - 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. - - - Morningstar - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. - Morningstar|6|2d8+4 - - - - - Ogremoch G @@ -50261,7 +43971,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 216 - + + Empowered Attacks Ogremoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. @@ -50357,7 +44068,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 251 - + + Bringer of Plagues (Recharge 5-6) As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. @@ -50456,7 +44168,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 218 - + + Empowered Attacks Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. @@ -50558,7 +44271,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 207 - + + Chilling Mist While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage. Chilling Mist||1d10 @@ -50594,66 +44308,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The chill touch, mage hand, fog cloud, mage armor, thunderwave, mirror image, misty step, fear 4, 3, 2 - - Oni - L - giant - lawful evil - 16 (chain mail) - 110 (13d10+39) - 30 ft., fly 30 ft. - 191116141215 - Dex +3, Con +6, Wis +4, Cha +5 - Arcana +5, Deception +8, Perception +4 - - - - - darkvision 60 ft. - 14 - Common, Giant - 7 - - Source - Monster Manual, p. 239 - - Innate Spellcasting - The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: - - At will: darkness, invisibility - 1/day each: charm person, cone of cold, gaseous form, sleep - - - Magic Weapons - The oni's weapon attacks are magical. - - - Regeneration - The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. - - - Multiattack - The oni makes two attacks, either with its claws or its glaive. - - - Claw (Oni Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. - Claw|7|1d8+4 - - - Glaive - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form. - Large Form|7|2d10+4 - Small or Medium Form|7|1d10+4 - - - Change Shape - The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size. - - darkness, invisibility, charm person, cone of cold, gaseous form, sleep - - forest, urban - Ooze Master H @@ -50676,7 +44330,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 241 - + + Undead Nature The ooze master doesn't require air, food, drink, or sleep. @@ -50722,46 +44377,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The acid splash, friends, mage hand, poison spray, charm person, detect magic, magic missile, ray of sickness, detect thoughts, Melf's acid arrow, suggestion, fear, slow, stinking cloud, confusion, Evard's black tentacles, cloudkill 4,3,3,3,1 - - Orc - M - humanoid (orc) - chaotic evil - 13 (hide armor) - 15 (2d8+6) - 30 ft. - 16121671110 - - Intimidation +2 - - - - - darkvision 60 ft. - 10 - Common, Orc - 1/2 - - Source - Monster Manual, p. 246 - - Aggressive - As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - - - Greataxe - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. - |5|1d12+3 - - - Javelin - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. - |5|1d6+3 - - - - arctic, forest, grassland, hill, mountain, swamp, underdark - Orc Blade of Ilneval M @@ -50784,7 +44399,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 183 - + + Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -50837,7 +44453,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 183 - + + Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -50866,56 +44483,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 2 mountain, underdark - - Orc Eye of Gruumsh - M - humanoid (orc) - chaotic evil - 16 (ring mail, shield) - 45 (6d8+18) - 30 ft. - 16121791312 - - Intimidation +3, Religion +1 - - - - - darkvision 60 ft. - 11 - Common, Orc - 2 - - Source - Monster Manual, p. 247 - - Aggressive - As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - - - Gruumsh's Fury - The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). - - - Spellcasting - The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: - - • Cantrips (at will): guidance, resistance, thaumaturgy - - • 1st level (4 slots): bless, command - - • 2nd level (2 slots): augury, spiritual weapon (spear) - - - Spear - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6+3 plus 1d8) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. - One Handed|5|1d6+3+1d8 - Two Handed|5|2d8+3 - - guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon - 4, 2 - arctic, forest, grassland, hill, mountain, swamp, underdark - Orc Hand of Yurtrus M @@ -50938,7 +44505,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 184 - + + Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -50983,7 +44551,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 184 - + + Aggressive As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. @@ -51034,7 +44603,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 185 - + + Cunning Action On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. @@ -51072,59 +44642,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, hill, mountain, underdark, urban - - Orc War Chief - M - humanoid (orc) - chaotic evil - 16 (chain mail) - 93 (11d8+44) - 30 ft. - 181218111116 - Str +6, Con +6, Wis +2 - Intimidation +5 - - - - - darkvision 60 ft. - 10 - Common, Orc - 4 - - Source - Monster Manual, p. 246 - - Aggressive - As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. - - - Gruumsh's Fury - The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). - - - Multiattack - The orc makes two attacks with its greataxe or its spear. - - - Greataxe - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12+4 plus 1d8) slashing damage. - Greataxe|6|1d12+4+1d8 - - - Spear - Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6+4 plus 1d8) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. - One Handed|6|1d6+4+1d8 - Two Handed|6|2d8+4 - - - Battle Cry (1/Day) - Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action. - - - - - Orcus H @@ -51148,7 +44665,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 244 Mordenkainen's Tome of Foes, p. 153 - + + Wand of Orcus The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend or 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4+3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. @@ -51250,7 +44768,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 211 - + + Grim Harvest Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level. @@ -51300,7 +44819,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 252 - + + Halfling Nimbleness Oren can move through the space of any creature that is of a size larger than his. @@ -51352,7 +44872,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 256 - + + Amphibious Orlekto can breathe air and water. @@ -51395,50 +44916,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, feather fall, levitate, light, control weather, water breathing - - Orog - M - humanoid (orc) - chaotic evil - 18 (plate) - 42 (5d8+20) - 30 ft. - 181218121112 - - Intimidation +5, Survival +2 - - - - - darkvision 60 ft. - 10 - Common, Orc - 2 - - Source - Monster Manual, p. 247 - - Aggressive - As a bonus action, the orog can move up to its speed toward a hostile creature that it can see. - - - Multiattack - The orog makes two greataxe attacks. - - - Greataxe - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d102+4) slashing damage. - Greataxe|6|1d12+4 - - - Javelin - Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage. - Javelin |6|1d6+4 - - - - arctic, forest, grassland, hill, mountain, underdark - Orthon L @@ -51461,7 +44938,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 169 - + + Invisibility Field The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack. @@ -51550,7 +45028,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 255 - + + Spellcasting Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared: @@ -51580,162 +45059,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The blade ward, fire bolt, mending, prestidigitation, mage armor, thunderwave, witch bolt 3 - - Otyugh - L - aberration - neutral - 14 (natural armor) - 114 (12d10+48) - 30 ft. - 1611196136 - Con +7 - - - - - - darkvision 120 ft. - 11 - Otyugh - 5 - - Source - Monster Manual, p. 248 - - Limited Telepathy - The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. - - - Multiattack - The otyugh makes three attacks: one with its bite and two with its tentacles. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - |6|2d8+3 - - - Tentacle - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - |6|1d8+3 - - - Tentacle Slam - The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - - - underdark - - - Owl - T - beast - unaligned - 11 - 1 (1d4-1) - 5 ft., fly 60 ft. - 31382127 - - Perception +3, Stealth +3 - - - - - darkvision 120 ft. - 13 - - 0 - - Source - Monster Manual, p. 333 - Player's Handbook, p. 308 - - 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: 1 slashing damage. - Talons|3|1 - - - - arctic, forest - - - Owlbear - L - monstrosity - unaligned - 13 (natural armor) - 59 (7d10+21) - 40 ft. - 2012173127 - - Perception +3 - - - - - darkvision 60 ft. - 13 - - 3 - - Source - Monster Manual, p. 249 - - Keen Sight and Smell - The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. - - - Multiattack - The owlbear makes two attacks: one with its beak and one with its claws. - - - Beak - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10+5) piercing damage. - |7|1d10+5 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. - |7|2d8+5 - - - - forest - Ox L @@ -51758,7 +45081,8 @@ 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 ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -51776,198 +45100,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban - - Panther - M - beast - unaligned - 12 - 13 (3d8) - 50 ft., climb 40 ft. - 1415103147 - - Perception +4, Stealth +6 - - - - - - 14 - - 1/4 - - Source - Monster Manual, p. 333 - Player's Handbook, p. 308 - - Keen Smell - The panther has advantage on Wisdom (Perception) checks that rely on smell. - - - Pounce - If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther 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: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Bite|4|1d6+2 - - - Claw - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. - Claw|4|1d4+2 - - - - forest, grassland, hill - - - Pegasus - L - celestial - chaotic good - 12 - 59 (7d10+21) - 60 ft., fly 90 ft. - 181516101513 - Dex +4, Wis +4, Cha +3 - Perception +6 - - - - - - 16 - understands Celestial, Common, Elvish, and Sylvan but can't speak - 2 - - Source - Monster Manual, p. 250 - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Hooves|6|2d6+4 - - - - forest, grassland, hill - - - Pentadrone - M - construct - construct - 16 (natural armor) - 32 (5d10+5) - 40 ft. - 151412101013 - - Perception +4 - - - - - truesight 120 ft. - 14 - Modron - 2 - - Source - Monster Manual, p. 226 - - Axiomatic Mind - The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions. - - - Disintegration - If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. - - - Multiattack - The pentadrone makes five arm attacks. - - - Arm - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. - Arm|4|1d6+2 - - - Paralysis Gas (Recharge 5-6) - The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 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. - - - - - - - Peryton - M - monstrosity - chaotic evil - 13 (natural armor) - 33 (6d8+6) - 20 ft., fly 60 ft. - 16121391210 - - Perception +5 - bludgeoning, piercing, and slashing from nonmagical attacks - - - - - 15 - understands Common and Elvish but can't speak - 2 - - Source - Monster Manual, p. 251 - - Dive Attack - If the peryton 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 9 (2d8) damage to the target. - - - Flyby - The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. - - - Keen Sight and Smell - The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. - - - Multiattack - The peryton makes one gore attack and one talon attack. - - - Gore - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. - |5|1d8+3 - - - Talons - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. - |5|2d4+3 - - - - hill, mountain - Phantom Warrior M @@ -51990,7 +45122,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 235 - + + Ethereal Sight The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. @@ -52040,7 +45173,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 91 - + + Amphibious Pharblex can breathe air and water. @@ -52087,62 +45221,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The druidcraft, guidance, poison spray, cure wounds, entangle, healing word, thunderwave, barkskin, beast sense, spike growth, plant growth, water walk 4, 3, 3 - - Phase Spider - L - monstrosity - unaligned - 13 (natural armor) - 32 (5d10+5) - 30 ft., climb 30 ft. - 1515126106 - - Stealth +6 - - - - - darkvision 60 ft. - 10 - - 3 - - Source - Monster Manual, p. 334 - - Ethereal Jaunt - As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. - - - Spider Climb - The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Web Walker - The spider ignores movement restrictions caused by webbing. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - |4|1d10+2 - Poison||4d8 - - - - desert, forest, grassland, hill, underdark, urban - Phoenix G @@ -52165,7 +45243,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 199 - + + Fiery Death and Rebirth When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. @@ -52245,7 +45324,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 236 - + + Ambusher During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet. @@ -52262,45 +45342,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Piercer - L - monstrosity - unaligned - 15 (natural armor) - 22 (3d8+9) - 5 ft., climb 5 ft. - 101316173 - - Stealth +5 - - - - - blindsight 30 ft., darkvision 60 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 252 - - False Appearance - While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. - - - Spider Climb - The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Drop - Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen. - Drop|3|1d6 - - - - underdark - Pirate Bosun M @@ -52480,506 +45521,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Pit Fiend - L - fiend (devil) - lawful evil - 19 (natural armor) - 300 (24d10+168) - 30 ft., fly 60 ft. - 261424221824 - Dex +8, Con +13, Wis +10 - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - truesight 120 ft. - 14 - Infernal, telepathy 120 ft. - 20 - - Source - Monster Manual, p. 77 - - Fear Aura - Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Magic Resistance - The pit fiend has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The pit fiend's weapon attacks are magical. - - - Innate Spellcasting - The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: - At will: detect magic, fireball - 3/day each: hold monster, wall of fire - - - Multiattack - The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. - - - Bite - Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - Bite|14|4d6+8 - - - Claw - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. - - - Claw|14|2d8+8 - - - Mace - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. - - - Mace|14|2d6+8+6d6 - - - Tail - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. - Tail|14|3d10+8 - - detect magic, fireball, hold monster, wall of fire - - - - - Pixie - T - fey - neutral good - 15 - 1 (1d4-1) - 10 ft., fly 30 ft. - 2208101415 - - Perception +4, Stealth +7 - - - - - - 14 - Sylvan - 1/4 - - Source - Monster Manual, p. 253 - - Magic Resistance - The pixie has advantage on saving throws against spells and other magical effects. - - - Innate Spellcasting - The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: - - At will: druidcraft - 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep - - - Superior Invisibility - The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie 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. - - druidcraft, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep - - forest - - - Planetar - L - celestial - lawful good - 19 (natural armor) - 200 (16d10+112) - 40 ft., fly 120 ft. - 242024192225 - Con +12, Wis +11, Cha +12 - Perception +11 - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - - charmed, exhaustion, frightened - truesight 120 ft. - 21 - all, telepathy 120 ft. - 16 - - Source - Monster Manual, p. 17 - - Angelic Weapons - The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). - - - Divine Awareness - The planetar knows if it hears a lie. - - - Innate Spellcasting - The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: - At will: detect evil and good, invisibility (self only) - 3/day each: blade barrier, dispel evil and good, flame strike, raise dead - 1/day each: commune, control weather, insect plague - - - Magic Resistance - The planetar has advantage on saving throws against spells and other magical effects. - - - Multiattack - The planetar makes two melee attacks. - - - Greatsword - Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage. - Greatsword|12|4d6+7+5d8 - - - Healing Touch (4/Day) - The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague - - - - - Plesiosaurus - L - beast - unaligned - 13 (natural armor) - 68 (8d10+24) - 20 ft., swim 40 ft. - 1815162125 - - Perception +3, Stealth +4 - - - - - - 13 - - 2 - - Source - Monster Manual, p. 80 - - Hold Breath - The plesiosaurus can hold its breath for 1 hour. - - - Bite - Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) piercing damage. - Bite|6|3d6+4 - - - - coastal, underwater - - - Poisonous Snake - T - beast - unaligned - 13 - 2 (1d4) - 30 ft., swim 30 ft. - 216111103 - - - - - - - blindsight 10 ft. - 10 - - 1/8 - - Source - Monster Manual, p. 334 - Player's Handbook, p. 308 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. - Bite|5|1 - - - - coastal, desert, forest, grassland, hill, swamp - - - Polar Bear - L - beast - unaligned - 12 (natural armor) - 42 (5d10+15) - 40 ft., swim 30 ft. - 2010162137 - - Perception +3 - - - - - - 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 - - - - arctic, underdark - - - Poltergeist - M - undead - chaotic evil - 12 - 22 (5d8) - 0 ft., fly 50 ft. (hover) - 11411101011 - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - necrotic, poison - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 10 - understands all languages it knew in life but can't speak - 2 - - Source - Monster Manual, p. 279 - - Incorporeal Movement - The poltergeist 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. - - - Sunlight Sensitivity - While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Invisibility - The poltergeist is invisible. - - 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. - - - Forceful Slam - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. - Slam|4|3d6 - - - Telekinetic Thrust - The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. - If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. - If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit. - Hurled Object|4|2d4 - - - - - - - Pony - M - beast - unaligned - 10 - 11 (2d8+2) - 40 ft. - 1510132117 - - - - - - - - 10 - - 1/8 - - Source - Monster Manual, p. 335 - - - Hooves - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) bludgeoning damage. - Hooves|4|2d4+2 - - - - urban - - - Priest - M - humanoid (any race) - any alignment - 13 (chain shirt) - 27 (5d8+5) - 25 ft. - 101012131613 - - Medicine +7, Persuasion +3, Religion +4 - - - - - - 13 - any two languages - 2 - - Source - Monster Manual, p. 348 - - Divine Eminence - As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. - Divine Eminence||3d6 - - - Spellcasting - The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: - - • Cantrips (at will): light, sacred flame, thaumaturgy - - • 1st level (4 slots): cure wounds, guiding bolt, sanctuary - - • 2nd level (3 slots): lesser restoration, spiritual weapon - - • 3rd level (2 slots): dispel magic, spirit guardians - - - Mace - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. - |2|1d6 - - light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians - 4, 3, 2 - urban - - - Pseudodragon - T - dragon - neutral good - 13 - 7 (2d4+2) - 15 ft., fly 60 ft. - 61513101210 - - Perception +3, Stealth +4 - - - - - blindsight 10 ft., darkvision 60 ft. - 13 - understands Common and Draconic but can't speak - 1/4 - - Source - Monster Manual, p. 254 - Player's Handbook, p. 308 - - Keen Senses - The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. - - - Magic Resistance - The pseudodragon has advantage on saving throws against spells and other magical effects. - - - Limited Telepathy - The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. - - - Variant: Familiar - The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|4|1d4+2 - - - Sting - 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 become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses 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. - Sting|4|1d4+2 - - - - coastal, desert, forest, hill, mountain, urban - Pterafolk L @@ -53002,7 +45543,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 229 - + + Terror Dive If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn. @@ -53033,105 +45575,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Pteranodon - M - beast - unaligned - 13 (natural armor) - 13 (3d8) - 10 ft., fly 60 ft. - 121510295 - - Perception +1 - - - - - - 11 - - 1/4 - - Source - Monster Manual, p. 80 - - Flyby - The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) piercing damage - Bite|3|2d4+1 - - - - coastal, grassland, mountain - - - Purple Worm - G - monstrosity - unaligned - 18 (natural armor) - 247 (15d20+90) - 50 ft., burrow 30 ft. - 28722184 - Con +11, Wis +4 - - - - - - blindsight 30 ft., tremorsense 60 ft. - 9 - - 15 - - Source - Monster Manual, p. 255 - - Tunneler - The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. - - - Multiattack - The worm makes two attacks: one with its bite and one with its stinger. - - - Bite - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. - If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Bite|9|3d8+9 - - - Tail Stinger - Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - Tail Stinger|9|3d6+9 - - - - desert, underdark - Purple Wormling L @@ -53172,242 +45615,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Quadrone - M - construct - construct - 16 (natural armor) - 22 (4d8+4) - 30 ft., fly 30 ft. - 121412101011 - - Perception +2 - - - - - truesight 120 ft. - 12 - Modron - 1 - - Source - Monster Manual, p. 226 - - Axiomatic Mind - The quadrone can't be compelled to act in a manner contrary to its nature or its instructions. - - - Disintegration - If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. - - - Multiattack - The quadrone makes two fist attacks or four shortbow attacks. - - - Fist - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. - Fist|3|1d4+1 - - - Shortbow - Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. - Shortbow|4|1d6+2 - - - - - - - Quaggoth - M - humanoid (quaggoth) - chaotic neutral - 13 (natural armor) - 45 (6d8+18) - 30 ft., climb 30 ft. - 1712166127 - - Athletics +5 - - - poison - poisoned - darkvision 120 ft. - 11 - Undercommon - 2 - - Source - Monster Manual, p. 256 - - Wounded Fury - While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. - Wounded Fury||2d6 - - - Multiattack - The quaggoth makes two claw attacks. - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|5|1d6+3 - - - - underdark - - - Quaggoth Spore Servant - M - plant - unaligned - 13 (natural armor) - 45 (6d8+18) - 20 ft., climb 20 ft. - 171216261 - - - - - poison - blinded, charmed, frightened, paralyzed, poisoned - blindsight 30 ft. (blind beyond this radius) - 8 - - 1 - - Source - Monster Manual, p. 230 - - - Multiattack - The spore servant makes two claw attacks. - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|5|1d6+3 - - - - underdark - - - Quaggoth Thonot - M - humanoid (quaggoth) - chaotic neutral - 13 (natural armor) - 45 (6d8+18) - 30 ft., climb 30 ft. - 1712166127 - - Athletics +5 - - - poison - poisoned - darkvision 120 ft. - 10 - Undercommon - 3 - - Source - Monster Manual, p. 256 - - Wounded Fury - While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. - Wounded Fury||2d6 - - - Innate Spellcasting (Psionics) - The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11 ). The quaggoth can innately cast the following spells, requiring no components: - - At will: feather fall, mage hand (the hand is invisible) - 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image - - - Multiattack - The quaggoth makes two claw attacks. - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|5|1d6+3 - - feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image - - underdark - - - Quasit - T - fiend (demon) - chaotic evil - 13 - 7 (3d4) - 40 ft. - 5171071010 - - Stealth +5 - cold; fire; lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - darkvision 120 ft. - 10 - Abyssal, Common - 1 - - Source - Monster Manual, p. 63 - Player's Handbook, p. 309 - - Shapechanger - The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. - - - Magic Resistance - The quasit has advantage on saving throws against spells and other magical effects. - - - Variant: Familiar - The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond. - - - Claw (Bite in Beast Form) - Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4+3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and 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. - Claw/Bite|4|1d4+3 - - - Scare (1/day) - One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - - Invisibility - The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit 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. - - - - - Quetzalcoatlus H @@ -53430,7 +45637,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 140 - + + Dive Attack If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. Dive Attack||3d6 @@ -53470,7 +45678,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 187 - + + Blurred Movement Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. @@ -53491,45 +45700,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest - - Quipper - T - beast - unaligned - 13 - 1 (1d4-1) - swim 40 ft. - 2169172 - - - - - - - darkvision 60 ft. - 8 - - 0 - - Source - Monster Manual, p. 335 - - Blood Frenzy - The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Water Breathing - The quipper can breathe only underwater. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. - Bite|5|1 - - - - underwater - Rahadin M @@ -53552,7 +45722,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 237 - + + Deathly Choir Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. Deathly Choir||3d10 @@ -53590,53 +45761,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The misty step, phantom steed, magic weapon, nondetection - - Rakshasa - M - fiend - lawful evil - 16 (natural armor) - 110 (13d8+52) - 40 ft. - 141718131620 - - Deception +10, Insight +8 - - piercing from magic weapons wielded by good creatures - bludgeoning, piercing, and slashing from nonmagical attacks - - darkvision 60 ft. - 13 - Common, Infernal - 13 - - Source - Monster Manual, p. 257 - - Limited Magic Immunity - The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. - - - Innate Spellcasting - The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: - - At will: detect thoughts, disguise self, mage hand, minor illusion - 3/day each: charm person, detect magic, invisibility, major image, suggestion - 1/day each: dominate person, fly, plane shift, true seeing - - - Multiattack - The rakshasa makes two claw attacks - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. - Claw|7|2d6+2 - - detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing - - urban - Ras Nsi M @@ -53659,7 +45783,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 230 - + + Death Curse Having died and been brought back to life, Ras Nsi is suffering from the death curse. His hit point maximum is reduced to 107, and decreases by 1 for each day that passes during the adventure. @@ -53737,42 +45862,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The chill touch, fire bolt, mage hand, mending, poison spray, expeditious retreat, false life, magic missile, shield, blindness/deafness, hold person, misty step, animate dead, counterspell, fireball, blight, polymorph, contact other plane, geas, create undead, animal friendship, suggestion 4,3,3,3,2,1 - - Rat - T - beast - unaligned - 10 - 1 (1d4-1) - 20 ft. - 21192104 - - - - - - - darkvision 30 ft. - 10 - - 0 - - Source - Monster Manual, p. 335 - Player's Handbook, p. 309 - - Keen Smell - The rat has advantage on Wisdom (Perception) checks that rely on smell. - - - Bite - Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. - Bite||1 - - - - swamp, urban - Rath Modar M @@ -53795,7 +45884,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 92 - + + Special Equipment Rath has a staff of fire, and scrolls of dimension door, feather fall, and fireball. @@ -53830,42 +45920,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fire bolt, minor illusion, prestidigitation, shocking grasp, chromatic orb, color spray, mage armor, magic missile, detect thoughts, mirror image, phantasmal force, counterspell, fireball, major image, confusion, greater invisibility, mislead, seeming, globe of invulnerability 4, 3, 3, 3, 2, 1 - - Raven - T - beast - unaligned - 12 - 1 (1d4-1) - 10 ft., fly 50 ft. - 21482126 - - Perception +3 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 335 - Player's Handbook, p. 309 - - Mimicry - The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. - - - Beak - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. - Beak|4|1 - - - - hill, swamp, urban - Razerblast M @@ -53888,7 +45942,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 201 - + + Searing Armor The razerblast's armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature's turn. Searing Armor||1d10 @@ -53932,7 +45987,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 162 - + + Devil's Sight Magical darkness doesn't impede the abishai's darkvision. @@ -53988,43 +46044,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Red Dragon Wyrmling - M - dragon - chaotic evil - 17 (natural armor) - 75 (10d8+30) - 30 ft., climb 30 ft., fly 60 ft. - 191017121115 - Dex +2, Con +5, Wis +2, Cha +4 - Perception +4, Stealth +2 - - - fire - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 4 - - Source - Monster Manual, p. 98 - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 3 (1d6) fire damage. - Bite|6|1d10+4+1d6 - - - Fire Breath (Recharge 5-6) - The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. - Fire Breath||7d6 - - - - - Red Guard Drake M @@ -54066,63 +46085,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The mountain, underdark, urban - - Red Slaad - L - aberration - chaotic neutral - 14 (natural armor) - 93 (11d10+33) - 30 ft. - 161216667 - - Perception +1 - acid, cold, fire, lightning, thunder - - - - darkvision 60 ft. - 11 - Slaad, telepathy 60 ft. - 5 - - 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: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage. - Bite|6|2d4+3 - - - Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg. - A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process. - If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated. - Claw|6|1d8+3 - - - - - Redbrand Ruffian M @@ -54180,7 +46142,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 188 - + + Iron Boots While moving, the redcap has disadvantage on Dexterity (Stealth) checks. @@ -54213,120 +46176,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, hill, swamp - - Reef Shark - M - beast - unaligned - 12 (natural armor) - 22 (4d8+4) - swim 40 ft. - 1413131104 - - Perception +2 - - - - - blindsight 30 ft. - 12 - - 1/2 - - Source - Monster Manual, p. 336 - Player's Handbook, p. 309 - - Pack Tactics - The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Water Breathing - The shark can breathe only underwater. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. - Bite|4|1d8+2 - - - - underwater - - - Remorhaz - H - monstrosity - unaligned - 17 (natural armor) - 195 (17d12+85) - 30 ft., burrow 20 ft. - 2413214105 - - - - - cold, fire - - darkvision 60 ft., tremorsense 60 ft. - 10 - - 11 - - Source - Monster Manual, p. 258 - - Heated Body - A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. - Heated Body||3d6 - - - Bite - Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz 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|11|6d10+7+3d6 - - - Swallow - The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. - If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - arctic - Retriever L @@ -54349,7 +46198,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 222 - + + Faultless Tracker The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. @@ -54389,75 +46239,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The plane shift, web - - Revenant - M - undead - neutral - 13 (leather armor) - 136 (16d8+64) - 30 ft. - 181418131618 - Str +7, Con +7, Wis +6, Cha +7 - - necrotic, psychic - - poison - charmed, exhaustion, frightened, paralyzed, poisoned, stunned - darkvision 60 ft. - 13 - the languages it knew in life - 5 - - Source - Monster Manual, p. 259 - - Regeneration - The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. - - - Rejuvenation - When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. - - - Turn Immunity - The revenant is immune to effects that turn undead. - - - Vengeful Tracker - The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. - - - Multiattack - The revenant makes two fist attacks. - - - Fist - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. - Fist|7|2d6+4 - - - Vengeful Glare - The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - 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. - - - - arctic, desert, forest, hill, swamp, urban - Rezmir M @@ -54480,7 +46261,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 93 - + + Special Equipment Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws. @@ -54540,49 +46322,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Rhinoceros - L - beast - unaligned - 11 (natural armor) - 45 (6d10+12) - 40 ft. - 218152126 - - - - - - - - 11 - - 2 - - Source - Monster Manual, p. 336 - - Charge - If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d8 - - - Gore - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. - Gore|7|2d8+5 - - - - grassland - Rictavio M @@ -54605,7 +46344,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 238 - + + Special Equipment In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead. @@ -54641,39 +46381,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good 4, 3, 3, 3, 1 - - Riding Horse - L - beast - unaligned - 10 - 13 (2d10+2) - 60 ft. - 1610122117 - - - - - - - - 10 - - 1/4 - - Source - Monster Manual, p. 336 - Player's Handbook, p. 310 - - - Hooves - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage. - Hooves|5|2d4+3 - - - - grassland, urban - Rip Tide Priest M @@ -54713,134 +46420,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4,3,2 - - Roc - G - monstrosity - unaligned - 15 (natural armor) - 248 (16d20+80) - 20 ft., fly 120 ft. - 2810203109 - Dex +4, Con +9, Wis +4, Cha +3 - Perception +4 - - - - - - 14 - - 11 - - Source - Monster Manual, p. 260 - - Keen Sight - The roc has advantage on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The roc makes two attacks: one with its beak and one with its talons. - - - Beak - Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage. - Beak|13|4d8+9 - - - Talons - Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons 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. - Talons|13|4d6+9 - - - - arctic, coastal, desert, hill, mountain - - - Roper - L - monstrosity - neutral evil - 20 (natural armor) - 93 (11d10+33) - 10 ft., climb 10 ft. - 188177166 - - Perception +6, Stealth +5 - - - - - darkvision 60 ft. - 16 - - 5 - - Source - Monster Manual, p. 261 - - False Appearance - While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. - - - Grasping Tendrils - The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. - - - Spider Climb - The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Multiattack - The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8+4) piercing damage. - |7|4d8+4 - - - Tendril - Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril 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. - Tendril|7| - - - Reel - The roper pulls each creature grappled by it up to 25 ft. straight toward it. - - - - underdark - Rot Troll L @@ -54863,7 +46442,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 244 - + + Rancid Degeneration At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. @@ -54906,7 +46486,8 @@ 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 @@ -54920,126 +46501,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The grassland - - Rug of Smothering - L - construct - unaligned - 12 - 33 (6d10) - 10 ft. - 171410131 - - - - - poison, psychic - blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned - blindsight 60 ft. (blind beyond this radius) - 6 - - 2 - - Source - Monster Manual, p. 20 - - Antimagic Susceptibility - The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug 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. - - - Damage Transfer - While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. - - - False Appearance - While the rug remains motionless, it is indistinguishable from a normal rug. - - - Smother - Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Smother||2d6+3 - - - - - - - Rust Monster - M - monstrosity - unaligned - 14 (natural armor) - 27 (5d8+5) - 40 ft. - 1312132136 - - - - - - - darkvision 60 ft. - 11 - - 1/2 - - Source - Monster Manual, p. 262 - - Iron Scent - The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. - - - Rust Metal - Any nonmagical weapon made of metal that hits the rust monster 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. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage. - Bite|3|1d8+1 - - - Antennae - The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. - If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait. - - - - underdark - Rutterkin M @@ -55062,7 +46523,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 136 - + + Crippling Fear When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success. @@ -55089,57 +46551,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Saber-Toothed Tiger - L - beast - unaligned - 12 - 52 (7d10+14) - 40 ft. - 1814153128 - - Perception +3, Stealth +6 - - - - - - 13 - - 2 - - Source - Monster Manual, p. 336 - - Keen Smell - The tiger has advantage on Wisdom (Perception) checks that rely on smell. - - - Pounce - If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - 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: 10 (1d10+5) piercing damage. - Bite|6|1d10+5 - - - Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. - Claw|6|2d6+5 - - - - arctic, mountain - Sacred Statue L @@ -55162,7 +46573,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 194 - + + False Appearance While the statue remains motionless, it is indistinguishable from a normal statue. @@ -55213,7 +46625,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 196 - + + Unarmored Defense While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. @@ -55237,122 +46650,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Sahuagin - M - humanoid (sahuagin) - lawful evil - 12 (natural armor) - 22 (4d8+4) - 30 ft., swim 40 ft. - 13111212139 - - Perception +5 - - - - - darkvision 120 ft. - 15 - Sahuagin - 1/2 - - Source - Monster Manual, p. 263 - - Blood Frenzy - The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Limited Amphibiousness - The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - - - Shark Telepathy - The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - - - Multiattack - The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. - Bite|3|1d4+1 - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. - Claws|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. - One Handed|3|1d6+1 - Two Handed|3|1d8+1 - - - - coastal, underwater - - - Sahuagin Baron - M - humanoid (sahuagin) - lawful evil - 16 (breastplate) - 76 (9d10+27) - 30 ft., swim 50 ft. - 191516141317 - Dex +5, Con +6, Int +5, Wis +4 - Perception +7 - - - - - darkvision 120 ft. - 17 - Sahuagin - 5 - - Source - Monster Manual, p. 264 - - Blood Frenzy - The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Limited Amphibiousness - The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - - - Shark Telepathy - The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - - - Multiattack - The sahuagin makes three attacks: one with his bite and two with his claws or trident. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage. - Bite|7|2d4+4 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claws|7|2d6+4 - - - Trident - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack. - One Handed|7|2d6+4 - Two Handed|7|2d8+4 - - - - coastal, underwater - Sahuagin Blademaster M @@ -55375,7 +46672,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 249 - + + Blood Frenzy The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55432,7 +46730,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 249 - + + Blood Frenzy The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55490,7 +46789,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 249 - + + Blood Frenzy The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55551,7 +46851,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 250 - + + Blood Frenzy The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55620,7 +46921,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 250 - + + Blood Frenzy The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55668,7 +46970,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 251 - + + Blood Frenzy The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55717,70 +47020,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 1 coastal, underwater - - Sahuagin Priestess - M - humanoid (sahuagin) - lawful evil - 12 (natural armor) - 33 (6d8+6) - 30 ft., swim 40 ft. - 131112121413 - - Perception +6, Religion +3 - - - - - darkvision 120 ft. - 16 - Sahuagin - 2 - - Source - Monster Manual, p. 264 - - Blood Frenzy - The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Limited Amphibiousness - The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. - - - Shark Telepathy - The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. - - - Spellcasting - The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: - - • Cantrips (at will): guidance, thaumaturgy - - • 1st level (4 slots): bless, detect magic, guiding bolt - - • 2nd level (3 slots): hold person, spiritual weapon (trident) - - • 3rd level (3 slots): mass healing word, tongues - - - Multiattack - The sahuagin makes two melee attacks: one with her bite and one with her claws. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. - Bite|3|1d4+1 - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage. - Claws|3|1d4+1 - - guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues - 4, 3, 3 - coastal, underwater - Sahuagin Wave Shaper M @@ -55803,7 +47042,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 251 - + + Blood Frenzy The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -55847,143 +47087,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 1 coastal, underwater - - Salamander - L - elemental - neutral evil - 15 (natural armor) - 90 (12d10+24) - 30 ft. - 181415111012 - - - bludgeoning, piercing, and slashing from nonmagical attacks - cold - fire - - darkvision 60 ft. - 10 - Ignan - 5 - - Source - Monster Manual, p. 266 - - Heated Body - A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. - Heated Body||2d6 - - - Heated Weapons - Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). - - - Multiattack - The salamander makes two attacks: one with its spear and one with its tail. - - - Spear - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. - Spear|7|2d6+4 - - - Tail - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets. - - 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. - Tail|7|2d6+4+2d6 - - - - underdark - - - Satyr - M - fey - chaotic neutral - 14 (leather armor) - 31 (7d8) - 40 ft. - 121611121014 - - Perception +2, Performance +6, Stealth +5 - - - - - - 12 - Common, Elvish, Sylvan - 1/2 - - Source - Monster Manual, p. 267 - - Magic Resistance - The satyr has advantage on saving throws against spells and other magical effects. - - - Ram - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) bludgeoning damage. - Ram|3|2d4+1 - - - Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6+3) piercing damage. - Shortsword|5|1d6+3 - - - Shortbow - Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. - Shortbow|5|1d6+3 - - - Variant: Panpipes - The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can't be charmed are unaffected. - An affected 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 these panpipes for the next 24 hours. - Charming Melody: The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. - Frightening Strain: The creature is frightened for 1 minute. - Gentle Lullaby: The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake. - - 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. - - 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. - - - - forest - Scaladar H @@ -56004,10 +47107,12 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Waterdeep - Dungeon of the Mad Mage, p. 315 - + + Lightning Absorption Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn - + + Sadar Link The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage @@ -56030,304 +47135,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Underdark - - Scarecrow - M - construct - chaotic evil - 11 - 36 (8d8) - 30 ft. - 111311101013 - - - bludgeoning, piercing, and slashing from nonmagical attacks - fire - poison - charmed, exhaustion, frightened, paralyzed, poisoned, unconscious - darkvision 60 ft. - 10 - understands the languages of its creator but can't speak - 1 - - Source - Monster Manual, p. 268 - - False Appearance - While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. - - - Multiattack - The scarecrow makes two claw attacks. - - - Claw - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - Claw|3|2d4+1 - - - Terrifying Glare - The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed. - - 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. - - - - grassland - - - Scorpion - T - beast - unaligned - 11 (natural armor) - 1 (1d4-1) - 10 ft. - 2118182 - - - - - - - blindsight 10 ft. - 9 - - 0 - - Source - Monster Manual, p. 337 - - - Sting - Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. - Sting|2|1 - - - - desert - - - Scout - M - humanoid (any race) - any alignment - 13 (leather armor) - 16 (3d8+3) - 30 ft. - 111412111311 - - Nature +4, Perception +5, Stealth +6, Survival +5 - - - - - - 15 - any one language (usually Common) - 1/2 - - Source - Monster Manual, p. 349 - - Keen Hearing and Sight - The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. - - - Multiattack - The scout makes two melee attacks or two ranged attacks. - - - Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - Longbow - Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - |4|1d8+2 - - - - arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark - - - Sea Hag - M - fey - chaotic evil - 14 (natural armor) - 52 (7d8+21) - 30 ft., swim 40 ft. - 161316121213 - - - - - - - darkvision 60 ft. - 11 - Aquan, Common, Giant - 2 - - Source - Monster Manual, p. 179 - - Amphibious - The hag can breathe air and water. - - - Horrific Appearance - Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. - Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. - - 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. - - - Hag Coven - When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. - A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. - - - Shared Spellcasting (Coven Only) - While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: - - • 1st level (4 slots): identify, ray of sickness - - • 2nd level (3 slots): hold person, locate object - - • 3rd level (3 slots): bestow curse, counterspell, lightning bolt - - • 4th level (3 slots): phantasmal killer, polymorph - - • 5th level (2 slots): contact other plane, scrying - - • 6th level (1 slot): eyebite - - For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier. - - - Hag Eye (Coven Only) - A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. - A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. - - - Variant: Death Coven - For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): false life, inflict wounds - - 2nd level (3 slots): gentle repose, ray of enfeeblement - - 3rd level (3 slots): animate dead, revivify, speak with dead - - 4th level (3 slots): blight, death ward - - 5th level (2 slots): contagion, raise dead - - 6th level (1 slot): circle of death - - - Variant: Nature Coven - For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): entangle, speak with animals - - 2nd level (3 slots): flaming sphere, moonbeam, spike growth - - 3rd level (3 slots): call lightning, plant growth - - 4th level (3 slots): dominate beast, grasping vine - - 5th level (2 slots): insect plague, tree stride - - 6th level (1 slot): wall of thorns - - - Variant: Prophecy Coven - For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells: - - 1st level (4 slots): bane, bless - - 2nd level (3 slots): augury, detect thoughts - - 3rd level (3 slots): clairvoyance, dispel magic, nondetection - - 4th level (3 slots): arcane eye, locate creature - - 5th level (2 slots): geas, legend lore - - 6th level (1 slot): true seeing - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. - Claws|5|2d6+3 - - - Death Glare - The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. - - - Illusory Appearance - The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. - The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised. - - identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite - - coastal, underwater - - - Sea Horse - T - beast - unaligned - 11 - 1 (1d4-1) - swim 20 ft. - 11281102 - - - - - - - - 10 - - 0 - - Source - Monster Manual, p. 337 - - Water Breathing - The sea horse can breathe only underwater. - - - - - Sea Lion L @@ -56350,7 +47157,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 242 - + + Amphibious The sea lion can breathe air and water. @@ -56405,7 +47213,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 252 - + + Hold Breath The sea lion can hold its breath for 15 minutes. @@ -56448,7 +47257,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 189 - + + Limited Amphibiousness The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. @@ -56510,7 +47320,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 92 - + + Special Equipment Severin has the Mask of the Dragon Queen. @@ -56571,50 +47382,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Shadow - M - undead - chaotic evil - 12 - 16 (3d8+3) - 40 ft. - 614136108 - - Stealth +4 - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - radiant - necrotic, poison - exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained - darkvision 60 ft. - 10 - - 1/2 - - Source - Monster Manual, p. 269 - - Amorphous - The shadow can move through a space as narrow as 1 inch wide without squeezing. - - - Shadow Stealth - While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. - - - Sunlight Weakness - While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. - - - Strength Drain - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. - If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. - Strength Drain|4|2d6+2 - - - - underdark, urban - Shadow Dancer M @@ -56637,7 +47404,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 225 - + + Fey Ancestry The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. @@ -56684,50 +47452,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Shadow Demon - M - fiend (demon) - chaotic evil - 13 - 66 (12d8+12) - 30 ft., fly 30 ft. - 11712141314 - Dex +5, Cha +4 - Stealth +7 - acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - radiant - cold, lightning, poison - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - darkvision 120 ft. - 11 - Abyssal, telepathy 120 ft. - 4 - - Source - Monster Manual, p. 64 - - Incorporeal Movement - The demon 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. - - - Light Sensitivity - While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Shadow Stealth - While in dim light or darkness, the demon can take the Hide action as a bonus action. - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6+3) psychic damage. - Claws|5|2d6+3 - with Advantage|5|4d6+3 - - - - - Shadow Mastiff M @@ -56750,7 +47474,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 190 - + + Ethereal Awareness The shadow mastiff can see ethereal creatures and objects. @@ -56809,7 +47534,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 256 - + + Amphibious Shaldoor can breathe air and water. @@ -56874,7 +47600,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 250 - + + Sneak Attack (1/Turn) Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll. @@ -56902,68 +47629,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Shambling Mound - L - plant - unaligned - 15 (natural armor) - 136 (16d10+48) - 20 ft., swim 20 ft. - 188165105 - - Stealth +2 - cold, fire - - lightning - blinded, deafened, exhaustion - blindsight 60 ft. (blind beyond this radius) - 10 - - 5 - - Source - Monster Manual, p. 270 - - Lightning Absorption - Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. - - - Multiattack - The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on 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. - - - Slam - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. - |7|2d8+4 - - - Engulf - The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - forest, swamp - Sharwyn Hucrele M @@ -56986,7 +47651,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 242 - + + Barkskin Sharwyn's AC can't be lower than 16. @@ -57014,57 +47680,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The light, prestidigitation, ray of frost, color spray, magic missile, shield, sleep 2 - - Shield Guardian - L - construct - unaligned - 17 (natural armor) - 142 (15d10+60) - 30 ft. - 188187103 - - - - - poison - charmed, exhaustion, frightened, paralyzed, poisoned - blindsight 10 ft., darkvision 60 ft. - 10 - understands commands given in any language but can't speak - 7 - - Source - Monster Manual, p. 271 - - Bound - The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. - - - Regeneration - The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. - - - Spell Storing - A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. - - - Multiattack - The guardian makes two fist attacks. - - - Fist - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Fist|7|2d6+4 - - - Shield - When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer. - - - - urban - Shell Shark M @@ -57087,13 +47702,16 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 252 - + + Blood Frenzy The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. - + + Magic Resistance The shark has advantage on saving throws against spells or other magical effects. - + + Water Breathing The shark can only breathe underwater. @@ -57131,7 +47749,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 208 - + + Amphibious Shoalar can breathe air and water. @@ -57185,7 +47804,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 137 - + + Rampage When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. @@ -57219,40 +47839,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The arctic, forest, grassland, hill - - Shrieker - M - plant - unaligned - 5 - 13 (3d8) - 0 ft. - 1110131 - - - - - - blinded, deafened, frightened - blindsight 30 ft. (blind beyond this radius) - 6 - - 0 - - Source - Monster Manual, p. 138 - - False Appearance - While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. - - - Shriek - When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward - - - - underdark - Sibriex H @@ -57275,7 +47861,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 137 - + + Contamination The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours. @@ -57434,54 +48021,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Silver Dragon Wyrmling - M - dragon - lawful good - 17 (natural armor) - 45 (6d8+18) - 30 ft., fly 60 ft. - 191017121115 - Dex +2, Con +5, Wis +2, Cha +4 - Perception +4, Stealth +2 - - - cold - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 2 - - Source - Monster Manual, p. 118 - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage. - Bite|6|1d10+4 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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||4d8 - - - - - Sir Baric Nylef M @@ -57504,7 +48043,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 249 - + + Brave Baric has advantage on saving throws against being frightened. @@ -57553,7 +48093,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 243 - + + Barkskin Sir Braford's AC can't be lower than 16. @@ -57601,7 +48142,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 247 - + + Roleplaying Information An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby. @@ -57650,7 +48192,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 243 - + + Amphibious Siren can breathe air and water. @@ -57816,44 +48359,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The urban - - Skeleton - M - undead - lawful evil - 13 (armor scraps) - 13 (2d8+4) - 30 ft. - 101415685 - - - - bludgeoning - - poisoned - darkvision 60 ft. - 9 - understands all languages it spoke in life but can't speak - 1/4 - - Source - Monster Manual, p. 272 - Player's Handbook, p. 310 - - - Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Shortsword|4|1d6+2 - - - Shortbow - Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. - Shortbow|4|1d6+2 - - - - urban - Skulk M @@ -57876,7 +48381,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 227 - + + Fallible Invisibility The skulk is invisible. This invisibility can be circumvented by three things: @@ -57925,7 +48431,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 230 - + + Undead Nature A skull lord doesn't require air, food, drink, or sleep. @@ -58015,7 +48522,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 254 - + + Abolethic Vassal THe skum is permanently charmed by its aboleth master. @@ -58070,7 +48578,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 191 - + + Spellcasting The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: @@ -58090,41 +48599,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The blade ward, light, message, ray of frost, shocking grasp, feather fall, mage armor, witch bolt, gust of wind, invisibility, fly, lightning bolt 4, 3, 3 - - Slaad Tadpole - T - aberration - chaotic neutral - 12 - 10 (4d4) - 30 ft. - 71510353 - - Stealth +4 - acid, cold, fire, lightning, thunder - - - - darkvision 60 ft. - 7 - understands Slaad but can't speak - 1/8 - - Source - Monster Manual, p. 276 - - Magic Resistance - The slaad has advantage on saving throws against spells and other magical effects - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - Bite|4|1d4+2 - - - - - Slithering Tracker M @@ -58147,7 +48621,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 191 - + + Ambusher In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. @@ -58202,146 +48677,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark, urban - - Smoke Mephit - S - elemental - neutral evil - 12 - 22 (5d6+5) - 30 ft., fly 30 ft. - 61412101011 - - Perception +2, Stealth +4 - - - fire, poison - poisoned - darkvision 60 ft. - 12 - Auran, Ignan - 1/4 - - Source - Monster Manual, p. 217 - - Death Burst - When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. - - - Innate Spellcasting (1/Day) - The mephit can innately cast dancing lights, 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 - - - Cinder Breath (Recharge 6) - The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit'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. - - - 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. - - dancing lights - - urban - - - Solar - L - celestial - lawful good - 21 (natural armor) - 243 (18d10+144) - 50 ft., fly 150 ft. - 262226252530 - Int +14, Wis +14, Cha +17 - Perception +14 - radiant; bludgeoning, piercing, and slashing from nonmagical attacks - - necrotic, poison - charmed, exhaustion, frightened, poisoned - truesight 120 ft. - 24 - all, telepathy 120 ft. - 21 - - Source - Monster Manual, p. 18 - - Angelic Weapons - The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). - - - Divine Awareness - The solar knows if it hears a lie. - - - Innate Spellcasting - The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: - At will: detect evil and good, invisibility (self only) - 3/day each: blade barrier, dispel evil and good, resurrection - 1/day each: commune, control weather - - - Magic Resistance - The solar has advantage on saving throws against spells and other magical effects. - - - Multiattack - The solar makes two greatsword attacks. - - - Greatsword - Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage. - Greatsword|15|4d6+8+6d8 - - - Slaying Longbow - Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. - Slaying Longbow|13|2d8+6+6d8 - - - Flying Sword - The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. - - - Healing Touch (4/Day) - The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness. - - - Legendary Actions (3/Turn) - The solar 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 solar regains spent legendary actions at the start of its turn. - - - Teleport - The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. - - - Searing Burst (Costs 2 Actions) - The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. - - - Blinding Gaze (Costs 3 Actions) - The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness. - - 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. - - detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather - - - Soul Monger M @@ -58364,7 +48699,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 226 - + + Fey Ancestry The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep. @@ -58442,7 +48778,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 192 - + + Regeneration The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. @@ -58467,243 +48804,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The desert, underdark - - Spectator - M - aberration - lawful neutral - 14 (natural armor) - 39 (6d8+12) - 0 ft., fly 30 ft. (hover) - 81414131411 - - Perception +6 - - - - prone - darkvision 120 ft. - 16 - Deep Speech, Undercommon, telepathy 120 ft. - 3 - - Source - Monster Manual, p. 30 - - - Bite - Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 — 1) piercing damage. - |1|1d6-1 - - - Eye Rays - The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 ft. of it. It can use each ray only once on a turn. - 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. - 2. Paralyzing Ray. The target must succeed on a DC 13 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 target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. - 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. - - 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. - - - Create Food and Water - The spectator magically creates enough food and water to sustain itself for 24 hours. - - - Spell Reflection - If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 ft. of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. - - - - underdark - - - Specter - M - undead - chaotic evil - 12 - 22 (5d8) - 0 ft., fly 50 ft. (hover) - 11411101011 - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - necrotic, poison - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 10 - understands all languages it knew in life but can't speak - 1 - - Source - Monster Manual, p. 279 - - Incorporeal Movement - The specter 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. - - - Sunlight Sensitivity - While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Life Drain - Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - |4|3d6 - - - - underdark, urban - - - Spider - T - beast - unaligned - 12 - 1 (1d4-1) - 20 ft., climb 20 ft. - 21481102 - - Stealth +4 - - - - - darkvision 30 ft. - 12 - - 0 - - Source - Monster Manual, p. 337 - - Spider Climb - The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Web Sense - While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. - - - Web Walker - The spider ignores movement restrictions caused by webbing. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. - Bite|4|1 - - - - - - - Spined Devil - S - fiend (devil) - lawful evil - 13 (natural armor) - 22 (5d6+5) - 20 ft., fly 40 ft. - 10151211148 - - - cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - fire, poison - poisoned - darkvision 120 ft. - 12 - Infernal, telepathy 120 ft. - 2 - - Source - Monster Manual, p. 78 - - Devil's Sight - Magical darkness doesn't impede the devil's darkvision. - - - Flyby - The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. - - - Limited Spines - The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. - - - Magic Resistance - The devil has advantage on saving throws against spells and other magical effects. - - - - - - - Spirit Naga - L - monstrosity - chaotic evil - 15 (natural armor) - 75 (10d10+20) - 40 ft. - 181714161516 - Dex +6, Con +5, Wis +5, Cha +6 - - - - poison - charmed, poisoned - darkvision 60 ft. - 12 - Abyssal, Common - 8 - - Source - Monster Manual, p. 234 - - Rejuvenation - If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. - - - Spellcasting - The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: - - • Cantrips (at will): mage hand, minor illusion, ray of frost - - • 1st level (4 slots): charm person, detect magic, sleep - - • 2nd level (3 slots): detect thoughts, hold person - - • 3rd level (3 slots): lightning bolt, water breathing - - • 4th level (3 slots): blight, dimension door - - • 5th level (2 slots): dominate person - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. - Bite|7|1d6+4 - - mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person - 4, 3, 3, 3, 2 - underdark - Spirit Troll L @@ -58726,7 +48826,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 244 - + + Incorporeal Movement The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. @@ -58780,7 +48881,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 196 - + + Fey Step (Recharge 4-6) As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. @@ -58825,120 +48927,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance 0 - - Sprite - T - fey - neutral good - 15 (leather armor) - 2 (1d4) - 10 ft., fly 40 ft. - 31810141311 - - Perception +3, Stealth +8 - - - - - - 13 - Common, Elvish, Sylvan - 1/4 - - Source - Monster Manual, p. 283 - Player's Handbook, p. 310 - - - Longsword - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. - Longsword|2|1 - - - Shortbow - Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or 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. - Shortbow|6|1 - - - Heart Sight - The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. - - - Invisibility - The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite 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. - - - - forest - - - Spy - M - humanoid (any race) - any alignment - 12 - 27 (6d8) - 30 ft. - 101510121416 - - Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 - - - - - - 16 - any two languages - 1 - - Source - Monster Manual, p. 349 - - Cunning Action - On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. - - - Sneak Attack (1/Turn) - The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. - Sneak Attack||2d6 - - - Multiattack - The spy makes two melee attacks. - - - Shortsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - Hand Crossbow - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. - |4|1d6+2 - - - - urban - Star Spawn Grue S @@ -58961,7 +48949,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 234 - + + Aura of Madness Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. @@ -58995,7 +48984,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 234 - + + Psychic Mirror If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. @@ -59051,7 +49041,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 235 - + + Innate Spellcasting The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: @@ -59135,7 +49126,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 236 - + + Ambush On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet. @@ -59181,7 +49173,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 236 - + + Out-of-Phase Movement The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. @@ -59214,54 +49207,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Steam Mephit - S - elemental - neutral evil - 10 - 21 (6d6) - 30 ft., fly 30 ft. - 51110111012 - - - - - fire, poison - poisoned - darkvision 60 ft. - 10 - Aquan, Ignan - 1/4 - - Source - Monster Manual, p. 217 - - Death Burst - When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. - Death Burst||1d8 - - - Innate Spellcasting (1/Day) - The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma. - - - Claws - Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. - Claws|2|2d4 - - - Steam Breath (Recharge 6) - The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. - - - 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. - - blur - - underwater - Steeder Female L @@ -59285,7 +49230,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 231 Mordenkainen's Tome of Foes, p. 238 - + + Spider Climb The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -59337,7 +49283,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 231 Mordenkainen's Tome of Foes, p. 238 - + + Spider Climb The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -59388,7 +49335,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 239 - + + Constructed Nature A steel predator doesn’t require air, food, drink, or sleep. @@ -59488,7 +49436,8 @@ 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 kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -59509,39 +49458,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Stirge - T - beast - unaligned - 14 (natural armor) - 2 (1d4) - 10 ft., fly 40 ft. - 41611286 - - - - - - - darkvision 60 ft. - 9 - - 1/8 - - Source - Monster Manual, p. 284 - - - Blood Drain - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss. - The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. - Blood Drain|5|1d4+3 - - - - coastal, desert, forest, grassland, hill, mountain, swamp, underdark, urban - Stone Cursed M @@ -59564,7 +49480,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 240 - + + Constructed Nature A stone cursed doesn't require air, food, drink, or sleep. @@ -59626,7 +49543,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 126 - + + Constructed Nature A clockwork doesn't require air, food, drink, or sleep. @@ -59708,74 +49626,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Stone Giant - H - giant - neutral - 17 (natural armor) - 126 (11d12+55) - 40 ft. - 23152010129 - Dex +5, Con +8, Wis +4 - Athletics +12, Perception +4 - - - - - darkvision 60 ft. - 14 - Giant - 7 - - Source - Monster Manual, p. 156 - - Stone Camouflage - The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Multiattack - The giant makes two greatclub attacks. - - - Greatclub - Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. - |9|3d8+6 - - - Rock - Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - |9|4d10+6 - - - Variant: Fling - The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. - - Storm King's Thunder, p. 246 - - - Variant: Rolling Rock - The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10+6) bludgeoning damage and falling prone on a failed save. - - Storm King's Thunder, p. 246 - Rolling Rock||3d10+6 - - - Rock Catching - If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. - - - - hill, mountain, underdark - Stone Giant Dreamwalker H @@ -59798,7 +49648,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 150 - + + Dreamwalker's Charm An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker's Charm for 24 hours. @@ -59849,57 +49700,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The coastal, hill, mountain - - Stone Golem - L - construct - unaligned - 17 (natural armor) - 178 (17d10+85) - 30 ft. - 229203111 - - - - - poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine - charmed, exhaustion, frightened, paralyzed, petrified, poisoned - darkvision 120 ft. - 10 - understands the languages of its creator but can't speak - 10 - - Source - Monster Manual, p. 170 - - Immutable Form - The golem is immune to any spell or effect that would alter its form. - - - Magic Resistance - The golem has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The golem's weapon attacks are magical. - - - Multiattack - The golem makes two slam attacks. - - - Slam - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. - |10|3d8+6 - - - Slow (Recharge 5-6) - The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - - - - - Stone Juggernaut L @@ -59922,7 +49722,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 231 - + + Devastating Roll The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. @@ -59975,7 +49776,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 197 - + + Death Burst When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Death Burst||2d10 @@ -60002,69 +49804,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The acid splash, blade ward, light, mending, mold earth, expeditious retreat, false life, shield, Maximilian's earthen grasp, shatter, erupting earth, meld into stone, stoneskin 4, 3, 3, 1 - - Storm Giant - H - giant - chaotic good - 16 (scale mail) - 230 (20d12+100) - 50 ft., swim 50 ft. - 291420161818 - Str +14, Con +10, Wis +9, Cha +9 - Arcana +8, Athletics +14, History +8, Perception +9 - cold - - lightning, thunder - - - 19 - Common, Giant - 13 - - Source - Monster Manual, p. 156 - - Amphibious - The giant can breathe air and water. - - - Innate Spellcasting - The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: - - At will: detect magic, feather fall, levitate, light - 3/day each: control weather, water breathing - - - Multiattack - The giant makes two greatsword attacks. - - - Greatsword - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6+9) slashing damage. - Greatsword|14|6d6+9 - - - Rock - Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12+9) bludgeoning damage. - Rock|14|4d12+9 - - - Lightning Strike (Recharge 5-6) - The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Strike||12d8 - - - Variant: Thunderous Stomp (Recharge 6) - The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet. - - Storm King's Thunder, p. 246 - Thunderous Clap||6d10 - - detect magic, feather fall, levitate, light, control weather, water breathing - - coastal - Storm Giant Quintessent H @@ -60087,7 +49826,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 151 - + + Amphibious The giant can breathe air and water. @@ -60148,7 +49888,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 239 - + + Shapechanger If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. @@ -60259,7 +50000,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 241 - + + Loathsome Limbs Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: @@ -60314,7 +50056,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 227 - + + Constructed Nature An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. @@ -60395,64 +50138,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Succubus/Incubus - M - fiend (shapechanger) - neutral evil - 15 (natural armor) - 66 (12d8+12) - 30 ft., fly 60 ft. - 81713151220 - - Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 - cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 60 ft. - 15 - Abyssal, Common, Infernal, telepathy 60 ft. - 4 - - Source - Monster Manual, p. 285 - - Telepathic Bond - The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. - - - Shapechanger - The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Claw (Fiend Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|5|1d6+3 - - - Charm - One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. - The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. - - 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. - - - Draining Kiss - The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - Draining Kiss||5d10+5 - - - Etherealness - The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. - - - - - Summer Eladrin M @@ -60475,7 +50160,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 196 - + + Fearsome Presence Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. @@ -60514,135 +50200,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Swarm of Bats - M - swarm of Tiny beasts - unaligned - 12 - 22 (5d8) - 0 ft., fly 30 ft. - 515102124 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 60 ft. - 11 - - 1/4 - - Source - Monster Manual, p. 337 - - Echolocation - The swarm can't use its blindsight while deafened. - - - Keen Hearing - The swarm has advantage on Wisdom (Perception) checks that rely on hearing. - - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. - Full|4|2d4 - Half|4|1d4 - - - - hill, mountain, underdark, urban - - - Swarm of Beetles - M - swarm of Tiny beasts - unaligned - 12 (natural armor) - 22 (5d8) - 20 ft., burrow 5 ft., climb 20 ft. - 31310171 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - Full|3|4d4 - Half|3|2d4 - - - - - - - Swarm of Centipedes - M - swarm of Tiny beasts - unaligned - 12 (natural armor) - 22 (5d8) - 20 ft., climb 20 ft. - 31310171 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and 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. - Full|3|4d4 - Half|3|2d4 - - - - - Swarm of Cranium Rats M @@ -60665,7 +50222,8 @@ 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 swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. @@ -60695,198 +50253,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark, urban - - Swarm of Insects - M - swarm of Tiny beasts - unaligned - 12 (natural armor) - 22 (5d8) - 20 ft., climb 20 ft. - 31310171 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - Full|3|4d4 - Half|3|2d4 - - - - desert, forest, grassland, hill, swamp, underdark, urban - - - Swarm of Poisonous Snakes - M - swarm of Tiny beasts - unaligned - 14 - 36 (8d8) - 30 ft., swim 30 ft. - 818111103 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 10 - - 2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. - Full|6|2d6 - Half|6|1d6 - - - - forest, swamp - - - Swarm of Quippers - M - swarm of Tiny beasts - unaligned - 13 - 28 (8d8-8) - 0 ft., swim 40 ft. - 13169172 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - darkvision 60 ft. - 8 - - 1 - - Source - Monster Manual, p. 338 - - Blood Frenzy - The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. - - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. - - - Water Breathing - The swarm can breathe only underwater. - - - Bites - Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. - Full|5|4d6 - Half|5|2d6 - - - - underwater - - - Swarm of Rats - M - swarm of Tiny beasts - unaligned - 10 - 24 (7d8-7) - 30 ft. - 91192103 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - darkvision 30 ft. - 10 - - 1/4 - - Source - Monster Manual, p. 339 - - Keen Smell - The swarm has advantage on Wisdom (Perception) checks that rely on smell. - - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - Full|2|2d6 - Half|2|1d6 - - - - swamp, urban - - - Swarm of Ravens - M - swarm of Tiny beasts - unaligned - 12 - 24 (7d8-7) - 10 ft., fly 50 ft. - 61483126 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - - 15 - - 1/4 - - Source - Monster Manual, p. 339 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. - - - Beaks - Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. - Full|4|2d6 - Half|4|1d6 - - - - forest, hill, swamp, urban - Swarm of Rot Grubs M @@ -60909,7 +50275,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 208 - + + Swarm The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. @@ -60922,90 +50289,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The swamp, underdark - - Swarm of Spiders - M - swarm of Tiny beasts - unaligned - 12 (natural armor) - 22 (5d8) - 20 ft., climb 20 ft. - 31310171 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - - - Spider Climb - The swarm 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 swarm knows the exact location of any other creature in contact with the same web. - - - Web Walker - The swarm ignores movement restrictions caused by webbing. - - - Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - Full|3|4d4 - Half|3|2d4 - - - - - - - Swarm of Wasps - M - swarm of Tiny beasts - unaligned - 12 (natural armor) - 22 (5d8) - 5 ft., fly 30 ft. - 31310171 - - - bludgeoning, piercing, slashing - - - charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned - blindsight 10 ft. - 8 - - 1/2 - - Source - Monster Manual, p. 338 - - Swarm - The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. - - - Bites - Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. - Full|3|4d4 - Half|3|2d4 - - - - - Swashbuckler M @@ -61028,7 +50311,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 217 - + + Lightfooted The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. @@ -61076,7 +50360,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 241 - + + Undead Nature A sword wraith doesn't require air, food, drink, or sleep. @@ -61131,7 +50416,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 241 - + + Undead Nature A sword wraith doesn't require air, food, drink, or sleep. @@ -61174,7 +50460,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 232 - + + Feline Agility When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. @@ -61222,7 +50509,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 233 - + + Feline Agility When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns. @@ -61269,7 +50557,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Hoard of the Dragon Queen p. 93 - + + Special Equipment Talis has +1 scale mail and a wand of winter. @@ -61329,7 +50618,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 186 - + + Aggressive As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. @@ -61359,142 +50649,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The hill, mountain, underdark - - Tarrasque - G - monstrosity (titan) - unaligned - 25 (natural armor) - 676 (33d20+330) - 40 ft. - 30113031111 - Int +5, Wis +9, Cha +9 - - - - fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks - charmed, frightened, paralyzed, poisoned - blindsight 120 ft. - 10 - - 30 - - Source - Monster Manual, p. 286 - - Legendary Resistance (3/Day) - If the tarrasque fails a saving throw, it can choose to succeed instead. - - - Magic Resistance - The tarrasque has advantage on saving throws against spells and other magical effects. - - - Reflective Carapace - Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. - - - Siege Monster - The tarrasque deals double damage to objects and structures. - - - Multiattack - The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite. - - - Bite - Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque 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|19|4d12+10 - - - Claw - Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) slashing damage. - Claw|19|4d8+10 - - - Horns - Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10+10) piercing damage. - Horns|19|4d10+10 - - - Tail - Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 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|19|4d6+10 - - - Frightful Presence - Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque is within line of sight, 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 tarrasque'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. - - - Swallow - The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. - If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. - - Blinded: - • A blinded creature can't see and automatically fails any ability check that requires sight. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - Legendary Actions (3/Turn) - The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn. - - - Attack - The tarrasque makes one claw attack or tail attack. - - - Move - The tarrasque moves up to half its speed. - - - Chomp (Costs 2 Actions) - The tarrasque makes one bite attack or uses its Swallow. - - - - urban - Tarul Var M @@ -61517,7 +50671,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 244 - + + Undead Nature A lich doesn't require air, food, drink, or sleep. @@ -61615,7 +50770,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 245 - + + Amphibious Tecuziztecatl can breathe air and water. @@ -61669,7 +50825,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 245 - + + Doomvault Devotion Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened . @@ -61713,7 +50870,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 246 - + + Doomvault Devotion Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened . @@ -61761,7 +50919,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 225 - + + Angelic Weapons The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). @@ -61820,7 +50979,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 231 - + + Two Heads The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. @@ -61863,7 +51023,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 232 - + + Life Hunger If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. @@ -61920,7 +51081,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 232 - + + Psychic Leech At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. @@ -62029,7 +51191,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 233 - + + Stone Camouflage The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. @@ -62097,7 +51260,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 233 - + + Wretched Pack Tactics The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls. @@ -62132,7 +51296,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 246 - + + Adhesive Blossoms The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage. @@ -62171,7 +51336,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 197 - + + Plant Camouflage The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. @@ -62188,206 +51354,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, swamp - - Thri-kreen - M - humanoid (thri-kreen) - chaotic neutral - 15 (natural armor) - 33 (6d8+6) - 40 ft. - 1215138127 - - Perception +3, Stealth +4, Survival +3 - - - - - darkvision 60 ft. - 13 - Thri-kreen - 1 - - Source - Monster Manual, p. 288 - - Chameleon Carapace - The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. - - - Standing Leap - The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - - - Multiattack - The thri-kreen makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on 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. - 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 - - - Variant: Weapons Multiattack - The thri-kreen makes two gythka attacks or two chatkcha attacks. - - - Variant: Gythka - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. - Gythka|3|1d8+1 - - - Variant: Chatkcha - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. - Chatkcha|4|1d6+2 - - - - desert, grassland - - - Thri-kreen (Psionic) - M - humanoid (thri-kreen) - chaotic neutral - 15 (natural armor) - 33 (6d8+6) - 40 ft. - 1215138127 - - Perception +3, Stealth +4, Survival +3 - - - - - darkvision 60 ft. - 13 - Thri-kreen, telepathy 60 ft. - 1 - - Source - Monster Manual, p. 288 - - Chameleon Carapace - The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. - - - Standing Leap - The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. - - - Innate Spellcasting (Psionics) - The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: - - At will: mage hand (the hand is invisible) - 2/day each: blur, magic weapon - 1/day: invisibility (self only) - - - Multiattack - The thri-kreen makes two attacks: one with its bite and one with its claws. - - - Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on 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. - 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 - - - Variant: Weapons Multiattack - The thri-kreen makes two gythka attacks or two chatkcha attacks. - - - Variant: Gythka - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage. - Gythka|3|1d8+1 - - - Variant: Chatkcha - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) slashing damage. - Chatkcha|4|1d6+2 - - mage hand, blur, magic weapon, invisibility - - - - - Thug - M - humanoid (any race) - any non-good alignment - 11 (leather armor) - 32 (5d8+10) - 30 ft. - 151114101011 - - Intimidation +2 - - - - - - 10 - any one language (usually Common) - 1/2 - - Source - Monster Manual, p. 350 - - Pack Tactics - The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Multiattack - The thug makes two melee attacks. - - - Mace - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) bludgeoning damage. - |4|1d6+2 - - - Heavy Crossbow - Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. - |2|1d10 - - - - urban - Thurl Merosska M @@ -62410,7 +51376,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 192 - + + Spellcasting Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells: @@ -62465,7 +51432,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Rise of Tiamat p. 92 - + + Discorporation When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. @@ -62555,58 +51523,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The divine word - - Tiger - L - beast - unaligned - 12 - 37 (5d10+10) - 40 ft. - 1715143128 - - Perception +3, Stealth +6 - - - - - darkvision 60 ft. - 13 - - 1 - - Source - Monster Manual, p. 339 - Player's Handbook, p. 311 - - Keen Smell - The tiger has advantage on Wisdom (Perception) checks that rely on smell. - - - Pounce - If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. - Bite|5|1d10+3 - - - Claw - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. - Claw|5|1d8+3 - - - - forest, grassland - Tiny Servant T @@ -62660,7 +51576,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 178 - + + Innate Spellcasting Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: @@ -62834,7 +51751,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Tortle Package, p. 22 - + + Turn Resistance The topi has advantage on saving throws against any effect that turns undead. @@ -62876,7 +51794,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Tortle Package, p. 23 Mordenkainen's Tome of Foes, p. 242 - + + Hold Breath The tortle can hold its breath for 1 hour. @@ -62932,7 +51851,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source The Tortle Package, p. 23 Mordenkainen's Tome of Foes, p. 242 - + + Hold Breath The tortle can hold its breath for 1 hour. @@ -62992,7 +51912,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 218 - + + Spellcasting The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: @@ -63056,7 +51977,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 194 - + + Fake Appearance While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (investigation) or Intelligence (Nature) check can discern its presence. @@ -63092,58 +52014,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Treant - H - plant - chaotic good - 16 (natural armor) - 138 (12d12+60) - 30 ft. - 23821121612 - - - bludgeoning, piercing - fire - - - - 13 - Common, Druidic, Elvish, Sylvan - 9 - - Source - Monster Manual, p. 289 - - False Appearance - While the treant remains motionless, it is indistinguishable from a normal tree. - - - Siege Monster - The treant deals double damage to objects and structures. - - - Multiattack - The treant makes two slam attacks. - - - Slam - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) bludgeoning damage. - Slam|10|3d6+6 - - - Rock - Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10+6) bludgeoning damage. - Rock|10|4d10+6 - - - Animate Trees (1/Day) - The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. - - - - forest - Tree Blight H @@ -63166,7 +52036,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 230 - + + False Appearance While the blight remains motionless, it is indistinguishable from a dead tree. @@ -63218,7 +52089,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 242 - + + Detect Invisibility Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight. @@ -63302,192 +52174,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Tribal Warrior - M - humanoid (any race) - any alignment - 12 (hide armor) - 11 (2d8+2) - 30 ft. - 1311128118 - - - - - - - - 10 - any one language - 1/8 - - Source - Monster Manual, p. 350 - - Pack Tactics - The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - 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. - One Handed|3|1d6+1 - Two Handed|3|1d8+1 - - - - arctic, coastal, desert, forest, grassland, hill, mountain, swamp, underdark - - - Triceratops - H - beast - unaligned - 13 (natural armor) - 95 (10d12+30) - 50 ft. - 229172115 - - - - - - - - 10 - - 5 - - Source - Monster Manual, p. 80 - - Trampling Charge - If the triceratops 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 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops 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: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage. - Gore|9|4d8+6 - - - Stomp - Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage - Stomp|9|3d10+6 - - - - grassland - - - Tridrone - M - construct - construct - 15 (natural armor) - 16 (3d8+3) - 30 ft. - 1213129109 - - - - - - - truesight 120 ft. - 10 - Modron - 1/2 - - Source - Monster Manual, p. 225 - - Axiomatic Mind - The tridrone can't be compelled to act in a manner contrary to its nature or its instructions. - - - Disintegration - If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. - - - Multiattack - The tridrone makes three fist attacks or three javelin attacks. - - - Fist - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. - Fist|3|1d4+1 - - - 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 - - - - - - - Troglodyte - M - humanoid (troglodyte) - chaotic evil - 11 (natural armor) - 13 (2d8+4) - 30 ft. - 1410146106 - - Stealth +2 - - - - - darkvision 60 ft. - 10 - Troglodyte - 1/4 - - Source - Monster Manual, p. 290 - - Chameleon Skin - The troglodyte has advantage on Dexterity (Stealth) checks made to hide. - - - Stench - Any creature other than a troglodyte that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Sunlight Sensitivity - While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The troglodyte makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. - |4|1d4+2 - - - Claw - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. - |4|1d4+2 - - - - underdark - Troglodyte Champion of Laogzed M @@ -63510,7 +52196,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 229 - + + Chameleon Skin The troglodyte has advantage on Dexterity (Stealth) checks made to hide. @@ -63551,169 +52238,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Troll - L - giant - chaotic evil - 15 (natural armor) - 84 (8d10+40) - 30 ft. - 181320797 - - Perception +2 - - - - - darkvision 60 ft. - 12 - Giant - 5 - - Source - Monster Manual, p. 291 - - Keen Smell - The troll has advantage on Wisdom (Perception) checks that rely on smell. - - - Regeneration - The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. - - - Variant: Loathsome Limbs - Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: - 1-10: Nothing else happens. - 11-14: One leg is severed from the troll if it has any legs left. - 15- 18: One arm is severed from the troll if it has any arms left. - 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. - If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. - A severed leg is unable to attack and has a speed of 5 feet. - A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. - If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. - The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. - - 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. - - - Multiattack - The troll makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. - |7|1d6+4 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - |7|2d6+4 - - - - arctic, forest, hill, mountain, swamp, underdark - - - Twig Blight - S - plant - neutral evil - 13 (natural armor) - 4 (1d6+1) - 20 ft. - 61312483 - - Stealth +3 - - fire - - blinded, deafened - blindsight 60 ft. (blind beyond this radius) - 9 - understands Common but can't speak - 1/8 - - Source - Monster Manual, p. 32 - - False Appearance - While the blight remains motionless, it is indistinguishable from a dead shrub. - - - Claws - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. - |3|1d4+1 - - - - forest - - - Tyrannosaurus Rex - H - beast - unaligned - 13 (natural armor) - 136 (13d12+52) - 50 ft. - 2510192129 - - Perception +4 - - - - - - 14 - - 8 - - Source - Monster Manual, p. 80 - - - Multiattack - The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus 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|10|4d12+7 - - - Tail - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. - Tail|10|3d8+7 - - - - grassland - Tyrannosaurus Zombie H @@ -63736,7 +52260,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 241 - + + Disgorge Zombie As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. @@ -63797,7 +52322,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 175 - + + Creature Sense The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. @@ -63857,225 +52383,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The underdark - - Ultroloth - M - fiend (yugoloth) - neutral evil - 19 (natural armor) - 153 (18d8+72) - 30 ft., fly 60 ft. - 161618181519 - - Intimidation +9, Perception +7, Stealth +8 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - acid, poison - charmed, frightened, poisoned - truesight 120 ft. - 17 - Abyssal, Infernal, telepathy 120 ft. - 13 - - Source - Monster Manual, p. 314 - - Innate Spellcasting - The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: - - At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion - 3/day each: dimension door, fear, wall of fire - 1/day each: fire storm, mass suggestion - - - Magic Resistance - The ultroloth has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The ultroloth's weapon attacks are magical. - - - Multiattack - The ultroloth can use its Hypnotic Gaze and makes three melee attacks. - - - Longsword - Melee Weapon Attack: +8 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|8|1d8+3 - Two Handed|8|1d10+3 - - - Hypnotic Gaze - The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - 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. - - - Teleport - The ultroloth 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 chooses what to summon and attempts a magical summoning. - An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. - A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, 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, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility, suggestion, dimension door, fear, wall of fire, fire storm, mass suggestion - - - - - Umber Hulk - L - monstrosity - chaotic evil - 18 (natural armor) - 93 (11d10+33) - 30 ft., burrow 20 ft. - 20131691010 - - - - - - - darkvision 120 ft., tremorsense 60 ft. - 10 - Umber Hulk - 5 - - Source - Monster Manual, p. 292 - - Confusing Gaze - When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. - On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. - Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. - - - Tunneler - The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. - - - Multiattack - The umber hulk makes three attacks: two with its claws and one with its mandibles. - - - Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. - Claw|8|1d8+5 - - - Mandibles - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. - Mandibles|8|2d8+5 - - - - underdark - - - Unicorn - L - celestial - lawful good - 12 - 67 (9d10+18) - 50 ft. - 181415111716 - - - - - poison - charmed, paralyzed, poisoned - darkvision 60 ft. - 13 - Celestial, Elvish, Sylvan, telepathy 60 ft. - 5 - - Source - Monster Manual, p. 294 - - Charge - If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - Charge||2d8 - - - Innate Spellcasting - The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: - - At will: detect evil and good, druidcraft, pass without trace - 1/day each: calm emotions, dispel evil and good, entangle - - - Magic Resistance - The unicorn has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The unicorn's weapon attacks are magical. - - - Multiattack - The unicorn makes two attacks: one with its hooves and one with its horn. - - - Hooves - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6+4) bludgeoning damage. - Hooves|7|2d6+4 - - - Horn - Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8+4) piercing damage. - Horn|7|1d8+4 - - - Healing Touch (3/Day) - The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. - - - Teleport (1/Day) - The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. - - - Legendary Actions (3/Turn) - The unicorn 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 unicorn regains spent legendary actions at the start of its turn. - - - Hooves - The unicorn makes one attack with its hooves. - - - Shimmering Shield (Costs 2 Actions) - The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. - - - Heal Self (Costs 3 Actions) - The unicorn magically regains 11 (2d8+2) hit points. - - detect evil and good, druidcraft, pass without trace, calm emotions, dispel evil and good, entangle - - forest - Urgala Meltimer M @@ -64098,7 +52405,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 254 - + + Giant Slayer Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit. @@ -64151,7 +52459,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 243 - + + Innate Spellcasting The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle: @@ -64221,7 +52530,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 256 - + + Amphibious Vaasha can breathe air and water. @@ -64264,408 +52574,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, feather fall, levitate, light, control weather, water breathing - - Vampire - M - undead (shapechanger) - lawful evil - 16 (natural armor) - 144 (17d8+68) - 30 ft. - 181818171518 - Dex +9, Wis +7, Cha +9 - Perception +7, Stealth +9 - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 120 ft. - 17 - the languages it knew in life - 13 - - Source - Monster Manual, p. 297 - - Shapechanger - If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - - - Legendary Resistance (3/Day) - If the vampire fails a saving throw, it can choose to succeed instead. - - - Misty Escape - When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. - While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - - 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. - - - Regeneration - The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - - - Spider Climb - The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Vampire Weaknesses - The vampire has the following flaws. - Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. - Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. - Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - 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. - - - Multiattack (Vampire Form Only) - The vampire makes two attacks, only one of which can be a bite attack. - - - Unarmed Strike (Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - |9|1d8+4 - - - Bite (Bat or Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. - |9|1d6+4+3d6 - - - Charm - The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. - Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - - 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. - - - Children of the Night (1/Day) - The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - - - Legendary Actions (3/Turn) - The vampire 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 vampire regains spent legendary actions at the start of its turn. - - - Move - The vampire moves up to its speed without provoking opportunity attacks. - - - Unarmed Strike - The vampire makes one unarmed strike. - - - Bite (Costs 2 Actions) - The vampire makes one bite attack. - - - - urban - - - Vampire Spawn - M - undead - neutral evil - 15 (natural armor) - 82 (11d8+33) - 30 ft. - 161616111012 - Dex +6, Wis +3 - Perception +3, Stealth +6 - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 60 ft. - 13 - the languages it knew in life - 5 - - Source - Monster Manual, p. 298 - - Regeneration - The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - - - Spider Climb - The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Vampire Weaknesses - The vampire has the following flaws. - Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. - Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water. - Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. - Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - - Multiattack - The vampire makes two attacks, only one of which can be a bite attack. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - |61| - - - Claws - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). - |6|2d4+3 - - - - underdark, urban - - - Vampire Spellcaster - M - undead (shapechanger) - lawful evil - 16 (natural armor) - 144 (17d8+68) - 30 ft. - 181818171518 - Dex +9, Wis +7, Cha +9 - Perception +7, Stealth +9 - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 120 ft. - 17 - the languages it knew in life - 15 - - Source - Monster Manual, p. 298 - - Shapechanger - If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - - - Legendary Resistance (3/Day) - If the vampire fails a saving throw, it can choose to succeed instead. - - - Misty Escape - When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. - While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - - 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. - - - Regeneration - The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - - - Spider Climb - The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Vampire Weaknesses - The vampire has the following flaws. - Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. - Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. - Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - Paralyzed: - • A paralyzed creature is incapacitated, meaning it can't take actions or reactions, and can't move or speak. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. - - - Spellcasting - The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: - - • Cantrips (at will): mage hand, prestidigitation, ray of frost - - • 1st level (4 slots): comprehend languages, fog cloud, sleep - - • 2nd level (3 slots): detect thoughts, gust of wind, mirror image - - • 3rd level (3 slots): animate dead, bestow curse, nondetection - - • 4th level (3 slots): blight, greater invisibility - - • 5th level (1 slot): dominate person - - - Multiattack (Vampire Form Only) - The vampire makes two attacks, only one of which can be a bite attack. - - - Unarmed Strike (Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - |9|1d8+4 - - - Bite (Bat or Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. - |9|1d6+4+3d6 - - - Charm - The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. - Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - - 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. - - - Children of the Night (1/Day) - The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - - mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, bestow curse, nondetection, blight, greater invisibility, dominate person - 4, 3, 3, 3, 1 - - - - Vampire Warrior - M - undead (shapechanger) - lawful evil - 18 (plate) - 144 (17d8+68) - 30 ft. - 181818171518 - Dex +9, Wis +7, Cha +9 - Perception +7, Stealth +9 - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks - - - - darkvision 120 ft. - 17 - the languages it knew in life - 15 - - Source - Monster Manual, p. 298 - - Shapechanger - If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. - While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. - While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. - - - Legendary Resistance (3/Day) - If the vampire fails a saving throw, it can choose to succeed instead. - - - Misty Escape - When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. - While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. - - 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. - - - Regeneration - The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. - - - Spider Climb - The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Vampire Weaknesses - The vampire has the following flaws. - Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. - Harmed by Running Water: The vampire takes 20 acid damage if it ends its turn in running water. - Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. - Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. - - 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. - - - Multiattack (Vampire Form Only) - The vampire makes two attacks, only one of which can be a bite attack. - - - Unarmed Strike (Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). - |9|1d8+4 - - - Bite (Bat or Vampire Form Only) - Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. - |9|1d6+4+3d6 - - - Charm - The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. - Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. - - 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. - - - Children of the Night (1/Day) - The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. - - - Greatsword - Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) slashing damage. - Greatsword|9|2d6+4 - - - - - Vampiric Ixitxachitl M @@ -64725,7 +52633,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 226 - + + Spellcasting The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachil has the following cleric spells prepared: @@ -64770,7 +52679,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Ghosts of Saltmarsh, p. 256 - + + Immutable Form The statue is immune to any spell or effect that would alter its form. @@ -64810,8 +52720,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Vampiric Mist M @@ -64835,7 +52743,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 247 Mordenkainen's Tome of Foes, p. 246 - + + Undead Nature A vampiric mist doesn't require air or sleep. @@ -64885,7 +52794,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 203 - + + Funeral Pyre When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. @@ -64995,7 +52905,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 196 - + + Plant Camouflage The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. @@ -65097,7 +53008,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 140 - + + Pack Tactics The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. @@ -65141,7 +53053,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 245 - + + Keen Smell The troll has advantage on Wisdom (Perception) checks that rely on smell. @@ -65180,152 +53093,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Veteran - M - humanoid (any race) - any alignment - 17 (splint) - 58 (9d8+18) - 30 ft. - 161314101110 - - Athletics +5, Perception +2 - - - - - - 12 - any one language (usually Common) - - 3 - - Source - Monster Manual, p. 350 - - - Multiattack - The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. - - - Longsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. - |5|1d8+3 - - - Shortsword - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. - |5|1d6+3 - - - Heavy Crossbow - Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage. - |3|1d10+1 - - - - arctic, coastal, forest, grassland, hill, mountain, underdark, urban - - - Vine Blight - M - plant - neutral evil - 12 (natural armor) - 26 (4d8+4) - 10 ft. - 158145103 - - Stealth +1 - - - - blinded, deafened - blindsight 60 ft. (blind beyond this radius) - 10 - Common - 1/2 - - Source - Monster Manual, p. 32 - - False Appearance - While the blight remains motionless, it is indistinguishable from a tangle of vines. - - - Constrict - Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|4|2d6+2 - - - Entangling Plants (Recharge 5-6) - Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - - - forest - - - Violet Fungus - M - plant - unaligned - 5 - 18 (4d8) - 5 ft. - 3110131 - - - - - - blinded, deafened, frightened - blindsight 30 ft. (blind beyond this radius) - 6 - - 1/4 - - Source - Monster Manual, p. 138 - - False Appearance - While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. - - - Multiattack - The fungus makes 1d4 Rotting Touch attacks. - - - Rotting Touch - Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage. - |2|1d8 - - - - underdark - Vladimir Horngaard M @@ -65348,7 +53115,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 242 - + + Regeneration Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. @@ -65407,7 +53175,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 235 - + + Spellcasting Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: @@ -65423,113 +53192,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The friends, mending, prestidigitation, comprehend languages, detect magic, disguise self 2 - - Vrock - L - fiend (demon) - chaotic evil - 15 (natural armor) - 104 (11d10+44) - 40 ft., fly 60 ft. - 1715188138 - Dex +5, Wis +4, Cha +2 - - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - darkvision 120 ft. - 11 - Abyssal, telepathy 120 ft. - 6 - - Source - Monster Manual, p. 64 - - Magic Resistance - The vrock has advantage on saving throws against spells and other magical effects. - - - Multiattack - The vrock makes two attacks: one with its beak and one with its talons. - - - Beak - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. - Beak|6|2d6+3 - - - Talons - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) slashing damage. - Talons|6|2d10+3 - - - Spores (Recharge 6) - A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Stunning Screech (1/Day) - The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock'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. - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. - 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. - - - - - - - Vulture - M - beast - unaligned - 10 - 5 (1d8+1) - 10 ft., fly 50 ft. - 710132124 - - Perception +3 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 339 - - Keen Sight and Smell - The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. - - - Pack Tactics - The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Beak - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. - Beak|2|1d4 - - - - desert, grassland, hill - War Priest M @@ -65552,7 +53214,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 218 - + + Spellcasting The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: @@ -65585,81 +53248,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 4, 3, 3, 3, 1 desert, urban - - Warhorse - L - beast - unaligned - 11 - 19 (3d10+3) - 60 ft. - 1812132127 - - - - - - - - 11 - - 1/2 - - Source - Monster Manual, p. 340 - Player's Handbook, p. 311 - - Trampling Charge - If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - |6|2d6+4 - - - - urban - - - Warhorse Skeleton - L - undead - lawful evil - 13 (barding scraps) - 22 (3d10+6) - 60 ft. - 181215285 - - - - bludgeoning - poison - exhaustion, poisoned - darkvision 60 ft. - 9 - - 1/2 - - Source - Monster Manual, p. 273 - - - Hooves - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. - Hooves|6|2d6+4 - - - - - Warlock of the Archfey M @@ -65682,7 +53270,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 219 - + + Innate Spellcasting The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: @@ -65733,7 +53322,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 219 - + + Innate Spellcasting The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: @@ -65784,7 +53374,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 220 - + + Innate Spellcasting The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: @@ -65835,7 +53426,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 220 - + + Indomitable (3/Day) The warlord can reroll a saving throw it fails. It must use the new roll. @@ -65904,7 +53496,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 139 - + + Amphibious The wastrilith can breathe air and water. @@ -65946,68 +53539,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Water Elemental - L - elemental - neutral - 14 (natural armor) - 114 (12d10+48) - 30 ft., swim 90 ft. - 1814185108 - - - acid; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious - darkvision 60 ft. - 10 - Aquan - 5 - - Source - Monster Manual, p. 125 - - Water 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. - - - Freeze - If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. - - - Multiattack - The elemental makes two slam attacks. - - - Slam - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. - Slam|7|2d8+4 - - - Whelm (Recharge 4-6) - Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. - The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding. - - 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. - - - - coastal, swamp, underwater - Water Elemental Myrmidon M @@ -66031,7 +53562,8 @@ 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 - + + Magic Weapons The myrmidon's weapon attacks are magical. @@ -66052,99 +53584,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Water Weird - L - elemental - neutral - 13 - 58 (9d10+9) - 0 ft., swim 60 ft. - 171613111010 - - - fire; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious - blindsight 30 ft. - 10 - understands Aquan but doesn't speak - 3 - - Source - Monster Manual, p. 299 - - Invisible in Water - The water weird is invisible while fully immersed in water. - - 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. - - - Water Bound - The water weird dies if it leaves the water to which it is bound or if that water is destroyed. - - - Constrict - Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6+3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - Constrict|5|3d6+3 - - - - underdark, urban - - - Weasel - T - beast - unaligned - 13 - 1 (1d4-1) - 30 ft. - 31682123 - - Perception +3, Stealth +5 - - - - - - 13 - - 0 - - Source - Monster Manual, p. 340 - - Keen Hearing and Smell - The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. - Bite|5|1 - - - - - Werebat S @@ -66167,20 +53606,24 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Waterdeep - Dungeon of the Mad Mage p. 317 - + + Shapechanger The werebat can use its action to polymorph into a Medium bat-humanoid hybrid or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than size, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies. Echolocation (Bat or Hybrid Form Only) The werebat has blindsight out to a range of 60 feet as long as it’s not deafened. - + + Keen Hearing The werebat has advantage on Wisdom (Perception) checks that rely on hearing. - + + Nimble Escape (Humanoid Form Only) The werebat can take the Disengage or Hide action as a bonus action on each of its turns. - + + Sunlight Sensitivity While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. @@ -66207,172 +53650,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Underdark - - Werebear - M - humanoid (human, shapechanger) - neutral good - 10 (in humanoid form, 11 in bear and hybrid forms ) - 135 (18d8+54) - 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) - 191017111212 - - Perception +7 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - - 17 - Common (can't speak in bear form) - 5 - - Source - Monster Manual, p. 208 - - Shapechanger - The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Keen Smell - The werebear has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack - In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. - - - Bite (Bear or Hybrid Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. - Bite|7|2d10+4 - - - Claw (Bear or Hybrid Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - Claw|7|2d8+4 - - - Greataxe (Humanoid or Hybrid Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage. - Greataxe|7|1d12+4 - - - - arctic, forest, hill - - - Wereboar - M - humanoid (human, shapechanger) - neutral evil - 10 (in humanoid form, 11 in boar and hybrid forms ) - 78 (12d8+24) - 30 ft. (40 ft. in boar form) - 17101510118 - - Perception +2 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - - 12 - Common (can't speak in boar form) - 4 - - Source - Monster Manual, p. 209 - - Shapechanger - The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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. - - - Charge (Boar or Hybrid Form Only) - If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks 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 wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. - - - Multiattack (Humanoid or Hybrid Form Only) - The wereboar makes two attacks, only one of which can be with its tusks. - - - Maul (Humanoid or Hybrid Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. - Maul|5|2d6+3 - - - Tusks (Boar or Hybrid Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. - Tusks|5|2d6+3 - - - - forest, grassland, hill - - - Wererat - M - humanoid (human, shapechanger) - lawful evil - 12 - 33 (6d8+6) - 30 ft. - 10151211108 - - Perception +2, Stealth +4 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - darkvision 60 ft. (rat form only) - 12 - Common (can't speak in rat form) - 2 - - Source - Monster Manual, p. 209 - - Shapechanger - The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. 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. - - - Keen Smell - The wererat has advantage on Wisdom (Perception) checks that rely on smell. - - - Multiattack (Humanoid or Hybrid Form Only) - The wererat makes two attacks, only one of which can be a bite. - - - Bite (Rat or Hybrid Form Only). - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. - Bite|4|1d4+2 - - - Shortsword (Humanoid or Hybrid Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. - Shortsword|4|1d6+2 - - - Hand Crossbow (Humanoid or Hybrid Form Only) - Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. - Hand Crossbow|4|1d6+2 - - - - forest, urban - Wereraven M @@ -66395,7 +53672,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Curse of Strahd p. 242 - + + Shapechanger The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies. @@ -66426,129 +53704,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Weretiger - M - humanoid (human, shapechanger) - neutral - 12 - 120 (16d8+48) - 30 ft. (40 ft. in tiger form) - 171516101311 - - Perception +5, Stealth +4 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - darkvision 60 ft. - 15 - Common (can't speak in tiger form) - 4 - - Source - Monster Manual, p. 210 - - Shapechanger - The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. 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. - - - Keen Hearing and Smell - The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Pounce (Tiger or Hybrid Form Only) - If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Multiattack (Humanoid or Hybrid Form Only) - In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. - - - Bite (Tiger or Hybrid Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. - Bite|5|1d10+3 - - - Claw (Tiger or Hybrid Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. - Claw|5|1d8+3 - - - Scimitar (Humanoid or Hybrid Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Scimitar|5|1d6+3 - - - Longbow (Humanoid or Hybrid Form Only) - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - Longbow|4|1d8+2 - - - - desert, forest, grassland - - - Werewolf - M - humanoid (human, shapechanger) - chaotic evil - 11 (in humanoid form, 12 in wolf or hybrid form) - 58 (9d8+18) - 30 ft. (40 ft. in wolf form) - 151314101110 - - Perception +4 - - - bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered - - - 14 - Common (can't speak in wolf form) - 3 - - Source - Monster Manual, p. 211 - - Shapechanger - The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Keen Hearing and Smell - The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - Multiattack (Humanoid or Hybrid Form Only) - The werewolf makes two attacks: one with its bite and one with its claws or spear. - - - Bite (Wolf or Hybrid Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. - |4|1d8+2 - - - Claws (Hybrid Form Only) - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage. - |4|2d4+2 - - - Spear (Humanoid Form Only) - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. - One-Handed|4|1d6+2 - Two-Handed|4|1d8+2 - - - - forest, hill - White Abishai M @@ -66571,7 +53726,8 @@ 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 abishai's darkvision. @@ -66614,43 +53770,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - White Dragon Wyrmling - M - dragon - chaotic evil - 16 (natural armor) - 32 (5d8+10) - 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. - 14101451011 - Dex +2, Con +4, Wis +2, Cha +2 - Perception +4, Stealth +2 - - - cold - - blindsight 10 ft., darkvision 60 ft. - 14 - Draconic - 2 - - Source - Monster Manual, p. 102 - - - Bite - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) piercing damage plus 2 (1d4) cold damage. - Bite|4|1d10+2+1d4 - - - Cold Breath (Recharge 5-6) - The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. - Cold Breath||5d8 - - - - - White Guard Drake M @@ -66714,7 +53833,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 248 - + + Ooze Nature White Maw doesn't require sleep. @@ -66765,7 +53885,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 211 - + + Brave Devotion Wiggan has advantage on saving throws against being charmed or frightened. @@ -66792,112 +53913,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The guidance, light, mending, shillelagh, thaumaturgy, animal friendship, cure wounds, healing word, inflict wounds, speak with animals, barkskin, spike growth, spiritual weapon 4, 3 - - Wight - M - undead - neutral evil - 14 (studded leather) - 45 (6d8+18) - 30 ft. - 151416101315 - - Perception +3, Stealth +4 - - - necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - poisoned - darkvision 60 ft. - 13 - the languages it knew in life - 3 - - Source - Monster Manual, p. 300 - - Sunlight Sensitivity - While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. - - - Life Drain - Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. - Life Drain|4|1d6+2 - - - Longsword - Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. - Longsword|4|1d8+2 - - - Longbow - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - Longbow|4|1d8+2 - - - - desert, swamp, underdark, urban - - - Will-o'-Wisp - T - undead - chaotic evil - 19 - 22 (9d4) - 0 ft., fly 50 ft. (hover) - 12810131411 - - - acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks - - lightning, poison - exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious - darkvision 120 ft. - 12 - the languages it knew in life - 2 - - Source - Monster Manual, p. 301 - - Consume Life - As a bonus action, the will-o'-wisp can target one creature it can see within 5 ft. of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. - - - Ephemeral - The will-o'-wisp can't wear or carry anything. - - - Incorporeal Movement - The will-o'-wisp 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. - - - Variable Illumination - The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. - - - Shock - Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. - |4|2d8 - - - Invisibility - The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life trait, or until its concentration ends (as if concentrating on a spell). - - 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. - - - - - Windharrow M @@ -66920,7 +53935,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 192 - + + Fey Ancestry Windharrow has advantage on saving throws against being charmed, and magic can't put him to sleep. @@ -66950,50 +53966,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The friends, prestidigitation, vicious mockery, disguise self, dissonant whispers, thunderwave, invisibility, shatter, silence, nondetection, sending, tongues, confusion, dimension door 4, 3, 3, 2 - - Winged Kobold - S - humanoid (kobold) - lawful evil - 13 - 7 (3d6-3) - 30 ft., fly 30 ft. - 7169878 - - - - - - - darkvision 60 ft. - 8 - Common, Draconic - 1/4 - - Source - Monster Manual, p. 195 - - Sunlight Sensitivity - While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Pack Tactics - The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. - - - Dagger - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. - |5|1d4+3 - - - Dropped Rock - Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6+3) bludgeoning damage. - |5|1d6+3 - - - - arctic, coastal, desert, forest, hill, mountain, swamp, underdark, urban - Winter Eladrin M @@ -67016,7 +53988,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 197 - + + Fey Step (Recharge 4-6) As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. @@ -67060,108 +54033,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fog cloud, gust of wind, cone of cold, ice storm 0 - - Winter Wolf - L - monstrosity - neutral evil - 13 (natural armor) - 75 (10d10+20) - 50 ft. - 1813147128 - - Perception +5, Stealth +3 - - - cold - - - 15 - Common, Giant, Winter Wolf - 3 - - Source - Monster Manual, p. 340 - - 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. - - - Snow Camouflage - The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing 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. - |6|2d6+4 - - - Cold Breath (Recharge 5-6) - The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. - ||4d8 - - - - arctic - - - Wolf - M - beast - unaligned - 13 (natural armor) - 11 (2d8+2) - 40 ft. - 1215123126 - - Perception +3, Stealth +4 - - - - - - 13 - - 1/4 - - Source - Monster Manual, p. 341 - Player's Handbook, p. 311 - - 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: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. - - 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|4|2d4+2 - - - - forest, grassland, hill - Wood Woad M @@ -67184,7 +54055,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 198 - + + Magic Club In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). @@ -67213,137 +54085,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest - - Worg - L - monstrosity - neutral evil - 13 (natural armor) - 26 (4d10+4) - 50 ft. - 1613137118 - - Perception +4 - - - - - darkvision 60 ft. - 14 - Goblin, Worg - 1/2 - - Source - Monster Manual, p. 341 - - Keen Hearing and Smell - The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. - - - 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. - |5|2d6+3 - - - - forest, grassland, hill - - - Wraith - M - undead - neutral evil - 13 - 67 (9d8+27) - 0 ft., fly 60 ft. (hover) - 61616121415 - - - acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered - - necrotic, poison - charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained - darkvision 60 ft. - 12 - the languages it knew in life - 5 - - Source - Monster Manual, p. 302 - - Incorporeal Movement - The wraith 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. - - - Sunlight Sensitivity - While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Life Drain - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. - Life Drain|6|4d8+3 - - - Create Specter - The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. - - - - underdark - - - Wyvern - L - dragon - unaligned - 13 (natural armor) - 110 (13d10+39) - 20 ft., fly 80 ft. - 1910165126 - - Perception +4 - - - - - darkvision 60 ft. - 14 - - 6 - - Source - Monster Manual, p. 303 - - - Multiattack - The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. - |7|2d6+4 - - - Claws - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. - |7|2d8+4 - - - Stinger - Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6+4) piercing damage. 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. - |7|2d6+4 - - - - hill, mountain - Xandala M @@ -67366,7 +54107,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 236 - + + Spellcasting Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: @@ -67394,58 +54136,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The acid splash, fire bolt, light, mage hand, ray of frost, chromatic orb, feather fall, shield, invisibility, misty step, fireball, fly, ice storm, polymorph, dominate person 4,4,3,3,1 - - Xorn - M - elemental - neutral - 19 (natural armor) - 73 (7d8+42) - 20 ft., burrow 20 ft. - 171022111011 - - Perception +6, Stealth +3 - piercing and slashing from nonmagical attacks that aren't adamantine - - - - darkvision 60 ft., tremorsense 60 ft. - 16 - Terran - 5 - - Source - Monster Manual, p. 304 - - Earth Glide - The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. - - - Stone Camouflage - The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. - - - Treasure Sense - The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. - - - Multiattack - The xorn makes three claw attacks and one bite attack. - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage. - Bite|6|3d6+3 - - - Claw - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - Claw|6|1d6+3 - - - - underdark - Xvart S @@ -67468,7 +54158,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 200 - + + Low Cunning The xvart can take the Disengage action as a bonus action on each of its turns. @@ -67543,7 +54234,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 200 - + + Innate Spellcasting The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components: @@ -67600,7 +54292,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 252 - + + Innate Spellcasting The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: @@ -67674,7 +54367,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 245 - + + Spellcaster The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared: @@ -67732,7 +54426,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 244 - + + Possession (Recharges after a Short or Long Rest) The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lasts until either the body drops to O hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. @@ -67776,7 +54471,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Princes of the Apocalypse p. 220 - + + Air Form Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space. @@ -67868,7 +54564,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 246 Mordenkainen's Tome of Foes, p. 155 - + + Innate Spellcasting Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: @@ -67979,7 +54676,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 237 - + + False Appearance While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine. @@ -68026,7 +54724,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 237 - + + Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead. @@ -68060,7 +54759,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 233 - + + Legendary Resistance (1/Day) If Yestabrod fails a saving throw, it can choose to succeed instead. @@ -68117,7 +54817,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 201 - + + Keen Hearing and Smell The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -68148,494 +54849,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The forest, grassland, hill - - Yeti - L - monstrosity - chaotic evil - 12 (natural armor) - 51 (6d10+18) - 40 ft., climb 40 ft. - 1813168127 - - Perception +3, Stealth +3 - - - cold - - darkvision 60 ft. - 13 - Yeti - 3 - - Source - Monster Manual, p. 305 - - 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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 3 (1d6) cold damage. - |6|1d6+4+1d6 - - - Chilling Gaze - The yeti targets one creature it can see within 30 ft. of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) 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 the Chilling Gaze of all yetis (but not abominable yetis) 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. - - - - arctic - - - Yochlol - M - fiend (demon) - chaotic evil - 15 (natural armor) - 136 (16d8+64) - 30 ft., climb 30 ft. - 151418131515 - Dex +6, Int +5, Wis +6, Cha +6 - Deception +10, Insight +6 - cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - - poison - poisoned - darkvision 120 ft. - 12 - Abyssal, Elvish, Undercommon - 10 - - Source - Monster Manual, p. 65 - - Shapechanger - The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. - - - Magic Resistance - The yochlol has advantage on saving throws against spells and other magical effects. - - - Spider Climb - The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. - - - Innate Spellcasting - The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: - At will: detect thoughts, web - 1/day: dominate person - - - Web Walker - The yochlol ignores movement restrictions caused by webbing. - - - Multiattack - The yochlol makes two melee attacks. - - - Slam (Bite in Spider Form) - Melee Weapon Attack: +6 to hit, reach 5 ft. (10 ft. in demon form), one target. Hit: 5 (1d6+2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage. - Slam/Bite|6|1d6+2+6d6 - - - Mist Form - The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. - While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. - While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Poisoned: - • A poisoned creature has disadvantage on attack rolls and ability checks. - - - Variant: Summon Demon (1/Day) - The demon chooses what to summon and attempts a magical summoning. - A yochlol has a 50 percent chance of summoning one yochlol. - 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. - - detect thoughts, web, dominate person - - - - - Young Black Dragon - L - dragon - chaotic evil - 18 (natural armor) - 127 (15d10+45) - 40 ft., fly 80 ft., swim 40 ft. - 191417121115 - Dex +5, Con +6, Wis +3, Cha +5 - Perception +6, Stealth +5 - - - acid - - blindsight 30 ft., darkvision 120 ft. - 16 - Common, Draconic - 7 - - Source - Monster Manual, p. 88 - - Amphibious - The dragon can breathe air and water. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) acid damage. - Bite|7|2d10+4+1d8 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Acid Breath (Recharge 5-6) - The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. - Acid Breath||11d8 - - - - swamp - - - Young Blue Dragon - L - dragon - lawful evil - 18 (natural armor) - 152 (16d10+64) - 40 ft., burrow 40 ft., fly 80 ft. - 211019141317 - Dex +4, Con +8, Wis +5, Cha +7 - Perception +9, Stealth +4 - - - lightning - - blindsight 30 ft., darkvision 120 ft. - 19 - Common, Draconic - 9 - - Source - Monster Manual, p. 91 - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage. - Bite|9|2d10+5+1d10 - - - Claw - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. - Claw|9|2d6+5 - - - Lightning Breath (Recharge 5-6) - The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. - Lightning Breath||10d10 - - - - coastal, desert - - - Young Brass Dragon - L - dragon - chaotic good - 17 (natural armor) - 110 (13d10+39) - 40 ft., burrow 20 ft., fly 80 ft. - 191017121115 - Dex +3, Con +6, Wis +3, Cha +5 - Perception +6, Persuasion +5, Stealth +3 - - - fire - - blindsight 30 ft., darkvision 120 ft. - 16 - Common, Draconic - 6 - - Source - Monster Manual, p. 105 - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. - Bite|7|2d10+4 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. - Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 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||12d6 - - - - desert - - - Young Bronze Dragon - L - dragon - lawful good - 18 (natural armor) - 142 (15d10+60) - 40 ft., fly 80 ft., swim 40 ft. - 211019141317 - Dex +3, Con +7, Wis +4, Cha +6 - Insight +4, Perception +7, Stealth +3 - - - lightning - - blindsight 30 ft., darkvision 120 ft. - 17 - Common, Draconic - 8 - - Source - Monster Manual, p. 108 - - Amphibious - The dragon can breathe air and water. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage. - Bite|8|2d10+5 - - - Claw - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. - Claw|8|2d6+5 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) 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 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. - Lightning Breath||10d10 - - - - coastal - - - Young Copper Dragon - L - dragon - chaotic good - 17 (natural armor) - 119 (14d10+42) - 40 ft., climb 40 ft., fly 80 ft. - 191217161315 - Dex +4, Con +6, Wis +4, Cha +5 - Deception +5, Perception +7, Stealth +4 - - - acid - - blindsight 30 ft., darkvision 120 ft. - 17 - Common, Draconic - 7 - - Source - Monster Manual, p. 111 - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage. - Bite|7|2d10+4 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. - Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 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||9d8 - - - - hill - - - Young Gold Dragon - L - dragon - lawful good - 18 (natural armor) - 178 (17d10+85) - 40 ft., fly 80 ft., swim 40 ft. - 231421161320 - Dex +6, Con +9, Wis +5, Cha +9 - Insight +5, Perception +9, Persuasion +9, Stealth +6 - - - fire - - blindsight 30 ft., darkvision 120 ft. - 19 - Common, Draconic - 10 - - Source - Monster Manual, p. 115 - - Amphibious - The dragon can breathe air and water. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. - Bite|10|2d10+6 - - - Claw - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|10|2d6+6 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. - Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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||10d10 - - - - forest, grassland - - - Young Green Dragon - L - dragon - lawful evil - 18 (natural armor) - 136 (16d10+48) - 40 ft., fly 80 ft., swim 40 ft. - 191217161315 - Dex +4, Con +6, Wis +4, Cha +5 - Deception +5, Perception +7, Stealth +4 - - - poison - poisoned - blindsight 30 ft., darkvision 120 ft. - 17 - Common, Draconic - 8 - - Source - Monster Manual, p. 94 - - Amphibious - The dragon can breathe air and water. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 7 (2d6) poison damage. - Bite|7|2d10+4+2d6 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Poison Breath (Recharge 5-6) - The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. - Poison Breath||12d6 - - - - forest - Young Kruthik S @@ -68667,340 +54880,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Young Red Dragon - L - dragon - chaotic evil - 18 (natural armor) - 178 (17d10+85) - 40 ft., climb 40 ft., fly 80 ft. - 231021141119 - Dex +4, Con +9, Wis +4, Cha +8 - Perception +8, Stealth +4 - - - fire - - blindsight 30 ft., darkvision 120 ft. - 18 - Common, Draconic - 10 - - Source - Monster Manual, p. 98 - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) fire damage. - Bite|10|2d10+6+1d6 - - - Claw - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|10|2d6+6 - - - Fire Breath (Recharge 5-6) - The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. - Fire Breath||16d6 - - - - hill, mountain - - - Young Red Shadow Dragon - L - dragon - chaotic evil - 18 (natural armor) - 178 (17d10+85) - 40 ft., climb 40 ft., fly 80 ft. - 231021141119 - Dex +4, Con +9, Wis +4, Cha +8 - Perception +8, Stealth +8 - necrotic - - fire - - blindsight 30 ft., darkvision 120 ft. - 18 - Common, Draconic - 13 - - Source - Monster Manual, p. 85 - - Living Shadow - While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant. - - - Shadow Stealth - While in dim light or darkness, the dragon can take the Hide action as a bonus action. - - - Sunlight Sensitivity - While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 3 (1d6) necrotic damage. - Bite|10|2d10+6+1d6 - - - Claw - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|10|2d6+6 - - - Shadow Breath (Recharge 5-6) - The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. - Shadow Breath||16d6 - - - - underdark - - - Young Remorhaz - L - monstrosity - unaligned - 14 (natural armor) - 93 (11d10+33) - 30 ft., burrow 20 ft. - 1813173104 - - - - - cold, fire - - darkvision 60 ft., tremorsense 60 ft. - 10 - - 5 - - Source - Monster Manual, p. 258 - - Heated Body - A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. - Heated Body||2d6 - - - Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) piercing damage plus 7 (2d6) fire damage. - Bite|6|3d10+4+2d6 - - - - arctic - - - Young Silver Dragon - L - dragon - lawful good - 18 (natural armor) - 168 (16d10+80) - 40 ft., fly 80 ft. - 231021141119 - Dex +4, Con +9, Wis +4, Cha +8 - Arcana +6, History +6, Perception +8, Stealth +4 - - - cold - - blindsight 30 ft., darkvision 120 ft. - 18 - Common, Draconic - 9 - - Source - Monster Manual, p. 118 - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. - Bite|10|2d10+6 - - - Claw - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. - Claw|10|2d6+6 - - - Breath Weapons (Recharge 5-6) - The dragon uses one of the following breath weapons. - Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. - Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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||12d8 - - - - mountain, urban - - - Young White Dragon - L - dragon - chaotic evil - 17 (natural armor) - 133 (14d10+56) - 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. - 18101861112 - Dex +3, Con +7, Wis +3, Cha +4 - Perception +6, Stealth +3 - - - cold - - blindsight 30 ft., darkvision 120 ft. - 16 - Common, Draconic - 6 - - 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. - - - Multiattack - The dragon makes three attacks: one with its bite and two with its claws. - - - Bite - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. - Bite|7|2d10+4+1d8 - - - Claw - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Claw|7|2d6+4 - - - Cold Breath (Recharge 5-6) - The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 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 - - - Yuan-ti Abomination - L - monstrosity (shapechanger, yuan-ti) - neutral evil - 15 (natural armor) - 127 (15d10+45) - 40 ft. - 191617171518 - - Perception +5, Stealth +6 - - - poison - poisoned - darkvision 60 ft. - 15 - Abyssal, Common, Draconic - 7 - - Source - Monster Manual, p. 308 - - Shapechanger - The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - - - Innate Spellcasting (Abomination Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: - At will: animal friendship (snakes only) - 3/day: suggestion - 1/day: fear - - - Magic Resistance - The yuan-ti has advantage on saving throws against spells and other magical effects. - - - Variant: Acid Slime - As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. - - - Variant: Chameleon Skin - The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. - - - Variant: Shed Skin (1/Day) - The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. - - - Multiattack (Abomination Form Only) - The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. - - - Bite - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage plus 10 (3d6) poison damage. - Bite|7|1d6+4+3d6 - - - Constrict - Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. - Constrict|7|2d6+4 - - - Scimitar (Abomination Form Only) - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. - Scimitar|7|2d6+4 - - - Longbow (Abomination Form Only) - Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8+3) piercing damage plus 10 (3d6) poison damage. - Longbow|6|2d8+3 - - - Variant: Polymorph into Snake (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. - - - Variant: Snake Antipathy (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. - - - Variant: Sticks to Snakes (Recharge 6) - The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. - - animal friendship, suggestion, fear - - desert, forest, swamp - Yuan-ti Anathema H @@ -69023,7 +54902,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 202 - + + Innate Spellcasting (Anathema Form Only) The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: @@ -69125,7 +55005,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 203 - + + Mental Resistance The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it. @@ -69159,279 +55040,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The desert, forest, underdark - - Yuan-ti Malison Type 1 - M - monstrosity (shapechanger, yuan-ti) - neutral evil - 12 - 66 (12d8+12) - 30 ft. - 161413141216 - - Deception +5, Stealth +4 - - - poison - poisoned - darkvision 60 ft. - 11 - Abyssal, Common, Draconic - 3 - - Source - Monster Manual, p. 309 - - Shapechanger - The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - - - Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - - At will: animal friendship (snakes only) - 3/day: suggestion - - - Magic Resistance - The yuan-ti has advantage on saving throws against spells and other magical effects. - - - Malison Type - The yuan-ti has a human body with snake head. - - - Variant: Acid Slime - As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. - - - Variant: Chameleon Skin - The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. - - - Variant: Shed Skin (1/Day) - The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. - - - Multiattack (Yuan-ti Form Only) - The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. - |5|1d4+3+2d6 - - - Scimitar (Yuan-ti Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - |5|1d6+3 - - - Longbow (Yuan-ti Form Only) - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 7 (2d6) poison damage. - |4|1d8+2 - - - Variant: Polymorph into Snake (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. - - - Variant: Snake Antipathy (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. - - - Variant: Sticks to Snakes (Recharge 6) - The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. - - animal friendship, suggestion - - - - - Yuan-ti Malison Type 2 - M - monstrosity (shapechanger, yuan-ti) - neutral evil - 12 - 66 (12d8+12) - 30 ft. - 161413141216 - - Deception +5, Stealth +4 - - - poison - poisoned - darkvision 60 ft. - 11 - Abyssal, Common, Draconic - 3 - - Source - Monster Manual, p. 309 - - Shapechanger - The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - - - Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - - At will: animal friendship (snakes only) - 3/day: suggestion - - - Magic Resistance - The yuan-ti has advantage on saving throws against spells and other magical effects. - - - Malison Type - The yuan-ti has a human head and body with snakes for arms. - - - Variant: Acid Slime - As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. - - - Variant: Chameleon Skin - The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. - - - Variant: Shed Skin (1/Day) - The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. - - - Multiattack (Yuan-ti Form Only) - The yuan-ti makes two bite attacks using its snake arms. - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. - |5|1d4+3+2d6 - - - Variant: Polymorph into Snake (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. - - - Variant: Snake Antipathy (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. - - - Variant: Sticks to Snakes (Recharge 6) - The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. - - animal friendship, suggestion - - - - - Yuan-ti Malison Type 3 - M - monstrosity (shapechanger, yuan-ti) - neutral evil - 12 - 66 (12d8+12) - 30 ft. - 161413141216 - - Deception +5, Stealth +4 - - - poison - poisoned - darkvision 60 ft. - 11 - Abyssal, Common, Draconic - 3 - - Source - Monster Manual, p. 309 - - Shapechanger - The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. - - - Innate Spellcasting (Yuan-ti Form Only) - The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: - - At will: animal friendship (snakes only) - 3/day: suggestion - - - Magic Resistance - The yuan-ti has advantage on saving throws against spells and other magical effects. - - - Malison Type - The yuan-ti has a human head and upper body with a serpentine lower body instead of legs. - - - Variant: Acid Slime - As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage. - - - Variant: Chameleon Skin - The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. - - - Variant: Shed Skin (1/Day) - The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. - - - Multiattack (Yuan-ti Form Only) - The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. - - - Bite (Snake Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) piercing damage plus 7 (2d6) poison damage. - |5|1d4+3+2d6 - - - Constrict - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. - - Grappled: - • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • The condition ends if the grappler is incapacitated. - - • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - |5|2d6+3 - - - Scimitar (Yuan-ti Form Only) - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. - |5|1d6+3 - - - Longbow (Yuan-ti Form Only) - Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. - |4|1d8+2 - - - Variant: Polymorph into Snake (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be transformed into a Tint poisonous snake, as if affected by the polymorph spell. - - - Variant: Snake Antipathy (Recharge 6) - The yuan-ti targets a creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or feel an intense urge to avoid snakes and snakelike creatures (including yuan-ti), as if affected by the antipathy effect of an antipathy/sympathy spell. - - - Variant: Sticks to Snakes (Recharge 6) - The yuan-ti transforms a pile of sticks, arrows, or similar-sized pieces of wood into a swarm of poisonous snakes. The swarm acts as an ally of the yuan-ti and obeys its spoken commands. The swarm remains for 1 minute, after which it turns back into the original materials. - - animal friendship, suggestion - - - Yuan-ti Malison Type 4 M @@ -69454,7 +55062,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 96 - + + Shapechanger The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. @@ -69542,7 +55151,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters., p. 96 - + + Shapechanger The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. @@ -69630,7 +55240,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 204 - + + Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. @@ -69711,7 +55322,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 205 - + + Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. @@ -69810,7 +55422,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Volo's Guide to Monsters, p. 206 - + + Shapechanger The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies. @@ -69873,74 +55486,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The , , 2 desert, forest, underdark - - Yuan-ti Pureblood - M - humanoid (yuan-ti) - neutral evil - 11 - 40 (9d8) - 30 ft. - 111211131214 - - Deception +6, Perception +3, Stealth +3 - - - poison - poisoned - darkvision 60 ft. - 13 - Abyssal, Common, Draconic - 1 - - Source - Monster Manual, p. 310 - - Innate Spellcasting - The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: - - At will: animal friendship (snakes only) - 3/day each: poison spray, suggestion - - - Magic Resistance - The yuan-ti has advantage on saving throws against spells and other magical effects. - - - Variant: Chameleon Skin - The yuan-ti has advantage on Dexterity (Stealth) checks made to hide. - - - Variant: Shapechanger - The yuan-ti can use its action to polymorph into a Medium giant poisonous snake, or into a Large constrictor snake, or back into its true form. Its statistics are the same in each form, except for the size change noted.. Any equipment it is wearing or carrying isn’t transformed. It doesn't change form if it dies. - - - Variant: Shed Skin (1/Day) - The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum. - - - Multiattack - The yuan-ti makes two melee attacks. - - - Scimitar - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. - |3|1d6+1 - - - Shortbow - Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage plus 7 (2d6) poison damage. - |3|1d6+1 - - - Variant: Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4) piercing damage plus 3 (1d6) poison damage. If the pureblood uses Multiattack, it can make two melee attacks, but can only use its bite once. - Bite|3|1d4+1d6 - - animal friendship, poison spray, suggestion - - desert, forest, swamp, urban - Yusdrayl S @@ -69963,7 +55508,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tales from the Yawning Portal, p. 248 - + + Spellcasting Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: @@ -70009,7 +55555,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 201 - + + Earth-Shaking Movement As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. @@ -70123,7 +55670,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Mordenkainen's Tome of Foes, p. 180 - + + Devil's Sight Magical darkness doesn't impede Zariel's darkvision. @@ -70235,7 +55783,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Storm King's Thunder, p. 251 - + + Unarmored Defense While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. @@ -70289,7 +55838,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 239 - + + Spellcasting Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: @@ -70328,42 +55878,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The fire bolt, friends, light, mage hand, mending, message, magic missile, shield, sleep, detect thoughts, knock, clairvoyance, tongues, dominate beast, stoneskin, hold monster, telekinesis, true seeing, fire storm 6,4,3,3,3,1,1 - - Zombie - M - undead - neutral evil - 8 - 22 (3d8+9) - 20 ft. - 13616365 - Wis +0 - - - - - poisoned - darkvision 60 ft. - 8 - understands all languages it spoke in life but can't speak - 1/4 - - Source - Monster Manual, p. 316 - Player's Handbook, p. 311 - - 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. - - - Slam - Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. - Slam|3|1d6+1 - - - - urban - Zorbo S @@ -70386,7 +55900,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Tomb of Annihilation, p. 241 - + + Magic Resistance The zorbo has advantage on saving throws against spells and other magical effects. @@ -70425,7 +55940,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss p. 248 Mordenkainen's Tome of Foes, p. 157 - + + Innate Spellcasting Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: @@ -70515,7 +56031,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Wayfinder's Guide to Eberron, Chapter 3 - + + Pounce If the clawfoot moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. @@ -70561,7 +56078,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -70607,7 +56125,8 @@ 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. @@ -70680,7 +56199,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 319 - + + Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -70754,7 +56274,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 334 - + + Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -70847,7 +56368,8 @@ 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 @@ -70877,7 +56399,8 @@ 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. @@ -70924,7 +56447,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 320 - + + Hold Breath The crocodile can hold its breath for 15 minutes. @@ -70953,7 +56477,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 321 - + + Keen Hearing and Smell The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. @@ -71029,7 +56554,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -71074,7 +56600,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 323 - + + Echolocation The bat can't use its blindsight while deafened. @@ -71112,7 +56639,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -71158,7 +56686,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 324 - + + Keen Sight The eagle has advantage on Wisdom (Perception) checks that rely on sight. @@ -71227,7 +56756,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -71273,7 +56803,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -71307,7 +56838,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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.) @@ -71345,7 +56877,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 326 - + + Hold Breath While out of water, the octopus can hold its breath for 1 hour. @@ -71405,7 +56938,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 327 - + + Flyby The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. @@ -71443,7 +56977,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 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. @@ -71489,7 +57024,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 328 - + + Spider Climb The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -71555,7 +57091,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 329 - + + Amphibious The toad can breathe air and water @@ -71631,7 +57168,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 329 - + + Keen Sight and Smell The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. @@ -71709,7 +57247,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 330 - + + Blood Frenzy The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. @@ -71747,7 +57286,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 331 - + + Keen Smell The lion has advantage on Wisdom (Perception) checks that rely on smell. @@ -71805,7 +57345,8 @@ 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 ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -71844,7 +57385,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 80 - + + Hold Breath The plesiosaurus can hold its breath for 1 hour. @@ -71878,7 +57420,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 334 - + + Keen Smell The bear has advantage on Wisdom (Perception) checks that rely on smell. @@ -71921,7 +57464,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 336 - + + Charge If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. @@ -71986,7 +57530,8 @@ 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 @@ -72021,7 +57566,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 336 - + + Keen Smell The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -72064,7 +57610,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Out of the Abyss, p. 231 - + + Spider Climb The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. @@ -72115,7 +57662,8 @@ 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 kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Charge||2d6 @@ -72157,7 +57705,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 339 - + + Keen Smell The tiger has advantage on Wisdom (Perception) checks that rely on smell. @@ -72206,7 +57755,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source Monster Manual, p. 340 - + + Trampling Charge If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.