Aboleth, Nihilith
L
undead,tome of Beasts
chaotic evil
17 (natural armor)
135 (18d10+36)
10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover)
21
9
15
18
15
18
Con +6, Int +8, Wis +6
History +12, Perception +10
acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons
cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 120 ft.
20
Void Speech, telepathy 120 ft.
12
Undead Fortitude
If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.
Dual State
A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet.
Void Aura
The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura.
Infecting Telepathy
If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack.
Nihileth 's Lair
On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.
- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.
Regional Effects
The regional effects of a nihileth’s lair are the same as that of an aboleth, except as following.
- Water sources within 1 mile of a nihileth’s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.
Multiattack
The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in.
Tentacle (Material Form Only)
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.
Tentacle|9|2d6+5
Withering Touch (Ethereal Form Only)
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6+4) necrotic damage.
Withering Touch|8|3d6+4
Form Swap
As a bonus action, the nihileth can alter between its material and ethereal forms at will.
Tail (Material Form Only)
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Tail|9|3d6+5
Enslave (3/day)
The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth.
Void Body
The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half.
A nihileth can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.
Detect
The aboleth makes a Wisdom (Perception) check.
Tail Swipe
The aboleth makes one tail attack.
Psychic Drain (Costs 2 Actions)
One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
The nihileth cannot use the same effect two rounds in a row.
A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.
The regional effects of a nihileth's lair are the same as that of an aboleth, except as following
Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth
A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.
Nihilethic Zombie
M
undead,tome of Beasts
neutral evil
9 (natural armor)
22 (3d8+9)
20 ft., swim 30 ft.
13
6
16
3
6
5
Wis +0
bludgeoning, piercing, and slashing from nonmagical weapons
cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)
poisoned
darkvision 60 ft.
8
understand Void Speech and the languages it knew in life but can't speak
1
Undead Fortitude
If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.
Dual State
Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within.
Slam (Material Form Only)
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.
Slam|3|4d6+1
Withering Touch (Ethereal Form)
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.
Withering Touch|3|1d6+1
Form Swap
As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will.
Sacrifice Life
A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner.
Void Body
The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.
Abominable Beauty
M
fey,tome of Beasts
neutral evil
18 (natural armor)
187 (22d8+88)
30 ft.
17
18
18
17
16
26
Dex +8, Con +8, Cha +12
Deception +12, Perception +7, Performance +12, Persuasion +12
fire
17
Common, Draconic, Elven, Sylvan
11
Burning Touch
The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage.
Multiattack
The abominable beauty makes two slam attacks.
Slam
+8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage.
Blinding Gaze (Recharge 5-6)
A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze.
Deafening Voice (Recharge 5-6)
An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened.
Accursed Defiler
M
undead,tome of Beasts
neutral evil
12
75 (10d8+30)
30 ft.
19
14
17
6
15
14
Perception +4, Stealth +4
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, poisoned
darkvision 60 ft.
14
understands an ancient language, but can't speak
4
Cursed Existence
When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction.
Sand Shroud
A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage.
Multiattack
The accursed defiler makes two slam attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.
Slam|6|2d6+4
Sandslash (Recharge 5-6)
As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw.
Ala
M
fey,tome of Beasts
chaotic evil
17 (natural armor)
127 (15d8+60)
30 ft., fly 40 ft.
20
16
18
10
16
8
Athletics +8, Perception +9, Stealth +6
lightning, poison, thunder
poisoned
darkvision 60 ft.
19
Common, Draconic
8
Flyby
The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Poison Flesh
The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage.
Storm's Strength
If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage.
Multiattack
The ala makes two claw attacks or one claw and one bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.
Bite|8|1d10+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Claw|8|2d8+5
Lightning's Kiss (Recharge 5-6)
One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Algorith
M
construct,tome of Beasts
lawful neutral
18 (natural armor)
136 (16d8+64)
40 ft., fly 40 ft.
21
14
19
13
16
18
Dex +6, Con +8, Wis +7, Cha +8
Athletics +9, Insight +7, Investigation +5, Perception +7
acid, cold, lightning
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
17
Common, Celestial, Draconic, Infernal
10
Immutable Form
The algorith is immune to any spell or effect that would alter its form.
Innate Spellcasting
The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: aid, blur, detect magic, dimension door
5/day each: dispel magic
1/day: commune (5 questions), wall of force
Multiattack
The algorith makes two logic razor attacks.
Logic Razor
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.
Logic Razor|9|4d12+5
Cone of Negation (Recharge 5-6)
An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target.
Reality Bomb (5/Day)
The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned.
Alseid
M
monstrosity,tome of Beasts
chaotic neutral
14 (leather armor)
49 (9d8+9)
40 ft.
13
17
12
8
16
8
Nature +3, Perception +5, Stealth +5, Survival +5
darkvision 60 ft.
15
Common, Elvish, Sylvan
1/2
Woodfriend
When in a forest, alseid leave no tracks and automatically discern true north.
Spear
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Spear|3|1d6+1
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Shortbow|5|1d6+3
Alseid Grovekeeper
M
monstrosity,tome of Beasts
chaotic neutral
15 (studded leather Armor)
71 (13d8+13)
40 ft.
13
17
12
8
16
8
Nature +3, Perception +5, Stealth +5, Survival +5
darkvision 60 ft.
15
Common, Elvish, Sylvan
3
Spellcasting
The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, produce flame, shillelagh
1st (4 slots): animal friendship, cure wounds, faerie fire
2nd (3 slots): animal messenger, heat metal, lesser restoration
3rd (2 slots): call lightning, dispel magic
Woodfriend
When in a forest, alseid leave no tracks and automatically discern true north.
Quarterstaff
Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.
Quarterstaff|3|1d6+1
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Shortbow|5|1d6+3
Amphiptere
M
beast,tome of Beasts
unaligned
15 (natural armor)
60 (8d8+24)
20 ft., climb 20 ft., fly 60 ft., swim 20 ft.
11
18
17
2
16
6
Perception +5
blindsight 10 ft.
15
-
3
Flyby
The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Swarming
Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated.
Multiattack
The amphiptere makes one bite attack and one stinger attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.
Bite|6|1d6+4
Stinger
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.
Stinger|6|1d6+4
Andrenjinyi
G
celestial,tome of Beasts
neutral
18 (natural armor)
228 (13d20+91)
60 ft., burrow 20 ft., climb 20 ft., swim 60 ft.
30
17
25
10
18
23
Con +12, Wis +9, Cha +11
Arcana +5, Perception +9, Religion +5
acid, cold, fire, lightning
psychic
darkvision 60 ft., tremorsense 120 ft.
19
Common, Celestial, Giant, Sylvan
15
Amphibious
The andrenjinyi can breathe air and water.
Innate Spellcasting
The andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:
At will: create water, speak with animals, stoneshape
3/day each: control weather, dispel magic, reincarnate
1/day each: blight, commune with nature, contagion, flesh to stone, plant growth
Magic Resistance
The andrenjinyi has advantage on saving throws against spells and other magical effects.
Magic Weapons
The andrenjinyi's weapon attacks are magical.
Multiattack
The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole.
Bite
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.
Bite|15|4d12+10
Constrict
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.
Constrict|15|4d12+10
Rainbow Arch
The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute.
Swallow Whole
If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action.
Transmuting Gullet
When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic.
Angatra
M
undead,tome of Beasts
neutral evil
17 (natural armor)
85 (10d8+40)
50 ft.
14
20
18
8
12
15
Perception +4, Stealth +8
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, poisoned
darkvision 60 ft.
14
all languages it knew in life
6
Agonizing Gaze
When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save.
Ancestral Wrath
The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.
Multiattack
The angatra makes two attacks with its claws.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.
Claw|8|2d4+5
Angel, Chained
M
celestial,tome of Beasts
neutral evil
16 (natural armor)
88 (16d8+16)
30 ft., fly 60 ft.
18
16
12
12
18
20
Dex +6, Wis +7, Cha +8
Perception +7
darkvision 200 ft.
17
piercing
fire, radiant
Common, Celestial, Infernal
8
Redemption
Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week.
Multiattack
The chained angel makes two fiery greatsword attacks.
Fiery Greatsword
Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage.
Fallen Glory (Recharge 5-6)
All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw.
Fiendish Cunning
When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level.
Fidele Angel
M
celestial,tome of Beasts
lawful good
16 (natural armor)
104 (16d8+32)
40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form)
20
18
14
14
16
18
Dex +7, Con +5, Int +5, Wis +6, Cha +7
Insight +6, Perception +6
fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
acid, cold
charmed, petrified, poisoned
darkvision 60 ft.
16
Common, Celestial, Infernal
5
Shapechange
The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form.
Ever Touching
Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally.
Innate Spellcasting
The angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: guidance, light, purify food and drink, spare the dying
3/day: cure wounds, scorching ray (5 rays)
1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good
Magic Resistance
The angel has advantage on saving throws against spells and other magical effects.
Magic Weapons
The angel's weapon attacks are magical while it is in eagle form.
To My Lover's Side
If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite.
Unshakeable Fidelity
Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other.
Multiattack
The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack.
+1 Longsword (Mortal or Angel Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+ 6) slashing damage if used with two hands.
+1 Longsword|9|1d8+6
+1 Longbow (Mortal or Angel Form Only)
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
+1 Longbow|8|1d8+5
Beak (Eagle Form Only)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Beak|8|1d8+5
Talons (Eagle Form Only)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Talons|8|2d6+5
Angler Worm
H
monstrosity,tome of Beasts
unaligned
14 (natural armor)
133 (14d12+42)
20 ft., climb 20 ft.
14
5
16
3
14
1
poison
blinded, charmed, deafened, poisoned, prone
tremorsense 60 ft.
12
-
4
Spider Climb
The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines.
Keen Touch
The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.
Transparent Trap
A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.
Multiattack
An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.
Bite|4|2d6+2
Coils
Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.
Coils|4|3d8
Ethereal Lure (Recharge 4-6)
The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.
Giant Ant
L
beast,tome of Beasts
unaligned
14 (natural armor)
52 (7d10+14)
40 ft.
15
13
15
1
9
2
blindsight 60 ft.
9
-
2
Keen Smell
The giant ant has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack
The giant ant makes one bite attack and one sting attack.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.
Bite|4|1d8+2
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.
Sting|4|1d8+2
Giant Ant Queen
L
beast,tome of Beasts
unaligned
15 (natural armor)
85 (10d10+30)
40 ft.
17
13
16
2
11
4
blindsight 60 ft.
10
-
4
Keen Smell
The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell.
Queen's Scent
Giant ants defending a queen gain advantage on all attack rolls.
Multiattack
The giant ant queen makes two bite attacks and one sting attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target.
Bite|5|1d8+3
Sting
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw.
Sting|5|1d8+3
Anubian
M
elemental,tome of Beasts
chaotic evil
13
44 (8d8+8)
30 ft.
12
16
12
10
12
10
Stealth +5
bludgeoning, piercing, and slashing from nonmagical weapons
poison
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft., tremorsense 30 ft.
11
Primordial
2
Sand Stealth
The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain
Sand Step
Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through.
Vulnerability to Water
For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.
Multiattack
The anubian makes two claw attacks.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claw|5|1d6+3
Haboob (1/Day)
The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature.
Arboreal Grappler
M
aberration,tome of Beasts
neutral evil
14 (natural armor)
90 (12d8+36)
10 ft., climb 40 ft.
16
16
16
6
10
6
Acrobatics +5, Stealth +5
darkvision 60 ft.
10
-
3
Spider Climb
The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Boscage Brachiation
The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing.
Multiattack
The arboreal grappler makes one bite attack and two tentacle attacks.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Tentacle
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.
Tentacle|5|2d6+3
Aridni
S
fey,tome of Beasts
neutral evil
15
82 (15d6+30)
20 ft., fly 60 ft.
9
21
14
12
11
16
Dex +8
Acrobatics +11, Perception +3, Stealth +11
darkvision 60 ft.
13
Common, Gnoll, Sylvan, Void Speech
5
Flyby
The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Magic Resistance
The aridni has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:
At will: dancing lights, detect magic, invisibility
3/day: charm person, faerie fire, mage armor
1/day: spike growth
Short Sword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Short Sword|8|1d6+5
Pixie Bow
Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Pixie Bow|8|1d4+5
Slaver Arrows
An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:
Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.
Fear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.
Hideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.
Sleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Asanbosam
L
aberration,tome of Beasts
chaotic evil
14 (natural armor)
102 (12d10+36)
40 ft., climb 15 ft.
18
13
17
11
10
5
Acrobatics +4, Perception +3, Stealth +4
darkvision 60 ft.
13
Giant
5
Spider Climb
The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Arboreal
While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns.
Multiattack
The asanbosam makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Bite|7|2d10+4
Claws
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.
Claws|7|3d10+4
Azza Gremlin
S
fey,tome of Beasts
neutral
14
7 (2d6)
10 ft., fly 40 ft. (hover)
5
18
10
12
13
10
lightning, thunder
darkvision 120 ft.
11
Common, Primordial
1/4
Contagious Lightning
A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning Jolt
Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.
Lightning Jolt|6|1d6
Ride the Bolt
The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.
Baba Yaga's Horsemen, Black Night
M
fey,tome of Beasts
lawful neutral
20 (plate and shield)
171 (18d8+90)
30 ft.
22
11
21
16
18
18
Dex +4, Wis +8
Arcana +7, Athletics +10, History +7, Perception +8
bludgeoning, piercing, and slashing damage from nonmagical weapons
cold, lightning, poison
exhaustion, paralyzed, poisoned
18
Celestial, Common, Infernal; telepathy 100 ft.
11
Black Night
The horseman can see perfectly in normal and magical darkness
Innate Spellcasting
The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: ray of frost
1/day each: dimension door, fire shield, haste, slow
2/day: darkness
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance
The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider
Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw
The horseman can switch between wielding its lance and longsword as a bonus action.
Multiattack
The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance
Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Lance|10|1d12+6
Longsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Longsword|10|1d8+6
Temporal Strike (recharge 5-6)
When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Baba Yaga's Horsemen, Bright Day
M
fey,tome of Beasts
lawful neutral
20 (plate and shield)
171 (18d8+90)
30 ft.
22
11
21
16
18
18
Dex +4, Wis +8
Arcana +7, Athletics +10, History +7, Perception +8
bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire
lightning, poison
exhaustion, paralyzed, poisoned
darkvision 60 ft.
18
Celestial, Common, Infernal; telepathy 100 ft.
11
Innate Spellcasting
The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: sacred flame
1/day each: dimension door, fire shield, haste, slow
2/day: daylight
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance
The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider
Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw
The horseman can switch between wielding its lance and longsword as a bonus action.
Multiattack
The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance
Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Lance|10|1d12+6
Longsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Longsword|10|1d8+6
Temporal Strike (recharge 5-6)
When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Baba Yaga's Horsemen, Red Sun
M
fey,tome of Beasts
lawful neutral
20 (plate and shield)
171 (18d8+90)
30 ft.
22
11
21
16
18
18
Dex +4, Wis +8
Arcana +7, Athletics +10, History +7, Perception +8
bludgeoning, piercing, and slashing damage from nonmagical weapons
fire, lightning, poison
blinded, charmed, exhaustion, frightened, paralyzed, poisoned
18
Celestial, Common, Infernal; telepathy 100 ft.
11
Innate Spellcasting
The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: dimension door, fire shield, haste, slow
2/day each: continual flame, scorching ray
3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)
Magic Resistance
The horseman has advantage on saving throws against spells and other magical effects.
Peerless Rider
Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.
Quick Draw
The horseman can switch between wielding its lance and longsword as a bonus action.
Multiattack
The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.
Lance
Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.
Lance|10|1d12+6
Longsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Longsword|10|1d8+6
Temporal Strike (recharge 5-6)
When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.
Bagiennik
M
aberration,tome of Beasts
chaotic neutral
15 (natural armor)
75 (10d8+30)
30 ft., swim 40 ft.
16
18
16
9
16
11
Perception +5
darkvision 60 ft.
15
Common
3
Healing Oil
A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute.
Multiattack
The bagiennik makes two claw attacks.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.
Claw|6|4d6+4
Acid Spray
Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.
Acid Spray|6|2d10+3
Bastet Temple Cat
S
monstrosity,tome of Beasts
chaotic neutral
14
40 (9d6+9)
40 ft., climb 30 ft.
8
19
12
12
16
18
Perception +5, Stealth +6
darkvision 60 ft.
15
Common, Nurian, and Sylvan
1
Keen Smell
The temple cat has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting
The temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:
At will: guidance
3/day each: charm person, cure wounds
1/day: enhance ability (only Cat's Grace)
Priestly Purr
When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait.
Multiattack
The temple cat makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.
Bite|6|1d4+4
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Claws|6|2d4+4
Fascinating Lure
The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it.
Bearfolk
M
humanoid (bearfolk),tome of Beasts
chaotic good
14 (hide armor)
45 (6d8+18)
40 ft.
19
14
16
8
12
9
darkvision 60 ft.
11
Common, Giant
3
Frenzy (1/rest)
As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.
Keen Smell
The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack
The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite.
Battleaxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.
Battleaxe|6|1d8+4
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bite|6|2d6+4
Warhammer
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.
Warhammer|6|1d8+4
Behtu
S
humanoid,tome of Beasts
chaotic evil
14 (hide armor)
52 (8d6+24)
20 ft., climb 20 ft.
17
16
16
12
11
7
Dex +5
Athletics +5, Stealth +5
cold, fire, lightning
darkvision 60 ft.
10
Behtu, Common, Infernal
2
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Shortspear
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shortspear|5|1d4+3
Fire Breath (Recharge 6)
The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw.
Ichorous Infusions
Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.
Beli
S
fey,tome of Beasts
neutral evil
15 (natural armor)
45 (10d6+10)
30 ft., fly 30 ft.
11
16
12
8
11
14
Dex +5
Perception +4, Stealth +5
cold
fire
darkvision 60 ft.
14
Common, Dwarvish, Giant
2
Arctic Hunter
Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings.
Cold Regeneration
As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate.
Flyby
The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Innate Spellcasting
The beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: invisibility
3/day: chill touch
Ice Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.
Ice Dagger|5|1d4+3
Icy Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.
Icy Shortbow|5|1d4+3
Bereginyas
T
fey,tome of Beasts
neutral evil
15
70 (20d4+20)
20 ft., fly 60 ft.
14
20
12
13
12
11
Dex +7
Perception +5, Stealth +9
bludgeoning
darkvision 60 ft.
15
Common, Elvish, Sylvan
4
Multiattack
The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Claw|7|1d8+5
Smother
If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.
Blemmyes
L
monstrosity,tome of Beasts
chaotic evil
15 (natural armor)
168 (16d10+80)
40 ft.
20
13
20
7
12
5
Intimidation +3
darkvision 60 ft.
11
Giant
8
Carnivorous Compulsion
If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.
Multiattack
The blemmyes makes two slam attacks and one bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Bite|8|4d6+5
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.
Slam|8|2d8+5
Rock
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Rock|8|4d10+5
Boloti
T
fey,tome of Beasts
neutral evil
15
63 (14d4+28)
20 ft., swim 60 ft.
12
20
14
13
12
11
Perception +3, Stealth +7
darkvision 60 ft.
13
Common, Primordial, Sylvan
1
Amphibious
The boloti can breathe air and water.
Innate Spellcasting
The boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: detect magic, water walk
3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing
1/day: wall of ice
Water Mastery
A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls.
Dagger
Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dagger|7|1d4+5
Vortex (1/Day)
A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space.
Bone Collective
S
undead,tome of Beasts
chaotic evil
17 (natural armor)
120 (16d6+64)
30 ft.
10
20
18
14
10
16
Dex +8
Arcana +5, Deception +6, Perception +3, Stealth +11
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
necrotic, poison
exhaustion, poisoned
darkvision 120 ft.
13
Common, Darakhul
8
Hive Mind
All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective.
Innate Spellcasting
The bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch
3/day: animate dead (up to 5 skeletons or zombies)
Swarm
A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.
Multiattack
The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.
Bite|8|4d12+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.
Claw|8|3d12+5
Swarm
Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.
Swarm|8|8d12+5
Wyrmblood Venom (Injury)
Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic.
Bone Crab
S
beast,tome of Beasts
neutral
13 (natural armor)
33 (6d6+12)
20 ft., swim 10 ft.
10
14
14
1
12
4
Perception +3, Stealth +4
bludgeoning
darkvision 60 ft.
13
-
1/2
Amphibious
The bone crab can breathe air and water.
Bone Camouflage
A bone crab has advantage on Dexterity (Stealth) checks while it's among bones.
Hive Mind
A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.
Leap
Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.
Multiattack
The bone crab makes two claw attacks.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Claw|4|2d6+2
White Ghost Shivers
A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.
Bone Swarm
L
swarm of Tiny undead,tome of Beasts
chaotic evil
17 (natural armor)
198 (36d10)
20 ft., fly 60 ft.
22
18
10
9
15
20
Dex +8, Wis +6, Cha +9
Acrobatics +8, Perception +6, Stealth +8
bludgeoning
piercing and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned
darkvision 60 ft.
16
Common, Void Speech
10
Strength of Bone
A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points.
Multiattack
The bone swarm can attack every hostile creature in its space with swirling bones.
Swirling Bones
Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).
Swirling Bones|10|5d8+9
Death's Embrace (Recharge 5-6)
Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead.
Avatar Of Boreas
M
elemental (shapechanger),tome of Beasts
chaotic evil
20 (natural armor)
168 (16d8+96)
50 ft., fly 120 ft.
25
22
22
18
19
21
Dex +12, Wis +10, Cha +11
Deception +11, Nature +10, Perception +10, Stealth +12
acid
cold, lightning, poison, thunder
petrification, poisoned
darkvision 60 ft., truesight 120 ft.
20
Common, Dwarvish, Giant, Infernal
17
Chilling Presence
Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas.
Wind Form
Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once.
Freedom of the Wind
Locks, shackles, ropes, and other bindings cannot hold Boreas.
Innate Spellcasting
Boreas's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall
3/day each: call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration
1/day each: chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall
Regeneration
The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate.
Multiattack
Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts.
Ice Spear (Humanoid Form)
Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage.
North Wind Longbow
Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 9 (2d8) cold damage.
North Wind Longbow|12|1d8+6
Whirlwind Blast (Wind Form Only)
Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 37 (5d12 + 5) slashing damage.
Whirlwind Blast|11|5d12+5
Boreas can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Boreas regains spent legendary actions at the start of its turn.
Ice Spear
Boreas makes an ice spear attack.
North Wind's Glare
Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar's next turn.
Whirlwind Movement (Costs 2 Actions)
Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed.
Bouda
M
fiend (shapechanger),tome of Beasts
neutral evil
15 (natural armor)
93 (11d8+44)
30 ft.
19
14
18
10
12
15
Dex +5, Con +7, Wis +4, Cha +5
Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5
acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
charmed, exhaustion, poisoned
darkvision 120 ft.
14
Common, Celestial, Infernal, Nurian; telepathy 100 ft.
5
Shapechanger
The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust.
Defiling Smear (1/Day)
The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week.
Innate Spellcasting
The bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic
At will: thaumaturgy
3/day: darkness, expeditious retreat
1/day: contagion
Multiattack
The bouda makes one bite attack and one mephitic claw attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.
Bite|7|2d8+4
Mephitic Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms.
Mephitic Claw|7|2d6+4
Ravenous Gorge
The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse.
Broodiken
T
construct,tome of Beasts
neutral
13 (natural armor)
55 (10d4+30)
20 ft., climb 20 ft.
8
14
16
2
10
6
Perception +4, Stealth +6
bludgeoning, piercing, and slashing damage from nonmagical weapons
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
14
-
1
Immutable Form
The broodiken is immune to any spell or effect that would alter its form.
Magic Resistance
The broodiken has advantage on saving throws against spells and other magical effects.
Shared Rage
A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bite|4|1d10+2
Attach
When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple.
Bucca
T
fey,tome of Beasts
neutral evil
14 (natural armor)
27 (5d4+15)
20 ft., fly 30 ft.
10
16
17
13
9
16
Perception +1, Sleight of Hand +7, Stealth +7
darkvision 60 ft.
11
Darakhul, Dwarvish
1/2
Flyby
The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Vulnerability to Sunlight
A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight.
Innate Spellcasting
The bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: invisibility
3/day each: darkness, ensnaring strike, locate object
Dagger
Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest.
Bukavac
L
monstrosity,tome of Beasts
neutral evil
16 (natural armor)
199 (21d10+84)
40 ft., swim 20 ft.
20
17
18
7
15
12
Dex +7, Con +8
Perception +10, Stealth +11
thunder
darkvision 60 ft.
20
Sylvan
9
Hold Breath
The bukavac can hold its breath for up to 20 minutes.
Hop
A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.
Multiattack
The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Bite|9|3d10+5
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes.
Claw|9|1d12+5
Gore
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Gore|9|3d10+5
Croaking Blast (Recharge 5-6)
A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.
Buraq
M
celestial,tome of Beasts
lawful good
17
152 (16d8+80)
60 ft., fly 90 ft.
15
18
20
18
18
20
Con +9, Wis +8, Cha +9
History +8, Religion +8
radiant; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened
truesight 120 ft.
14
Celestial, Common, Primordial, telepathy 120 ft.
11
Angelic Weapons
The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack).
Innate Spellcasting
The buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:
At will: comprehend languages, detect evil and good, holy aura, pass without trace
3/day each: haste, longstrider
1/day each: plane shift, wind walk
Magic Resistance
The buraq has advantage on saving throws against spells and other magical effects.
Night Journey
When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.
Multiattack
The buraq makes two attacks with its hooves.
Hooves
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
Hooves|8|2d6+4
Teleport (1/Day)
The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.
Burrowling
S
humanoid (burrowling),tome of Beasts
lawful neutral
13
27 (6d6+6)
30 ft., burrow 10 ft.
10
16
12
9
12
13
Perception +3
darkvision 60 ft.
13
Common
1/2
Burrow Awareness
A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet.
Pack Tactics
The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking.
Multiattack
The burrowling makes one bite attack and one claw attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claw|5|1d6+3
Sling
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Sling|5|1d4+3
Cactid
L
plant,tome of Beasts
unaligned
14 (natural armor)
76 (8d10+32)
5 ft.
16
8
18
7
10
9
fire
bludgeoning, piercing
blinded, deafened
blindsight 60 ft. (blind beyond this radius)
10
understands Sylvan, but can't speak
3
Hail of Needles (1/Day)
When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw.
Multiattack
The cactid makes two attacks with its tendrils and uses Reel.
Tendril
Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.
Tendril|5|2d6+3
Reel
Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.
Cambium
L
fiend,tome of Beasts
neutral evil
19 (natural armor)
264 (23d10+138)
40 ft.
21
16
23
17
16
18
Dex +8, Con +11, Int +8, Wis +8, Cha +9
Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8
poison
exhaustion, poisoned
darkvision 60 ft.
18
Common, Draconic, Infernal
14
Innate Spellcasting
The cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:
Constant: levitate
At will: alter self, detect thoughts, hold person, plane shift, spare the dying
3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal
1/day: finger of death
Multiattack
The cambium makes four needle fingers attacks.
Needle Fingers
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.
Needle Fingers|10|3d10+5
Ability Damage (3/Day)
When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point.
Imbalance Humors (3/Day)
When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:
Sanguine Flux: The target cannot be healed
aturally or magically.until after their next long rest.
Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds
The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds
The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect
A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.
Carrion Beetle
L
beast,tome of Beasts
neutral
15 (natural armor)
127 (15d10+45)
30 ft., burrow 20 ft., climb 10 ft.
19
12
17
1
13
10
paralysis
darkvision 60 ft.
11
-
4
Multiattack
The beetle makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage.
Bite|6|1d12+4
Claws
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Claws|6|1d6+4
Acid Spit (Recharge 5-6)
The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.
Cavelight Moss
L
plant,tome of Beasts
neutral
15 (natural armor)
95 (10d10+40)
5 ft., climb 5 ft.
24
10
18
1
13
5
acid, cold, fire; slashing from nonmagical weapons
charmed, deafened, frightened, paralyzed, prone, stunned, unconscious
tremorsense 60 ft.
11
-
4
Luminescence
The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.
Tendrils
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.
Tendrils|9|4d12+7
Strength Drain
Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.
Chelicerae
L
aberration,tome of Beasts
neutral evil
16 (natural armor)
153 (18d10+54)
40 ft., climb 30 ft.
22
17
17
14
15
14
Dex +6, Wis +5, Cha +5
Acrobatics +6, Athletics +9, Perception +5, Stealth +6
poison
charmed, poisoned
darkvision 60 ft.
15
-
7
Magic Resistance
The chelicerae has advantage on saving throws against spells and other magical effects.
Spellcasting
The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:
Cantrips: acid splash, mage hand, minor illusion, true strike
1st level: burning hands, detect magic, expeditious retreat, ray of sickness
2nd level: hold person, invisibility, scorching ray
3rd level: animate dead, haste, lightning bolt
4th level: phantasmal killer
Siphon Spell Slots
The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest.
Spider Climb
Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.
Multiattack
The chelicerae makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.
Bite|9|2d10+6
Claw
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Claw|9|2d8+6
Chernomoi
T
fey,tome of Beasts
neutral
13
32 (5d4+20)
20 ft., fly 20 ft.
9
18
18
12
11
16
Acrobatics +6, Perception +2, Stealth +6
bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons
darkvision 60 ft.
12
Common, Draconic, Sylvan
1
Innate Spellcasting
The chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect magic, invisibility, mage hand, mending, message, prestidigitation
1/day each: detect poison and disease, dimension door
Scimitar
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Scimitar|6|1d6+4
Shriek (Recharge 5-6)
The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw.
Child Of The Briar
T
plant,tome of Beasts
neutral evil
13
50 (20d4)
20 ft., climb 10 ft.
6
17
11
13
10
14
Perception +4, Stealth +7
fire
darkvision 60 ft.
14
Briarclick, Common, Sylvan
1
Fey Blood
Children of the briar count as both plant and fey for any effect related to type.
Multiattack
A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw|5|1d6+3
Spitdart Tongue (Recharge 4-6)
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.
Spitdart Tongue|5|1d6+3
Entangle
Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects.
Thorny Grapple
A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled.
Chronalmental
L
elemental,tome of Beasts
unaligned
17 (natural armor)
152 (16d10+64)
30 ft.
1
20
19
9
13
6
poison; bludgeoning, piercing, and slashing from nonmagical weapons
exhaustion, paralyzed, petrified, poisoned, unconscious
darkvision 60 ft.
11
Celestial, Infernal
8
Temporal Body
When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.
Multiattack
The chronalmental makes 1d4 + 1 slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Slam|8|2d10+5
Steal Time (1/Day)
The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Displace (Recharge 5-6)
The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space.
Step Between Seconds (Recharge 4-6)
When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.
Cikavak
T
fey,tome of Beasts
neutral
12
17 (7d4)
10 ft., fly 40 ft.
4
15
10
12
12
4
Perception +5, Stealth +9
acid, fire, poison
15
understands Common; telepathy (touch)
1/8
Innate Spellcasting
The cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: speak with animals
1/day: silence
Bite
Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.
Bite|4|1d4+2
Clockwork Abomination
L
construct (devil),tome of Beasts
lawful evil
16 (natural armor)
76 (8d10+32)
30 ft., climb 30 ft.
21
12
18
10
10
12
Dex +4, Con +7
Athletics +9, Perception +4, Stealth +4
acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
13
Common, Infernal
5
Additional Legs
Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.
Piston Reach
The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.
Immutable Form
The clockwork abomination is immune to any spell or effect that would alter its form.
Infernal Power Source
When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw.
Multiattack
The clockwork abomination makes one bite attack and one slam attack.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Bite|9|2d8+6
Slam
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.
Slam|9|2d6+6
Breath Weapon (Recharge 5-6)
The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.
Clockwork Beetle
T
construct,tome of Beasts
unaligned
14 (natural armor)
15 (6d4)
30 ft., fly 50 ft.
8
16
10
4
12
7
Dex +5
Stealth +5
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
11
understands Common, telepathy 100 ft. (creator only)
1/2
Immutable Form
The clockwork beetle is immune to any spell or effect that would alter its form.
Magic Resistance
The clockwork beetle has advantage on saving throws against spells and other magical effects.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.
Bite|5|1d6+3
Clockwork Beetle Swarm
L
swarm of Tiny constructs,tome of Beasts
neutral
14 (natural armor)
52 (8d10+8)
30 ft., fly 50 ft.
8
16
12
4
12
7
bludgeoning, piercing, and slashing
fire, poison, psychic
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
11
-
3
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.
Bites
Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.
Bites|5|5d6
Clockwork Hound
M
construct,tome of Beasts
unaligned
12 (natural armor)
71 (11d8+22)
50 ft.
16
15
14
1
10
1
Dex +4, Con +4
Athletics +7, Perception +4
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
14
understands Common
2
Immutable Form
The clockwork hound is immune to any spell or effect that would alter its form.
Magic Resistance
The clockwork hound has advantage on saving throws against spells and other magical effects.
Diligent Tracker
Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Bite|5|2d10+5
Tripping Tongue
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Tripping Tongue|5|1d8+5
Explosive Core
The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Clockwork Huntsman
M
construct,tome of Beasts
unaligned
14
110 (20d8+20)
40 ft.
17
14
12
4
10
1
Str +5, Dex +4
Perception +4, Survival +4
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
14
understands Common
3
Immutable Form
The clockwork huntsman is immune to any spell or effect that would alter its form.
Magic Resistance
The clockwork huntsman has advantage on saving throws against spells and other magical effects.
Longsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Longsword|5|1d8+3
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Slam|5|1d6+3
Net Cannon
Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.
Net Cannon|4|
Explosive Core
The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.
Clockwork Myrmidon
L
construct,tome of Beasts
unaligned
16 (natural armor)
153 (18d10+54)
30 ft.
20
14
16
10
10
1
Str +11, Dex +5
Athletics +8, Perception +6
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
16
understands Common
6
Immutable Form
The clockwork myrmidon is immune to any spell or effect that would alter its form.
Magic Resistance
The clockwork myrmidon has advantage on saving throws against spells and other magical effects.
Multiattack
The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.
Heavy Pick
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Heavy Pick|8|2d8+5
Slam
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.
Slam|8|1d12+5
Alchemical Flame Jet (Recharge 5-6)
The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
Grease Spray (Recharge 5-6)
As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.
Alchemical Fireball
The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times.
Clockwork Watchman
M
construct,tome of Beasts
unaligned
14 (natural armor)
55 (10d8+10)
30 ft.
14
12
12
5
10
1
Con +3
Athletics +4, Perception +4
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
14
Common
1/2
Immutable Form
The clockwork watchman is immune to any spell or effect that would alter its form.
Magic Resistance
The clockwork watchman has advantage on saving throws against spells and other magical effects.
Halberd
Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage.
Halberd|4|1d10+2
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Slam|4|1d6+2
Net Cannon
Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.
Net Cannon|3|
Weaving Spider
T
construct,tome of Beasts
unaligned
15 (natural armor)
25 (10d4)
40 ft., climb 40 ft.
10
16
10
9
8
8
poison
blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
14
understands Common
1
Immutable Form
The weaving spider is immune to any spell or effect that would alter its form.
Magic Resistance
The weaving spider has advantage on saving throws against spells and other magical effects.
Multiattack
The weaving spider makes two trimming blade attacks or two needle shuttle attacks.
Trimming Blade
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.
Trimming Blade|5|2d6+3
Poisoned Needle Shuttle
Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Poisoned Needle Shuttle|5|1d8+3
Unmaking
The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)
Clurichaun
T
fey,tome of Beasts
chaotic neutral
14
22 (4d4+12)
30 ft.
13
12
16
10
8
16
Con +5
Perception +1, Stealth +3
frightened, poisoned
darkvision 60ft.
11
Common, Elvish, Sylvan
1/4
Clurichaun's Luck
Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class.
Innate Spellcasting
The clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.
At will: friends, mending, minor illusion, purify food and drink, vicious mockery
1/day each: blur, calm emotions, heroism, sleep, suggestion
Magic Resistance
The clurichaun has advantage on saving throws against spells and other magical effects.
Unarmed Strike
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.
Unarmed Strike|3|1+1
Improvised Weapon
Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.
Improvised Weapon|3|1d4+1
Cobbleswarm
M
swarm of Tiny monstrosities,tome of Beasts
unaligned
15 (natural armor)
36 (8d8)
30 ft.
12
11
11
5
12
5
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, stunned
11
-
2
False Appearance
While the swarm remains motionless, it is indistinguishable from normal stones.
Shift and Tumble
As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet.
Shifting Floor
Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points.
Stings
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.
Stings|3|4d4
Corpse Mound
H
undead,tome of Beasts
neutral evil
16 (natural armor)
207 (18d12+90)
30 ft.
24
11
21
8
10
8
Con +9, Int +3, Wis +4
necrotic
poison
charmed, exhaustion, frightened, poisoned
darkvision 60 ft.
10
Understands Common but can't speak
11
Absorb the Dead
Whenever a Small or larger non.undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points.
Noxious Aura
Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours.
Zombie Drop
At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn.
Multiattack
The corpse mound makes two weapon attacks or uses envelop once.
Slam
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.
Slam|11|2d10+7
Bone Shard
Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.
Bone Shard|11|2d6+7
Envelop
The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.
Dau
S
fey,tome of Beasts
chaotic neutral
13
49 (9d6+18)
20 ft., fly 60 ft. (hover)
7
17
14
14
17
16
Deception +5, Insight +5, Perception +5, Stealth +5
darkvision 60 ft.
15
Deep Speech, Primordial, Sylvan, telepathy 60 ft.
4
Magic Resistance
The dau has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: detect thoughts
3/day each: invisibility, mirror image
1/day each: mirage arcana, programmed illusion, project image
Multiattack
The dau makes two slam attacks.
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Slam|5|1d6+3
Tangible Illusion (1/Day)
After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.
Mirror Dodge (1/Day)
When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed.
Death Butterfly Swarm
L
swarm of tiny beasts,tome of Beasts
chaotic evil
15 (natural armor)
60 (11d10)
5 ft., fly 40 ft. (hover)
1
13
10
1
12
15
bludgeoning, piercing, slashing
cold, fire
charmed, frightened, paralyzed, petrified, prone, restrained, petrified
darkvision 60 ft.
11
4
Potent Poison
The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.
Weight of Wings
A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours.
Multiattack
The swarm makes a Bite attack against every target in its spaces.
Bites
Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition..
Bites|3|6d6+1
Greater Death Butterfly Swarm
H
swarm of tiny beasts,tome of Beasts
chaotic evil
15 (natural armor)
84 (13d12)
5 ft., fly 40 ft. (hover)
1
16
10
1
15
12
bludgeoning, piercing, and slashing
cold, fire
charmed, frightened, paralyzed, petrified, prone, restrained, petrified
darkvision 60 ft.
12
6
Potent Poison
The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.
Weight of Wings
As death butterfly swarm but with DC 16 Dexterity saving throw
Multiattack
The swarm makes a Bite attack against every target in its spaces.
Bites
Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.
Bites|6|6d6+3
Deathwisp
M
undead,tome of Beasts
neutral evil
15
82 (11d8+33)
0 ft., fly 60 ft. (hover)
6
20
16
18
16
20
Dex +8, Con +6, Wis +6
Perception +6, Stealth +8
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
necrotic, poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
16
the languages it knew in life
7
Flicker
The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage.
Incorporeal Movement
The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object.
Shadow Jump
A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments.
Sunlight Sensitivity
While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unnatural Aura
Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.
Life Drain
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Life Drain|8|7d8+5
Create Deathwisp
The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time.
Deep One
M
humanoid,tome of Beasts
chaotic evil
13 (natural armor)
91 (14d8+28)
30 ft., swim 30 ft.
16
12
14
10
8
12
Str +5, Con +4, Cha +3
fire
cold
darkvision 120 ft.
9
Common, Void Speech
2
Amphibious
A deep one can breathe air or water with equal ease.
Frenzied Rage
On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.
Lightless Depths
A deep one is immune to the pressure effects of the deep ocean.
Ocean Change
A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.
Claws
Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Deep One Hybrid Priest
M
humanoid,tome of Beasts
chaotic evil
14 (natural armor)
120 (16d8+48)
30 ft., swim 30 ft
18
14
16
12
12
15
Con +5, Wis +3, Cha +4
Athletics +6, Deception +4, Perception +3
fire
cold
darkvision 120 ft.
13
Common, Void Speech
4
Amphibious
A deep one priest can breathe air or water with equal ease.
Frenzied Rage
On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage.
Innate Spellcasting
The deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: sacred flame, shocking grasp
3/day each: inflict wounds, sanctuary, sleep
1/day each: ice storm, shatter
Lightless Depths
A deep one hybrid priest is immune to the pressure effects of the deep ocean.
Ocean Change
A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.
Voice of the Deeps
A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.
Claws
Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Deep One Archimandrite
L
humanoid,tome of Beasts
chaotic evil
15 (natural armor)
153 (18d10+54)
40 ft., swim 40 ft.
20
15
17
12
17
19
Dex +5, Wis +6, Cha +7
Arcana +4, Perception +6
fire
cold, thunder
darkvision 240 ft.
16
Common, Void Speech
8
Amphibious
A deep one can breathe air or water with equal ease.
Frenzied Rage
On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack.
Innate Spellcasting
The deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: bless, revivify, sacred flame, shocking grasp, suggestion
3/day each: charm person, lightning bolt, sanctuary, shatter
1/day each: chain lightning, cone of cold, ice storm
Legendary Resistance (1/Day)
If the deep one archimandrite fails a saving throw, it can count it as a success instead.
Lightless Depths
A deep one hybrid priest is immune to the pressure effects of the deep ocean.
Voice of the Archimandrite
With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly.
Multiattack
A deep one archimandrite makes one claw attack and 1 unholy trident attack.
Claw
Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Unholy Trident
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.
Unholy Trident|8|2d8+5
Apau Perape
L
fiend (demon),tome of Beasts
chaotic evil
16 (natural armor)
95 (10d10+40)
30 ft., climb 30 ft.
21
18
19
10
12
15
Dex +7, Con +7, Wis +4
Intimidation +5, Perception +4, Stealth +7
cold
fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
poison
frightened, poisoned
darkvision 120 ft.
14
Ape, Infernal, telepathy 120 ft.
6
Diseased Ichor
Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Innate Spellcasting
The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:
1/day each: fear, wall of fire
Magic Resistance
The apau perape has advantage on saving throws against spells and other magical effects.
Multiattack
The apau perape makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Bite|8|2d6+5
Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Claws|8|2d8+5
Variant: Demon Summoning
Some apau perapes have an action option that allows them to summon other demons.
Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning
The apau perape has a 50 percent chance of summoning one apau perape or one giant ape.
Berstuc
L
fiend (demon),tome of Beasts
chaotic evil
18 (natural armor)
157 (15d10+75)
40 ft., burrow 20 ft.
22
10
20
12
14
19
Str +10, Wis +6, Cha +8
Deception +8, Nature +10, Stealth +4, Survival +6
acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
lightning, poison
poisoned
darkvision 120 ft.
12
Abyssal, Common, Sylvan; telepathy 120 ft.
11
Stealth Improvement
Stealth +8 in forest terrain
False Presence
The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked.
Magic Resistance
The berstuc has advantage on saving throws against spells and other magical effects.
Twisted Path
The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours.
Multiattack
The berstuc makes three slam attacks and Absorbs once.
Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).
Slam|10|2d8+5
Absorb
The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone.
Kishi Demon
M
fiend (demon),tome of Beasts
chaotic evil
18 (natural armor, shield)
119 (14d8+56)
50 ft.
19
20
19
15
11
22
Dex +8, Con +7, Wis +3
Deception +9, Perception +3, Performance +9
cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 120 ft.
13
Celestial, Common, Draconic, Infernal, telepathy
8
Two Heads
The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Innate Spellcasting
The demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion
3/day: glibness
1/day: dominate person
Magic Resistance
The demon has advantage on saving throws against spells and other magical effects.
Trophy Shield
If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon.
Variant: Demon Summoning
Some kishi demons have an action option that allows them to summon other demons.
Summon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon
Multiattack
The demon makes one bite attack and three spear attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Bite|8|2d6+5
Spear
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Spear|7|1d6+4
Malakbel
M
fiend (demon),tome of Beasts
chaotic evil
14 (natural armor)
102 (12d8+48)
40 ft.
14
17
19
13
16
20
Dex +7, Wis +7
Perception +7
cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons
fire, radiant, poison
blinded, poisoned
truesight 30 ft.
17
Abyssal, telepathy 120 ft.
9
Blistering Radiance
The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap.
Distortion
Ranged attacks against the malakbel have disadvantage.
Magic Resistance
The malakbel has advantage on saving throws against spells and other magical effects.
Multiattack
The malakbel makes two scorching blast attacks.
Scorching Blast
Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.
Scorching Blast|9|3d8+5
Searing Flare (Recharge 5-6)
The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion.
Teleport
The malakbel magically teleports to an unoccupied space it can see within 100 feet.
Psoglav Demon
L
fiend (demon),tome of Beasts
chaotic evil
17 (natural armor)
115 (11d10+55)
40 ft., fly 60 ft.
21
23
20
16
19
18
Dex +9, Con +8, Wis +7, Cha +7
Acrobatics +9, Perception +6, Intimidation +7, Stealth +9
cold, lightning
fire, poison
poisoned
blindsight 30 ft., darkvision 60 ft.
16
Common, Infernal; telepathy 60 ft.
7
Innate Spellcasting
The psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:
1/day: greater invisibility
Magic Weapon
The psoglav's weapon attacks are magical.
Shadow Door (4/Day)
The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.
Multiattack
The psoglav demon makes three bite attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).
Bite|8|2d12+5
Shadow Stealing Ray (Recharge 5-6)
The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.
Rubezahl
M
fiend (demon),tome of Beasts
chaotic evil
15 (natural armor)
110 (17d8+34)
50 ft.
20
15
14
11
12
18
Dex +6, Con +6, Wis +5
Deception +8, Perception +5, Survival +5
cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
lightning, thunder, poison
poisoned, stunned
blindsight 10 ft., darkvision 120 ft.
15
Abyssal, Common, telepathy 120 ft.
10
Counting Compulsion
If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again.
False Tongue
The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true.
Innate Spellcasting
The rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: disguise self (humanoid forms only), fog cloud
3/day each: call lightning, gust of wind, lightning bolt
1/day: control weather
Sneak Attack (1/turn)
The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll.
Multiattack
The rubezahl makes one gore attack and two claw attacks.
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Claw|9|3d6+5
Gore
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore|9|3d8+5
Thunderstrike (Recharge 5-6)
The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn.
Akyishigal, Demon Lord Of Cockroaches
L
fiend (demon),tome of Beasts
chaotic evil
18 (natural armor)
138 (12d10+72)
40 ft., burrow 20 ft., climb 40 ft., fly 40 ft.
21
17
22
19
14
24
Str +9, Dex +7, Con +10, Wis +6, Cha +11
Acrobatics +11, Athletics +9, Perception +6, Stealth +11
acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons
cold, lightning, poison
poisoned
darkvision 120 ft., truesight 60 ft.
16
Abyssal, Common, Draconic, Elvish, Infernal; telepathy 60 ft.
12
Innate Spellcasting
Akyishigal's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, magic circle, teleport
3/day: dispel magic, insect plague (6th level), shapechange (vermin only)
1/day: contagion (always filth fever)
Magic Resistance
Akyishigal has advantage on saving throws against spells and other magical effects.
Summon Demon (1/Day)
Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Multiattack
Akyishigal makes four claw attacks.
Claw
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Claw|9|2d10+5
Cloak of Swarms (Recharge 5-6)
Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn't have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets.
Akyishigal can take 2 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Akyishigal regains spent legendary actions at the start of its turn.
Teleport
Akyishigal may teleport within line of sight.
Skitter
Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity.
Spellcasting (Costs 2 Actions)
Akyishigal casts insect plague from its innate spellcasting ability.
Spawn Of Akyishigal
M
fiend (demon),tome of Beasts
chaotic evil
15 (natural armor)
119 (14d8+56)
30 ft., climb 15 ft.
15
13
19
10
11
12
Dex +4
poison
poisoned
darkvision 60 ft.
10
Infernal, Spawn of Akyishigal
5
Command Vermin
Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren't under any magical control. The vermin obey the spawn's commands to the best of their ability, heedless of their own safety.
Swarming Cough (recharge 5-6)
The spawn can belch forth a swarm of insects. The swarm is completely under the spawn's control. It remains for 1 minute or until destroyed.
Multiattack
The spawn makes one bite attack and two sting attacks.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Bite|5|1d10+2
Sting
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds.
Sting|5|2d8+2
Alquam, Demon Lord Of Night
H
fiend (demon),tome of Beasts
chaotic evil
20 (natural armor)
350 (28d12+168)
20 ft., fly 100 ft.
14
19
23
16
20
16
Dex +11, Con +13, Wis +12
Deception +10, Perception +12, Stealth +11
fire, lightning
cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
22
all, telepathy 120 ft.
21
Born of Darkness
Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.
Innate Spellcasting
Alquam's innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components.
At will: darkness, silence
3/day each: fear, invisibility, teleport
1/day: circle of death
Keen Senses
Alquam has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/day)
If Alquam fails a saving throw, it can choose to succeed instead.
Magic Resistance
Alquam has advantage on saving throws against spells and other magical effects.
Magic Weapons
Alquam's weapon attacks are magical.
Alquam's Lair
On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can’t use the same effect two rounds in a row:
- Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round.
- Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round.
- Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round.
Regional Effects
The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:
- Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius.
- Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms.
- Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance.
If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
Alquam makes one bite attack, one wing attack, and one talons attack.
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.
Bite|11|4d10+4
Wing
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Wing|11|3d8+4
Talons
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature.
Talons|11|3d6+4
Alquam can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Alquam regains spent legendary actions at the start of its turn.
Attack
Alquam makes one attack.
Move
Alquam flies half its speed without provoking opportunity attacks.
Shroud (2 actions)
Alquam radiates magical darkness in a 30.foot radius. The darkness lasts until the start of Alquam's next turn.
Camazotz, Demon Lord Of Bats And Fire
L
fiend (demon),tome of Beasts
chaotic evil
19 (natural armor)
537 (43d10+301)
30 ft., climb 30 ft., fly 80 ft.
30
22
25
12
22
25
Dex +13, Con +14, Wis +13, Cha +14
Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13
acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
fire, poison, thunder
cold
charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
blindsight 120 ft., darkvision 40 ft.
23
Common, Darakhul, Derro, Draconic, Dwarvish, Infernal, Nurian, Primordial, Void Speech; telepathy 300 ft.
22
Shapechanger
Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Either form turns into a pile of greasy ash if destroyed.
Echolocation
Camazotz can't use his blindsight while deafened.
Keen Hearing
Camazotz has advantage on Wisdom (Perception) checks that rely on hearing.
Gift of Vampirism
Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time.
Heat Mantle
Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically.
Innate Spellcasting
Camazotz' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport
3/day each: banishment, haste, symbol
1/day: earthquake
Magic Resistance
Camazotz has advantage on saving throws against spells and other magical effects.
Summon Bats (1/Day)
Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour.
Summon Demons (1/Day)
Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft.
Multiattack
Camazotz makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.
Bite|17|8d6+10
Claw
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.
Claw|17|6d6+10
Fire Breath (Recharge 5-6)
Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw.
Camazotz can take 2 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Camazotz regains spent legendary actions at the start of its turn.
Detect
Camazotz makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions)
Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed.
Skin Bat
S
undead,tome of Beasts
neutral evil
13 (natural armor)
14 (4d6)
10 ft., fly 40 ft.
12
16
10
2
13
6
Perception +3
poison
poisoned
darkvision 60 ft.
13
1/2
Summon Bat Swarm
The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.
Bite|5|1d4+3
Mechuiti, Demon Lord Of Apes
G
fiend (demon),tome of Beasts
chaotic evil
19 (natural armor)
370 (20d20+160)
60 ft., climb 60 ft.
29
19
27
18
18
22
Str +17, Dex +12, Wis +12
Arcana +12, Insight +12, Intimidation +14, Perception +12, Religion +12
cold
acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, frightened, poisoned, stunned
truesight 120 ft.
22
Celestial, Common, Draconic, Infernal, Primordial, telepathy 300 ft.
27
Legendary Resistance (4/Day)
If Mechuiti fails a saving throw, it can choose to succeed instead.
Magic Resistance
Mechuiti has advantage on saving throws against spells and other magical effects.
Magic Weapons
Mechuiti's weapon attacks are magical.
Diseased Ichor
Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Innate Spellcasting
Mechuiti's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components:
At will: dispel magic, fireball, hold monster, wall of fire
3/day each: fire storm, power word stun
1/day each: meteor swarm, power word kill
Speak with Apes
Mechuiti can communicate simple concepts to apes.
Mechuiti's Lair
On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can’t use the same effect two rounds in a row.
- Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target’s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage.
- The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round.
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated.
- The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Regional Effects
The region containing Mechuiti’s lair is warped by its presence, which creates one or more of the following effects.
- Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano’s cone.
- When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti’s cult.
- Water within 1 mile of the lair carries Mechuiti’s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.
When Mechuiti dies, all these regional effects fade immediately.
Multiattack
Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks.
Bite
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage.
Bite|17|2d10+9
Claw
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice.
Claw|17|2d10+9
Immolating Breath (Recharge 5-6)
Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw.
Immolating Corona
Mechuiti's fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet.
Frightful Presence
Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours.
Mechuiti can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Mechuiti regains spent legendary actions at the start of its turn.
Move
Mechuiti moves up to half its speed, using any move it wishes.
Burn from Inside
Mechuiti targets a creature within 120 feet that has Mechuiti's Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach.
Spell (Costs 2 Actions)
Mechuiti casts a spell.
Fiery Corona (Costs 2 Actions)
Mechuiti uses Immolating Corona.
Qorgeth, Demon Lord Of The Devouring Worm
G
fiend (demon),tome of Beasts
chaotic evil
21 (natural armor)
370 (20d20+160)
50 ft., burrow 50 ft., climb 30 ft.
29
6
26
9
19
18
Dex +5, Con +15, Wis +11, Cha +11
Perception +11
cold, fire, lightning
poison; bludgeoning, piercing, and slashing from nonmagical weapons
blinded, charmed, exhaustion, frightened, poisoned
blindsight 120 ft., tremorsense 120 ft.
21
all, telepathy 120 ft.
23
Innate Spellcasting
Qorgeth's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components.
At will: detect magic, black tentacles
3/day each: dispel magic, fear, insect plague (biting worms)
1/day each: earthquake, teleport
Legendary Resistance (3/Day)
If Qorgeth fails a saving throw, it can choose to succeed instead.
Tunneler
Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake.
Magic Resistance
Qorgeth has advantage on saving throws against spells and other magical effects.
Magic Weapons
Qorgeth's weapon attacks are magical.
Qorgeth's Lair
On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can’t use the same effect two rounds in a row:
- Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants.
- A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn.
- Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack: +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing).
Regional Effects
The region containing Qorgeth’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:
- Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent.
- Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area.
- Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer.
If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
Qorgeth makes one bite attack, two crush attacks, and one stinger attack.
Bite
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone.
Bite|16|2d12+9
Crush
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled.
Crush|16|2d10+9
Stinger
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts.
Stinger|16|4d6+9
Qorgeth can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Qorgeth regains spent legendary actions at the start of its turn.
Shriek
All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Death Roll (2 actions)
Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically.
Devour (3 actions)
Qorgeth makes one bite attack.
Derro Fetal Savant
T
humanoid,tome of Beasts
chaotic evil
15 (cage)
2 (4d4-8)
5 ft. (0 in cage)
1
1
6
6
12
20
Wis +3, Cha +7
Perception +3
psychic
charmed, frightened
darkvision 60 ft.
13
-
4
Enchanted Cage
The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed.
Madness
A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma.
Vulnerability to Sunlight
A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun.
Babble
The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange.
Soul Exchange
As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless.
Derro Shadow Antipaladin
S
humanoid (derro),tome of Beasts
chaotic evil
18 (breastplate and shield)
82 (11d6+44)
30 ft.
11
18
18
11
5
14
Str +3, Wis +0, Cha +5
Perception +0, Stealth +7
darkvision 120 ft.
10
Derro, Undercommon
5
Evasive
Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one.
Insanity
The derro has advantage on saving throws against being charmed or frightened.
Magic Resistance
The derro has advantage on saving throws against spells and other magical effects.
Shadowstrike
The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).
Spellcasting
The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:
1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite
2nd level (2 slots): aid, crown of madness, darkness, magic weapon
Sunlight Sensitivity
While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack
The derro makes two scimitar attacks or two heavy crossbow attacks.
Scimitar
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
Scimitar|7|1d6+4
Heavy Crossbow
Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
Heavy Crossbow|7|1d10+4
Infectious Insanity (Recharge 5-6)
The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.
Arbeyach
L
fiend (devil),tome of Beasts
lawful evil
17 (natural armor)
275 (22d10+154)
40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover)
22
20
25
19
21
25
Dex +12, Con +14, Wis +12, Cha +14
Deception +14, Insight +12, Perception +12, Stealth +12
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
charmed, frightened, poisoned, stunned
truesight 120 ft.
22
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
21
Legendary Resistance (3/Day)
If Arbeyach fails a saving throw, it can choose to succeed instead.
Magic Resistance
Arbeyach has advantage on saving throws against spells and other magical effects.
Magic Weapons
Arbeyach's weapon attacks are magical.
Innate Spellcasting
Arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:
At will: poison spray
3/day each: fog cloud, stinking cloud
1/day each: cloudkill, contagion, insect plague
Fear Aura
Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours.
Aura of Virulence
Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition.
Swarm Prince
Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil.
Multiattack
Arbeyach makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.
Bite|13|2d8+6
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.
Claw|13|1d8+6
Vermin Breath (Recharge 5-6)
Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time.
Arbeyach can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.
Move
Arbeyach moves up to half its speed, using any movement mode it wishes.
Poison
Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spell (Costs 2 Actions)
Arbeyach casts a spell.
Spawn Of Arbeyach
M
fiend (devil),tome of Beasts
lawful evil
17 (natural armor)
78 (12d8+24)
40 ft., climb 20 ft.
18
15
15
10
13
12
Wis +4
Perception +4, Stealth +5
poison
poisoned
darkvision 60 ft., tremorsense 60 ft.
14
Infernal
5
Hive Mind
Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are.
Innate Spellcasting
The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.
Multiattack
A Spawn of Arbeyach makes one bite attack and two stinger attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.
Bite|7|2d6+4
Stinger
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stinger|7|1d6+4
Ia'affrat
L
swarm of Tiny elementals,tome of Beasts
lawful evil
17 (natural armor)
170 (20d10+60)
5 ft., fly 40 ft. (hover)
3
21
16
20
18
23
Dex +10, Con +8, Wis +9, Cha +11
Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11
cold
fire, poison; bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned
blindsight 10 ft., darkvision 120 ft.
19
Common, Draconic, Infernal, Primordial
15
Elemental Swarm
Ia'Affrat can occupy another creature's space
and vice versa, and the swarm can move through any opening
large enough for a Tiny insect
Magic Resistance
Ia'Affrat has advantage on saving throws against spells and other magical effects
Innate Spellcasting
Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:
At will: fire bolt, poison spray
3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness
1/day each: bestow curse, contagion, harm, insect plague, fireball
Inhabit
Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host.
Smoke Shroud
Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn.
Bites
Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bites|10|6d6
Smoke Jump
Ia'Affrat can travel instantly to a space in sight where there's smoke.
Whirlwind (Recharge 4-6)
Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Mammon
H
fiend (devil),tome of Beasts
lawful evil
20 (natural armor)
378 (28d12+196)
50 ft.
22
13
24
23
21
26
Dex +9, Int +14, Wis +13, Cha +16
Deception +16, Insight +13, Perception +13, Persuasion +16
cold
fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
23
all, telepathy 120 ft.
25
Innate Spellcasting
Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura
3/day each: animate objects, counterspell, creation, instant summons, legend lore, teleport
1/day each: imprisonment (minimus containment only, inside gems), sunburst
Legendary Resistance (3/day)
If Mammon fails a saving throw, he can choose to succeed instead.
Magic Resistance
Mammon has advantage on saving throws against spells and other magical effects.
Magic Weapons
Mammon's weapon attacks are magical.
Mammon's Lair
On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can’t use the same effect two rounds in a row:
- Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again.
- Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it.
- Mammon magically teleports from one area of treasure to another within 150 feet.
Regional Effects
The region containing Mammon’s lair is warped by the archdevil’s magic, which creates one or more of the following effects:
- Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic.
- Creatures that spend more than 1 hour within 1 mile of Mammon’s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic.
- Any naturally occurring treasure in Mammon’s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane.
If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
Mammon makes three attacks.
Purse
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage
Purse|14|7d8+6
Molten Coins
Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage.
Molten Coins|14|3d6+6
Your Weight In Gold (Recharge 5-6)
Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.
Mammon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Mammon regains spent legendary actions at the start of his turn.
Attack
Mammon makes one purse or molten coins attack.
Make It Rain!
Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn.
Deep Pockets (3 actions)
Mammon recharges his Your Weight In Gold ability.
Totivillus, Scribe Of Hell
M
fiend (devil),tome of Beasts
lawful evil
19 (natural armor)
299 (26d8+182)
40 ft., fly 60 ft.
18
18
24
26
22
18
Dex +11, Con +14, Int +15, Wis +13, Cha +11
Arcana +15, History +15, Investigation +15, Perception +13, Religion +15
bludgeoning, piercing, and slashing from nonmagical weapons
fire, poison
poisoned
truesight 30 ft., darkvision 60 ft.
23
Common, Celestial, Draconic, Infernal, Void Speech; telepathy 120 ft.
24
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Fear Aura
Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, it is immune to the devil's Fear Aura for the next 24 hours.
Spellcasting
Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared:
Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation
1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant
2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step
3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
4th level (3 slots): banishment, dimension door, greater invisibility, polymorph
5th level (3 slots): dominate person, geas, modify memory, passwall
6th level (2 slots): eyebite, guards and wards, mass suggestion
7th level (2 slots): forcecage, plane shift
8th level (1 slot): feeblemind
9th level (1 slot): time stop
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Magic Weapons
Totivillus's weapon attacks are magical.
Meld with Text
Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage.
Trust Aura
Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can't attack Totivillus directly until the start of their next turn. This effect ends immediately and can't be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura.
Multiattack
Totivillus makes two claw attacks.
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage.
Claw|11|4d12+4
Hellfire Bolt (Recharge 5-6)
Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage.
Hellfire Bolt|15|10d12
Totivillus can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. Totivillus regains spent legendary actions at the start of its turn.
Claw Attack
Totivillus makes one claw attack.
Devil's Mark
Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil's mark: a tattoo in the shape of Totivillus's personal seal. All devils have advantage on spell attacks made against the devil.marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it's concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who've made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil's mark is in league with evil forces.
Cast a Spell (Costs 3 Actions)
Totivillus casts a spell from its list of prepared spells, using a spell slot as normal.
Automata Devil
L
fiend (devil),tome of Beasts
lawful evil
17 (natural armor)
168 (16d10+80)
40 ft.
24
17
20
11
14
19
Str +11, Dex +7, Con +9, Wis +6, Cha +8
Athletics +11, Intimidation +8
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
12
Common, Infernal; telepathy 100 ft.
10
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The automata devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: charm person, suggestion, teleport
1/day each: banishing smite, cloudkill
Multiattack
The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn.
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
Bite|11|2d10+7
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Claw|11|2d6+7
Whip
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.
Whip|11|1d8+7
Punishing Maw
If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely "spit out" a creature or corpse during its turn, to free up the maw for another victim.
Fear Aura
Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again.
Chort Devil
M
fiend (devil),tome of Beasts
lawful evil
18 (natural armor)
187 (15d8+120)
30 ft.
24
20
26
18
20
20
Str +11, Dex +9, Con +12, Int +8, Cha +9
Athletics +11, Deception +9, Insight +9, Perception +9
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
cold, fire, poison
poisoned
darkvision 120 ft.
19
Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)
12
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:
At will: blur, magic circle, teleportation
3/day: scorching ray (5 rays)
1/day each: dispel magic, dominate person, flame strike, haste
Multiattack
The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws.
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.
Claw|11|2d4+7
Flaming Ranseur
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.
Flaming Ranseur|11|1d10+7
Devilish Weapons
Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.
Crystalline Devil
M
fiend (devil),tome of Beasts
lawful evil
15 (natural armor)
102 (12d8+48)
30 ft.
18
12
18
14
13
15
Wis +4, Cha +5
Deception +8, Insight +4
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
11
Celestial, Common, Infernal, telepathy 120 ft.
6
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The crystalline devil has advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn)
The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll.
Innate Spellcasting
While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:
2/day: command
1/day: suggestion
Variant: Devil Summoning
Some crystalline devils have an action option that allows them to summon other devils.
Summon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil
Multiattack
The devil makes two claw attacks.
Betraying Carbuncle
The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claw|7|2d6+4
Crystalline Spray (Recharge 5-6)
The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw.
Gilded Devil
M
fiend (devil),tome of Beasts
lawful evil
16 (coin mail)
112 (15d8+45)
30 ft.
17
15
17
15
18
17
Str +6, Con +6, Wis +7, Cha +6
Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8
cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
fire, poison
poisoned
14
Celestial, Common, Draconic, Infernal; telepathy (120 ft.)
7
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Liar's Largesse
A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Magic Weapons
The gilded devil's weapon attacks are magical.
Innate Spellcasting
The gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:
At will: detect thoughts, major image, suggestion
3/day each: dominate person, polymorph, scorching ray (4 rays), scrying
1/day: teleport (self plus 50 lb of objects only)
Multiattack
The gilded devil makes two heavy flail attacks.
Heavy Flail (Scourge of Avarice)
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.
Heavy Flail|8|1d10+5
Betrayal of Riches (Recharge 5-6)
As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.
An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.
Arms: STR Save or Melee Damage halved until a short rest
Hand: STR Save or Drop any held item
Eyes: DEX Save or Permanetly blinded
Head: DEX Save Disadvantage on INT checks until long rest
Feet: DEX Save or Speed halved for 24 hours
Neck: CON Save or Stunned, unable to breathe for 1 round
Other: No additional effects
Scorn Base Metals
A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects.
Scourge of Avarice
As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death.
Voracious Greed
As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed.
Ink Devil
S
fiend (devil),tome of Beasts
lawful evil
14
54 (12d6+12)
30 ft.
12
18
12
20
8
18
Dex +6
Arcana +9, Deception +8, History +9, Stealth +8
cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
9
Celestial, Common, Draconic, Infernal; telepathy (120 ft.)
2
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:
At will: detect magic, illusory script, invisibility, teleportation (self plus 50 lb of objects only)
1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage.
Bite|6|2d6+4
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage.
Claw|6|3d6+4
Disrupt Concentration
Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn.
Corrupt Scroll
An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell.
Devil's Mark
Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark.a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil.
Koralk (Harvester Devil)
L
fiend (devil),tome of Beasts
lawful evil
15 (natural armor)
136 (16d10+48)
40 ft.
16
13
17
10
11
13
Con +7, Wis +4, Cha +5
cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
10
Infernal, telepathy 120 ft.
11
Devil's Sight
Magical darkness does not impair the koralk's darkvision.
Magic Resistance
The koralk has advantage on saving throws against spells and other magical effects.
Steadfast
The koralk cannot be frightened while it can see an allied creature within 30 feet of it
Multiattack
The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled.
Scythe
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).
Scythe|7|2d12+3
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.
Bite|7|3d10+3
Stinger
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.
Stinger|7|2d8+3
Lunar Devil
L
fiend (devil),tome of Beasts
lawful evil
16 (natural armor)
94 (9d10+45)
40 ft., fly 60 ft. (hover), lightwalking 80 ft.
21
21
20
16
15
18
Str +8, Dex +8, Con +8, Wis +5
Perception +5
cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
15
Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.
8
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Innate Spellcasting
The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: fly, major image, planar binding
3/day: greater invisibility
1/day: wall of ice
Light Incorporeality
The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead.
Lightwalking
Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Variant: Devil Summoning
Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.
Multiattack
The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Bite|8|1d12+5
Claw
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|8|2d6+5
Tail
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Tail|8|1d8+5
Hurl Moonlight
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.
Hurl Moonlight|7|3d12
Orobas Devil
L
fiend (devil),tome of Beasts
lawful evil
19 (natural armor)
261 (14d10+126)
40 ft.
26
14
28
23
26
21
Str +13, Dex +7, Con +14, Wis +13
Deception +10, History +11, Insight +13, Perception +13, Persuasion +10
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
truesight 90 ft.
23
Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.
14
Knowing (3/day)
An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check.
Magic Resistance
The orobas has advantage on saving throws against spells and other magical effects.
Magic Weapons
The orobas's weapon attacks are magical.
Sage Advice
An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination.
Innate Spellcasting
The orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: detect evil and good
At will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)
5/day each: bestow curse, fireball, scorching ray
3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire
1/day each: eyebite, find the path, foresight
Multiattack
The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp.
Bite
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Flail
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage.
Stomp
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.
Salt Devil
M
fiend (devil),tome of Beasts
lawful evil
13 (natural armor)
93 (11d8+44)
30 ft.
18
13
18
13
14
15
Dex +4, Con +7, Cha +5
Perception +5, Stealth +4
acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
fire, poison
poisoned
darkvision 120 ft.
15
Celestial, Common, Gnoll, Infernal, telepathy 120 ft.
6
Devil's Sight
Magical darkness doesn't impede the devil's darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:
At will: darkness
1/day each: harm, teleport
Variant: Devil Summoning
Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil
Multiattack
The devil makes two scimitar attacks.
Scimitar
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.
Scimitar|7|1d6+4
Mbielu
H
beast,tome of Beasts
unaligned
15 (natural armor)
95 (10d12+30)
30 ft., swim 20 ft.
19
14
16
2
12
6
Perception +3
13
-
3
Toxic Skin
A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Tail
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Tail|6|3d10+4
Rollover
If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage.
Ngobou
L
beast,tome of Beasts
unaligned
15 (natural armor)
85 (10d10+30)
40 ft.
20
9
16
2
9
6
Perception +5
15
-
5
Trampling Charge
If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.
Elephants' Bane
The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours.
Spikes
A creature that grapples an ngobou takes 9 (2d8) piercing damage.
Gore
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.
Gore|8|6d10+5
Stomp
Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.
Stomp|8|3d8+5
Spinosaurus
G
beast,tome of Beasts
unaligned
15 (natural armor)
231 (14d20+84)
60 ft., swim 40 ft.
27
9
22
2
11
10
Perception +5
15
-
13
Tamed
The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.
Siege Monster
The spinosaurus deals double damage to objects and structures.
Multiattack
The spinosaurus makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.
Bite|13|4d12+8
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Claw|13|4d6+8
Tail
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Tail|13|3d8+8
Frightful Presence
Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours.
The spinosaurus can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.
Move
The spinosaurus moves up to half its speed.
Roar
The spinosaurus uses Frightful Presence.
Tail Attack (Costs 2 Actions)
The spinosaurus makes one tail attack.
Young Spinosaurus
H
beast,tome of Beasts
unaligned
14 (natural armor)
105 (10d12+40)
50 ft., swim 30 ft.
23
11
19
2
11
8
Perception +3
13
-
5
Tamed
The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.
Multiattack
The spinosaurus makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.
Bite|9|3d12+6
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Claw|9|2d6+6
Dipsa
T
ooze,tome of Beasts
unaligned
15
27 (6d4+12)
20 ft., climb 20 ft., swim 20 ft.
3
17
14
1
6
1
Stealth +7
acid
blinded, charmed, deafened, exhaustion, frightened, prone
blindsight 60 ft. (blind beyond this radius)
8
-
1/4
Swamp Stealth
The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain.
Amorphous
The dipsa can move through a space as narrow as 1 inch wide without squeezing.
Discreet Bite
The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it.
Translucent
The dipsa can take the Hide action as a bonus action on each of its turns.
Bite
Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.
Bite|7|1d6
Dissimortuum
M
undead,tome of Beasts
chaotic evil
15 (natural armor)
112 (15d8+45)
30 ft., climb 30 ft.
14
10
16
8
11
18
Con +6
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, poisoned
darkvision 60 ft.
10
Common
7
Spider Climb
The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack
The dissimortuum makes three claw attacks.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.
Claw|5|3d8+2
Terrifying Mask
Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours.
Dogmole
M
beast,tome of Beasts
neutral
14 (natural armor)
71 (11d8+22)
30 ft., burrow 10 ft., swim 10 ft.
14
17
15
2
12
10
blindsight 30 ft.
11
-
1
Burrow
Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter.
Wormkiller Rage
Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives.
Multiattack
The dogmole makes one claw attack and one bite attack.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bite|4|1d6+2
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage.
Claw|4|3d6+2
Dogmole Juggernaut
L
monstrosity,tome of Beasts
neutral
15 (chain armor)
126 (12d10+60)
30 ft., burrow 10 ft., swim 10 ft.
21
14
20
2
10
2
Con +11
blindsight 30 ft.
10
-
5
Burrow
Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter.
Ferocity (1/Day)
When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn.
Powerful Build
A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast.
Wormkiller Rage
Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live.
Multiattack
The dogmole juggernaut makes one claw attack and one bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Bite|8|1d12+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Claw|8|4d6+5
Domovoi
M
fey,tome of Beasts
chaotic neutral
15 (natural armor)
93 (11d8+44)
30 ft.
19
13
18
6
10
16
Intimidation +5, Perception +2
acid, lightning
darkvision 60 ft.
12
Common, Dwarvish, Elvish
4
Innate Spellcasting
The domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:
At will: alter self, invisibility
3/day each: darkness, dimension door, haste
Multiattack
The domovoi makes two slam attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Slam|6|2d8+4
Doppelrat
T
monstrosity,tome of Beasts
unaligned
13
22 (5d4+10)
15 ft., climb 15 ft., swim 15 ft.
2
17
14
2
13
2
Dex +5
Stealth +5
darkvision 60 ft.
11
-
2
Keen Smell
The doppelrat has advantage on Wisdom (Perception) checks that rely on smell.
Running Doppelrats
The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Bite|5|1
Arcane Doubling (recharges after 10 minutes)
A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check.
Doppeling Disease
At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner.
Dorreq
M
aberration,tome of Beasts
neutral evil
15 (natural armor)
93 (17d8+17)
20 ft., climb 15 ft.
19
19
13
11
8
6
Dex +6
Intimidation +2, Perception +3, Stealth +8
acid, cold, lightning
darkvision 60 ft.
13
Void Speech
4
Innate Spellcasting
The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement.
Multiattack
The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14).
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Bite|6|4d8+4
Tentacle
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.
Tentacle|6|1d8+4
Entanglement
Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area.
Adult Cave Dragon
H
dragon,tome of Beasts
neutral evil
18 (natural armor)
243 (18d12+126)
40 ft., climb 40 ft., Earth Glide
26
12
24
12
12
20
Dex +6, Con +12, Wis +6, Cha +10
Perception +10
acid, poison, thunder
poisoned
blindsight 120 ft.
20
Common, Darakhul, Draconic, Dwarvish, Goblin
16
Darkness Aura
An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action.
Earth Glide
An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: detect magic, speak with dead
3/day each: blur, counterspell, darkness, web
1/day each: dispel magic, hold person
Cave Dragon's Lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.
- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.
- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.
- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.
- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.
If the dragon dies, these effects fade over the course of 1d10 days.
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.
Bite|13|3d6+8
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Claw|13|2d6+8
Tail
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Tail|13|2d8+8
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5-6)
The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic.
Ruff Spikes
When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Reset Ruff Spikes
The dragon can use its ruff spikes as a reaction again before its next turn.
Tail
The dragon makes a tail attack.
Swift Bite (Costs 2 Actions)
The dragon makes two bite attacks.
Young Cave Dragon
L
dragon,tome of Beasts
neutral evil
17 (natural armor)
157 (15d10+75)
40 ft., climb 20 ft., fly 20 ft.
22
12
20
10
12
18
Dex +4, Con +8, Wis +4, Cha +7
Perception +4, Stealth +4
acid, poison, thunder
poisoned
blindsight 120 ft.
14
Common, Darakhul, Draconic
8
Tunneler
The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake.
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: blur, counterspell, web
3/day: darkness
Multiattack
The dragon makes three attacks; one with its biteand two with its claws.
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.
Bite|8|2d6+6
Claw
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Claw|8|2d6+6
Poison Breath (Recharge 5-6)
The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned.
Ruff Spikes
When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes.
Cave Dragon Wyrmling
M
dragon,tome of Beasts
neutral evil
16 (natural armor)
75 (10d8+30)
30 ft., burrow 20 ft., fly 20 ft.
19
12
17
8
10
12
Dex +3, Con +5, Cha +3
Perception +2, Stealth +5
acid, poison, thunder
poisoned
blindsight 120 ft.
12
Draconic
2
Tunneler
The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake.
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:
3/day: darkness
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.
Bite|6|2d6+4
Poison Breath (Recharge 5-6)
The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned.
Ancient Flame Dragon
G
dragon,tome of Beasts
chaotic evil
22 (natural armor)
481 (26d20+208)
40 ft., climb 40 ft., fly 80 ft.
23
14
27
19
16
22
Dex +9, Con +15, Wis +10, Cha +13
Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9
fire
blindsight 60 ft., darkvision 120 ft.
27
Common, Draconic, Giant, Ignan, Infernal, Orc
24
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Fire Incarnate
All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
Flame Dragon's Lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.
- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.
- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.
- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.
- Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.
If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.
Multiattack
The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.
Bite|13|2d10+6
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Claw|13|2d6+6
Tail
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Tail|13|2d8+6
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6)
The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shifting Flames
The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Flame Dragon
H
dragon,tome of Beasts
chaotic evil
19 (natural armor)
212 (17d12+102)
40 ft., climb 40 ft., fly 80 ft.
19
14
23
17
14
20
Dex +7, Con +11, Wis +7, Cha +10
Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7
fire
22
Common, Draconic, Giant, Ignan, Infernal, Orc
16
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Fire Incarnate
All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
Multiattack
The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.
Bite|9|2d10+4
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claw|9|2d6+4
Tail
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Tail|9|2d8+4
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6)
The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shifting Flames
The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Flame Dragon
L
dragon,tome of Beasts
chaotic evil
18 (natural armor)
161 (17d10+68)
40 ft., climb 40 ft., fly 80 ft.
15
14
19
15
13
18
Dex +6, Con +8, Wis +5, Cha +8
Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6
fire
19
Common, Draconic, Ignan, Giant, Infernal, Orc
9
Fire Incarnate
All fire damage dealt by the dragon ignores fire resistance but not fire immunity.
Multiattack
The dragon makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.
Bite|6|2d10+2
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Claw|6|2d6+2
Fire Breath (Recharge 5-6)
The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Flame Dragon Wyrmling
M
dragon,tome of Beasts
chaotic evil
17 (natural armor)
52 (8d8+16)
30 ft., climb 30 ft., fly 60 ft.
12
14
15
13
12
16
Dex +4, Con +4, Wis +3, Cha +5
Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4
fire
15
Common, Draconic, Ignan
3
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage plus 3 (1d6) fire damage.
Bite|3|1d10+1
Fire Breath (Recharge 5-6)
The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Ancient Mithral Dragon
G
dragon,tome of Beasts
neutral
20 (natural armor)
297 (17d20+119)
40 ft., fly 80 ft.
29
16
25
24
25
24
Dex +9, Con +13, Int +13, Wis +13, Cha +13
Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13
bludgeoning, piercing, and slashing from
acid, thunder
charmed
blindsight 60 ft., darkvision 120 ft.
23
Celestial, Common, Draconic, Primordial
18
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting
The dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: tongues
5/day each: counterspell, dispel magic, enhance ability
Mithral Shards
Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled.
Spellcasting
The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant
2nd level (3 slots): blur, hold person, see invisibility
3rd level (3 slots): haste, lightning bolt, protection from energy
4th level (3 slots): dimension door, stoneskin, wall of fire
5th level (2 slots): polymorph, teleportation circle
6th level (1 slot): guards and wards
7th level (1 slot): forcecage
8th level (1 slot): antimagic field
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.
Bite|15|2d12+9
Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.
Claw|15|2d8+9
Tail
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Tail|15|2d10+9
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6)
A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Mithral Dragon
H
dragon,tome of Beasts
neutral
18 (natural armor)
184 (16d12+80)
40 ft., fly 80 ft.
27
18
21
20
21
20
Dex +9, Con +10, Int +10, Wis +10, Cha +10
Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10
bludgeoning, piercing, and slashing from nonmagical weapons
acid, thunder
charmed
blindsight 60 ft., darkvision 120 ft.
20
Celestial, Common, Draconic, Primordial
14
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting
The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: tongues
5/day each: dispel magic, enhance ability
Spellcasting
The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:
Cantrips (at will): acid splash, light, mage hand, prestidigitation
1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant
2nd level (3 slots): blur, hold person, see invisibility
3rd level (3 slots): haste, lightning bolt, protection from energy
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Bite|13|2d10+8
Claw
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.
Claw|13|2d6+8
Tail
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Tail|13|2d8+8
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6)
A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Mithral Dragon
M
dragon,tome of Beasts
neutral
16 (natural armor)
92 (16d8+20)
50 ft., fly 60 ft.
13
22
13
14
15
14
Dex +9, Con +4, Wis +5, Cha +5
Acrobatics +6, Insight +5, Perception +5, Persuasion +5
ludgeoning, piercing, and slashing from nonmagical weapons
acid, thunder
charmed
blindsight 60 ft., darkvision 120 ft.
15
Celestial, Common, Draconic, Primordial
6
Innate Spellcasting
The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:
At will: tongues
3/day: enhance ability
Multiattack
The dragon makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bite|6|2d6+3
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon’s claws.
Claw|6|2d10+3
Breath Weapon (Recharge 5–6)
A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use
Ancient Sea Dragon
G
dragon,tome of Beasts
neutral evil
22 (natural armor)
481 (26d20+208)
40 ft., fly 80 ft., swim 80 ft.
29
10
27
19
17
21
Dex +7, Con +15, Wis +10, Cha +12
Perception +17, Stealth +7
cold
blindsight 60 ft., darkvision 120 ft.
27
Common, Draconic, Infernal, Primordial
22
Amphibious
The dragon can breathe air and water.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster
The dragon deals double damage to objects and structures.
Sea Dragon's Lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:
- Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.
- The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.
Regional Effects
The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.
- Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.
- Storms and rough water are more common within 6 miles of the lair.
If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.
Bite|16|2d10+9
Claw
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Claw|16|2d6+9
Tail
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Tail|16|2d8+9
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Tidal Breath (Recharge 5-6)
The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.
Adult Sea Dragon
H
dragon,tome of Beasts
neutral evil
19 (natural armor)
225 (18d12+108)
40 ft., fly 80 ft., swim 60 ft.
25
10
23
17
15
19
Dex +5, Con +11, Wis +7, Cha +9
Perception +12, Stealth +5
cold
22
Common, Draconic
16
Amphibious
The dragon can breathe air and water.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster
The dragon deals double damage to objects and structures.
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.
Bite|12|2d10+7
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Claw|12|2d6+7
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Tail|12|2d8+7
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Tidal Breath (Recharge 5-6)
The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water.
Young Sea Dragon
L
dragon,tome of Beasts
neutral evil
18 (natural armor)
152 (16d10+64)
40 ft., fly 80 ft., swim 50 ft.
21
10
19
15
13
17
Dex +4, Con +8, Wis +5, Cha +7
Perception +9, Stealth +4
cold
blindsight 30 ft. darkvision 120 ft.
19
Common, Draconic
9
Amphibious
The dragon can breathe air and water.
Siege Monster
The dragon deals double damage to objects
and structures
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.
Bite|9|2d10+5
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|9|2d6+5
Tidal Breath (Recharge 5-6)
The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
Sea Dragon Wyrmling
M
dragon,tome of Beasts
neutral evil
17 (natural armor)
52 (8d8+16)
30 ft., fly 60 ft., swim 40 ft.
17
10
15
13
11
15
Dex +2, Con +4, Wis +2, Cha +4
Perception +4, Stealth +2
cold
blindsight 10 ft. darkvision 60 ft.
14
Common, Draconic, Primordial
2
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
Bite|5|1d10+3
Tidal Breath (Recharge 5-6)
The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.
Ancient Void Dragon
G
dragon,tome of Beasts
chaotic neutral
22 (natural armor)
448 (23d20+207)
40 ft., fly 80 ft. (hover)
28
10
29
18
15
23
Dex +7, Con +16, Wis +9, Cha +13
Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7
cold
charmed, frightened
26
Celestial, Common, Draconic, Infernal, Primordial, Void Speech
24
Chill of the Void
Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Collapsing Star
When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Void Dweller
Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.
Void Dragon's Lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.
- The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.
Regional Effects
The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.
- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.
- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.
If the dragon dies, these effects fade over the course of 1d10 days.
Multiattack
The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.
Bite|16|2d10+9
Claw
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.
Claw|16|2d6+9
Tail
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Tail|16|2d8+9
Aura of Madness
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons:
Gravitic Breath
The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath
The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.
Teleport
The dragon magically teleports to any open space within 100 feet.
Void Twist
When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Void Slip (Costs 2 Actions)
The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.
Void Cache (Costs 3 Actions)
The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.
Adult Void Dragon
H
dragon,tome of Beasts
chaotic neutral
19 (natural armor)
229 (17d12+119)
40 ft., fly 80 ft. (hover)
24
10
25
16
13
21
Dex +5, Con +12, Wis +6, Cha +10
Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5
cold
charmed, frightened
21
Common, Draconic, Void Speech
14
Chill of the Void
Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Void Dweller
As ancient void dragon.
Multiattack
The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.
Bite|12|2d10+7
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.
Claw|12|2d6+7
Tail
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Tail|12|2d8+7
Aura of Madness
As ancient void dragon, with DC 18 Wisdom saving throw.
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons:
Gravitic Breath
The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath
The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one.
Teleport
The dragon magically teleports to any open space within 100 feet.
Void Twist
When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Void Slip (Costs 2 Actions)
The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.
Void Cache (Costs 3 Actions)
The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard.
Young Void Dragon
L
dragon,tome of Beasts
chaotic neutral
18 (natural armor)
157 (15d10+75)
40 ft., fly 80 ft. (hover)
20
10
21
14
11
19
Dex +4, Con +9, Wis +4, Cha +8
Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4
cold
charmed, frightened
18
Common, Draconic, Void Speech
9
Chill of the Void
Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Void Dweller
As ancient void dragon.
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.
Bite|9|2d10+5
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|9|2d6+5
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons:
Gravitic Breath
The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon.
Falling damage in the area increases to 1d10 per 10 feet fallen
When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath
The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.
Void Twist
When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
Void Dragon Wyrmling
M
dragon,tome of Beasts
chaotic neutral
17 (natural armor)
45 (6d8+18)
30 ft., fly 60 ft. (hover)
16
10
17
12
9
17
Dex +4, Con +5, Wis +1, Cha +5
Perception +3, Stealth +2
cold
13
Common, Draconic, Void Speech
2
Chill of the Void
Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.
Void Dweller
As ancient void dragon.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.
Bite|5|1d10+3
Breath Weapons (Recharge 5-6)
The dragon uses one of the following breath weapons:
Gravitic Breath
The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.
Stellar Flare Breath
The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Void Twist
When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.
Ancient Wind Dragon
G
dragon,tome of Beasts
chaotic neutral
20 (natural armor)
425 (23d20+184)
40 ft., fly 120 ft.
28
19
26
18
17
20
Dex +11, Con +15, Wis +10, Cha +12
Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11
bludgeoning, piercing, and slashing from nonmagical weapons
lightning, ranged weapons
charmed, exhausted, paralyzed, restrained
blindsight 10 ft., darkvision 60 ft.
27
Common, Draconic, Dwarvish, Elvish, Primordial
22
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: feather fall
5/day each: lightning bolt, ice storm
Fog Vision
The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance
The dragon has advantage on saving throws against spells and other magical effects.
Uncontrollable
The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Whirling Winds
Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons.
Wind Dragon's Lair
On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.
- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.
- Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.
- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.
Multiattack
The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.
Bite|16|2d12+9
Claw
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Claw|16|2d8+9
Tail
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Tail|16|2d10+9
Breath of Gales (Recharge 5-6)
The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Wind Dragon
H
dragon,tome of Beasts
chaotic neutral
19 (natural armor)
237 (19d12+114)
40 ft., fly 90 ft.
24
19
22
16
15
18
Dex +10, Con +12, Wis +8, Cha +10
Acrobatics +10, Intimidation +10, Perception +14, Stealth +10
lightning
charmed, exhausted, paralyzed, restrained
blindsight 10 ft., darkvision 60 ft.
24
Common, Draconic, Primordial
17
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: feather fall
3/day: lightning bolt
Fog Vision
The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance
The dragon has advantage on saving throws against spells and other magical effects.
Uncontrollable
The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Whirling Winds
Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage.
Multiattack
The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws.
Bite
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Bite|13|2d10+7
Claw
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Claw|13|2d6+7
Tail
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Tail|13|2d8+7
Breath of Gales (Recharge 5-6)
The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
The dragon can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Wind Dragon
L
dragon,tome of Beasts
chaotic neutral
17 (natural armor)
150 (16d10+62)
40 ft., fly 90 ft.
20
19
18
14
13
16
Dex +7, Con +7, Wis +4, Cha +6
Perception +7, Stealth +7
lightning
charmed, exhausted, paralyzed, restrained
blindsight 10 ft., darkvision 60 ft.
17
Common, Draconic, Primordial
6
Innate Spellcasting
The dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:
At will: feather fall
Fog Vision
The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Uncontrollable
The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Bite|8|2d10+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|8|2d6+5
Breath of Gales (Recharge 5-6)
The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.
Wyrmling Wind Dragon
M
dragon,tome of Beasts
chaotic neutral
14
45 (7d8+14)
40 ft., fly 80 ft.
16
19
14
12
11
14
Dex +6, Con +4, Wis +2, Cha +4
Perception +4, Stealth +6
lightning
charmed, exhausted, paralyzed
blindsight 10 ft., darkvision 60 ft.
14
Draconic, Primordial
1
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Bite|6|1d10+4
Breath of Gales (Recharge 5-6)
The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished.
Dragon Eel
H
dragon,tome of Beasts
neutral
18 (natural armor)
230 (20d12+100)
20 ft., swim 60 ft.
26
12
20
14
13
14
Str +12, Dex +5, Int +6, Wis +5, Cha +6
Acrobatics +5, Athletics +12, Insight +5, Perception +6
lightning
paralyzed, prone
darkvision 60 ft.
16
Common, Draconic, Primordial
12
Limited Amphibiousness
The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation.
Shocking Touch
A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage.
Storm Glide
During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed.
Multiattack
The dragon eel makes one bite attack and one tail slap attack.
Bite
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.
Bite|12|4d8+8
Tail Slap
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.
Tail Slap|12|5d8+8
Lightning Breath (Recharge 6)
The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw.
Dragonleaf Tree
L
plant,tome of Beasts
unaligned
16 (natural armor)
152 (16d10+64)
5 ft.
16
10
19
3
12
17
A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.
blinded, deafened
blindsight 120 ft.
11
can understand the language of its creator or designated master
8
Loyal to Dragon Master
A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters.
Weaknesses
Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire.
Slam
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage.
Slam|6|10d10+3
Leaves
Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage.
Leaves|3|10d8
Breath Weapon (Recharge 6)
dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold.
Alehouse Drake
T
dragon,tome of Beasts
chaotic neutral
13
65 (10d4+40)
40 ft., fly 80 ft.
7
16
19
11
12
16
Dex +5
Deception +5, Insight +3, Persuasion +5
paralyzed, unconscious
darkvision 60 ft.
11
Common, Draconic
1/2
Innate Spellcasting
The drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: friends, vicious mockery
5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter
3/day each: confusion, invisibility
Forgetful Spellcasting
When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Claw|5|2d4+3
Breath Weapon (Recharge 5-6)
An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.
Discombobulating Touch
An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.
Ash Drake
S
dragon,tome of Beasts
neutral evil
16 (natural armor)
117 (18d6+54)
30 ft., fly 60 ft.
14
15
16
9
15
10
Dex +4
Stealth +4
fire
paralyzed, unconscious
darkvision 60 ft.
12
Common, Draconic
4
Multiattack
The ash drake makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.
Bite|4|2d6+2
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Claw|4|2d6+2
Ash Cloud
An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds.
Ash Breath (recharge 6)
An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Coral Drake
M
dragon,tome of Beasts
neutral evil
16 (natural armor)
127 (15d8+60)
30 ft., swim 60 ft.
19
1
18
10
13
10
Dex +6
Acrobatics +6, Perception +4, Stealth +6
cold
paralyzed, poisoned, prone, unconscious
darkvision 120 ft.
17
Draconic
7
Camouflage
A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater.
Water Breathing
The coral drake can breathe only underwater.
Multiattack
The coral drake makes one bite attack, one claw attack, and one stinger attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Bite|7|2d10+4
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage.
Claw|7|4d8+4
Stinger
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
Stinger|7|2d10+4
Breath Weapon (Recharge 5-6)
Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness.
Crimson Drake
T
dragon,tome of Beasts
chaotic evil
14 (natural armor)
54 (12d4+24)
15 ft., fly 80 ft.
10
14
14
8
9
14
Dex +4
Acrobatics +4, Perception +1
fire
paralyzed, unconscious
darkvision 60 ft.
11
Common, Draconic, telepathy 60 ft.
1
Magic Resistance
The drake has advantage on saving throws against spells and other magical effects.
Multiattack
The crimson drake makes one bite attack and one stinger attack.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.
Bite|4|1d6+2
Stinger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.
Stinger|4|1d4+2
Breath Weapon (Recharge 6)
The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Deep Drake
L
dragon,tome of Beasts
chaotic evil
17 (natural armor)
150 (20d10+40)
50 ft., climb 30 ft., fly 100 ft.
21
19
14
11
14
12
Dex +8, Con +6
Athletics +9, Insight +6, Perception +6
necrotic
paralyzed, unconscious
blindsight 60 ft., darkvision 120 ft.
16
Common, Darakhul, Draconic, Undercommon
9
Magic Resistance
The drake has advantage on saving throws against spells and other magical effects.
Multiattack
The drake makes one bite attack, two claw attacks, and one stinger attack.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Bite|9|2d10+5
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|9|2d6+5
Stinger
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.
Stinger|9|2d10+5
Breath Weapon (Recharge 5-6)
A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.
Elder Shadow Drake
L
dragon,tome of Beasts
chaotic evil
16 (natural armor)
114 (12d10+48)
20 ft., fly 60 ft.
22
13
18
8
9
13
Dex +4, Con +7, Cha +4
Perception +5, Stealth +7
radiant
cold
paralyzed, unconscious
darkvision 120 ft.
15
Common, Draconic, Umbral
7
Shadow Blend
In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness.
Shadow Jump (3/Day)
An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet.
Speed Surge (3/Day)
The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round.
Multiattack
The drake makes one bite attack and one tail slap attack.
Bite
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Bite|9|3d10+6
Tail Slap
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Tail Slap|9|3d8+6
Stygian Breath (Recharge 5-6)
The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower.
Paper Drake
S
dragon,tome of Beasts
neutral
13
78 (12d6+36)
40 ft., fly 100 ft.
7
17
16
10
12
13
paralysis, unconscious
darkvision 60 ft.
11
Common, Draconic, Dwarvish, Elvish
2
Shelve
A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form.
Refold (Recharge 5-6)
A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats.
Multiattack
The drake makes one bite attack, one claw attack, and one tail attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bite|5|2d6+3
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.
Claws|5|3d6+3
Tail (Recharge 5-6)
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.
Tail|6|5d6+3
Rust Drake
M
dragon,tome of Beasts
chaotic evil
17 (natural armor)
161 (19d8+76)
30 ft., burrow 5 ft., fly 100 ft.
20
15
19
12
8
8
Perception +3, Stealth +5
poison
acid
paralyzed, poisoned
darkvision 60 ft.
13
Common, Draconic
8
Multiattack
The drake makes one bite attack and one tail swipe attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.
Bite|8|3d8+5
Tail Swipe
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Tail Swipe|8|2d8+5
Vomits Scrap (Recharge 5-6)
A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus.
Rust Drake Lockjaw
This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once.
Star Drake
L
dragon,tome of Beasts
neutral
19 (natural armor)
189 (18d10+90)
40 ft., fly 100 ft.
20
17
21
16
24
20
Dex +8, Con +10, Int +8, Wis +12, Cha +10
Arcana +8, History +8, Insight +12, Perception +12, Religion +8
cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, frightened, paralyzed, unconscious
truesight 120 ft.
22
Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial
15
Legendary Resistance (2/day)
If the star drake fails a saving throw, it can choose to succeed instead.
Magic Resistance
The drake has advantage on saving throws against spells and other magical effects.
Magic Weapons
The drake's weapon attacks are magical.
Nimbus of Stars
The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted.
Innate Spellcasting
The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: faerie fire, moonbeam
3/day: plane shift
1/day each: gate, planar binding
Multiattack
The drake makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Bite|10|2d10+5
Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Claw|10|3d6+5
Breath Weapon (Recharge 5-6)
The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.
Searing Star (1/Day)
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.
Searing Star|12|10d12
The drake can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.
Bite Attack
The drake makes one bite attack.
Nova (Costs 2 Actions)
The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova.
Pale Sparks
The drake casts faerie fire or moonbeam.
Drakon
L
beast,tome of Beasts
unaligned
16 (natural armor)
105 (14d10+28)
30 ft., fly 60 ft., swim 40 ft.
14
19
15
2
12
10
Perception +4, Stealth +7
acid
paralyzed
darkvision 60 ft.
14
-
5
Dissolving Gaze
When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.
Multiattack
The drakon makes one bite attack and one tail attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.
Bite|7|2d6+4
Tail
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Tail|7|1d8+4
Acid Breath (Recharge 5-6)
The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw.
Dream Eater
M
fiend,tome of Beasts
lawful evil
15 (natural armor)
75 (10d8+30)
30 ft., fly 20 ft.
15
18
17
16
13
20
Deception +8, Insight +4, Persuasion +8
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 60 ft.
11
Celestial, Common, Draconic, Infernal, telepathy 100 ft.
5
Shapechanger
The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting
The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: command
3/day: suggestion
Multiattack
The dream eater makes one bite attack and one claw attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).
Bite|7|2d8+2
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.
Claw|7|4d10+2
Dream Eater's Caress
A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points.
Lotus Scent (Recharge 6)
The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours.
Waking Dreams (1/Day)
Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save.
Drowned Maiden
M
undead,tome of Beasts
neutral evil
15 (natural armor)
90 (20d8)
30 ft., swim 40 ft.
15
16
10
10
12
18
Dex +6, Cha +7
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
necrotic, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
11
Common
5
Grasping Hair
The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Innate Spellcasting
The drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: disguise self, silence
Multiattack
The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.
Claw|6|1d8+3
Hair
Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time.
Hair|6|2d10+3
Kiss
The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage.
Reel
The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself.
Duskthorn Dryad
M
fey,tome of Beasts
chaotic
17 (natural armor)
77 (14d8+14)
30 ft.
10
20
13
14
15
24
Con +3, Wis +4
Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7
darkvision 60 ft.
15
Common, Elvish, Sylvan, Umbral
3
Innate Spellcasting
The dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:
At will: dancing lights, druidcraft
3/day each: charm person, entangle, invisibility, magic missile
1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns
Magic Resistance
The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants
The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride
Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Tree Dependent
The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual.
Dagger
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dagger|7|1d4+5
Longbow
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Longbow|7|1d8+5
Dullahan
L
fey,tome of Beasts
lawful evil
17 (natural armor)
178 (17d10+85)
60 ft.
19
18
20
13
15
17
Intimidation +7, Perception +6, Persuasion +7, Survival +6
bludgeoning, piercing, and slashing damage from nonmagical weapons
necrotic
charmed, frightened, exhaustion
blindsight 60 ft.
16
Common, Elvish, Sylvan
11
Baleful Glare
When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.
Deathly Doom (1/Day)
As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane.
Innate Spellcasting
The dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:
At will: bane, chill touch, hex, knock
3/day each: false life, see invisibility
1/day: blight
Relentless Advance
The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces.
Multiattack
The dullahan makes two attacks with its spine whip.
Spine Whip
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.
Spine Whip|8|2d10+4
Seal the Doom
The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours.
Interposing Glare
When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage.
Dune Mimic
H
monstrosity (shapechanger),tome of Beasts
neutral
13 (natural armor)
168 (16d12+64)
10 ft.
20
8
18
9
13
10
Perception +4
acid
prone
darkvision 60 ft., tremorsense 30 ft.
14
-
8
Shapechanger
The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive (Object or Terrain Form Only)
The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait.
False Appearance (Object or Terrain Form Only)
While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature.
Grappler
The dune mimic has advantage on attack rolls against a creature grappled by it.
Multiattack
The dune mimic makes four pseudopod attacks.
Pseudopod
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.
Pseudopod|8|2d8+5
Engulf
The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic.
Eala
S
monstrosity,tome of Beasts
unaligned
15 (natural)
40 (9d6+9)
10 ft., fly, 60 ft.
10
16
12
2
12
16
Dex +5
fire
darkvision 60 ft.
11
-
2
Multiattack
The eala makes two attacks with its wing blades.
Wing Blades
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Wing Blades|5|1d8+3
Fire Breath (recharge 5-6)
The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried.
Swan Song
When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.
Eater Of Dust (Yakat-Shi)
M
aberration,tome of Beasts
neutral evil
17 (natural armor)
114 (12d8+60)
30 ft.
20
14
20
10
15
17
Str +9, Con +9, Cha +7
Athletics +9, Intimidation +7, Perception +6
acid, cold
bludgeoning, piercing, poison and slashing from nonmagical weapons
blindness, lightning, poisoned
blindsight 60 ft
16
understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.
9
Innate Spellcasting
The eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
3/day each: freedom of movement, inflict wounds, true strike
1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step
Regeneration
The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate.
Unending Hunger
An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death.
Weapon Bond
A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell.
Multiattack
The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds.
Mawblade
Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Mawblade|9|4d6+5
Edimmu
M
undead,tome of Beasts
chaotic evil
15
75 (10d8+30)
0 ft., fly 60 ft. (hover)
1
19
16
12
13
13
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
blindsight 60 ft.
11
Common but can't speak
4
Rejuvenation
If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death.
Incorporeal Movement
The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Water Siphon
Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0.
Water Siphon|7|6d6
Eel Hound
M
fey,tome of Beasts
neutral
14 (natural armor)
77 (14d8+14)
30 ft., swim 40 ft.
19
16
13
6
13
16
Perception +3, Stealth +5
darkvision 60 ft.
13
Sylvan
2
Amphibious
The eel hound can breathe air and water.
Pack Tactics
The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Slick Spittle
By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour.
Slithering Bite
A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).
Bite|6|1d8+4
Einherjar
M
humanoid,tome of Beasts
chaotic neutral
18 (chain mail and shield)
119 (14d8+56)
30 ft.
19
16
19
10
14
11
Animal Handling +5, Intimidation +6, Perception +5
piercing weapons that are nonmagical
darkvision 60 ft., truesight 60 ft.
15
Celestial, Common
7
Asgardian Battleaxes
Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand.
Battle Loving
Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.
Battle Frenzy
Once reduced to 30 hp or less, einherjar make all attacks with advantage.
Fearsome Gaze
The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.
Innate Spellcasting
The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will
less, spare the dying
1/day each
eath ward, spirit guardians
Multiattack
An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe.
Asgardian Battleaxe
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.
Asgardian Battleaxe|9|2d8+6
Handaxe
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Handaxe|7|1d6+4
Eleinomae
M
fey,tome of Beasts
chaotic evil
18
112 (15d8+45)
30 ft., swim 30 ft.
13
19
16
14
14
19
Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7
Deception +7, Insight +5, Perception +5
15
Aquan, Common, Elvish, Sylvan
5
Unearthly Grace
The eleinomae's Charisma modifier is added to its armor class (included above).
Reed Walk
The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment.
Innate Spellcasting
The eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: dancing lights
3/day each: charm person, suggestion
2/day each: hallucinatory terrain, major image
Multiattack
The eleinomae makes three dagger attacks and one reed flower net attack.
Dagger
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.
Dagger|7|1d4+4
Reed Flower Net
Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).
Reed Flower Net|7|
Elemental Locus
G
elemental,tome of Beasts
neutral
16 (natural armor)
290 (20d20+80)
5 ft.
28
1
18
10
11
11
Int +6, Wis +6, Cha +6
Nature +6, Perception +6
bludgeoning, piercing, and slashing
acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
darkvision 120 ft., tremorsense 120 ft.
16
Primordial
17
Magic Resistance
The elemental locus has advantage on saving throws against spells and other magical effects.
Immortal
The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area.
Massive
The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn.
Spawn Elementals
As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water.
Siege Monster
The elemental locus deals double damage to objects and structures.
Multiattack
The elemental locus makes two slam attacks.
Slam
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.
Slam|15|6d8+9
Shadow Fey
M
humanoid (elf),tome of Beasts
lawful evil
15 (chain shirt)
31 (7d8)
30 ft.
10
14
10
11
11
13
Arcana +2, Perception +2
darkvision 60 ft.
12
Common, Elvish, Umbral
1/4
Fey Ancestry
The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting
The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
1/day: misty step (when in shadows, dim light, or darkness only)
Sunlight Sensitivity
While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword|4|1d6+2
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow|4|1d6+2
Shadow Fey Duelist
M
humanoid (elf),tome of Beasts
lawful evil
17 (studded leather)
117 (18d8+36)
30 ft.
13
20
14
13
12
16
Dex +8, Con +5, Wis +4, Cha +6
Arcana +4, Deception +6, Perception +4, Stealth +8
darkvision 60 ft.
14
Common, Elvish, Umbral
6
Fey Ancestry
The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting
The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
3/day: misty step (when in shadows, dim light, or darkness only)
Sunlight Sensitivity
While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Multiattack
The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.
Dagger
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.
Dagger|8|1d4+5
Rapier
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.
Rapier|8|1d8+5
Parry
The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.
Shadow Fey Enchantress
M
humanoid (shadow fey),tome of Beasts
lawful evil
16 (breastplate)
123 (19d8+38)
30 ft.
10
15
14
12
17
18
Dex +5, Wis +6, Cha +7
Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5
darkvision 60 ft.
16
Common, Elvish, Umbral
7
Fey Ancestry
The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep.
Innate Spellcasting
The shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components.
4/day: misty step (when in shadows, dim light, or darkness only)
Spellcasting
The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells.
Cantrips (at will): blade ward, friends, message, vicious mockery
1st level (4 slots): bane, charm person, faerie fire
2nd level (3 slots): enthrall, hold person
3rd level (3 slots): conjure fey, fear, hypnotic pattern
4th level (3 slots): confusion, greater invisibility, phantasmal killer
5th level (2 slots): animate objects, dominate person, hold monster
Sunlight Sensitivity
While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Multiattack
The shadow fey makes two rapier attacks.
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage.
Rapier|5|1d8+2
Beguiling Whispers (recharge 5-6)
The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress.
Leadership (recharges after a Short or Long Rest)
The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated.
Shadow Fey Forest Hunter
M
humanoid (elf),tome of Beasts
lawful evil
15 (chain shirt)
104 (19d8+19)
30 ft.
12
18
12
11
12
16
Dex +7, Con +4, Cha +6
Arcana +3, Perception +4, Stealth +10, Survival +4
darkvision 60 ft.
14
Common, Elvish, Umbral
5
Fey Ancestry
The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.
Innate Spellcasting
The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
3/day: misty step (when in shadows, dim light, or darkness only)
Sneak Attack (1/turn)
The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll.
Sunlight Sensitivity
While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Multiattack
The shadow fey makes two ranged attacks.
Rapier
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Rapier|7|1d8+4
Longbow
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.
Longbow|7|1d8+4
Shadow Fey Guardian
L
humanoid (elf),tome of Beasts
neutral evil
15 (chain shirt)
110 (13d10+39)
30 ft.
18
14
16
6
14
8
Str +6, Con +5
Athletics +6, Perception +4
charmed, frightened
darkvision 60 ft.
14
Common, Elvish, Umbral
4
Fey Ancestry
The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep
Innate Spellcasting
The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.
1/day: misty step (when in shadows, dim light, or darkness only)
Shadow's Vigil
The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision.
Sunlight Sensitivity
While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Traveler in Darkness
The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.
Multiattack
The shadow fey makes two pike attacks.
Pike
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Pike|6|2d10+4
Javelin
Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Javelin|6|2d6+4
Protect
The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.
Emerald Eye
T
construct,tome of Beasts
chaotic evil
14
54 (12d4+24)
0 ft., fly 30 ft. (hover)
3
15
14
15
12
16
Dex +4, Con +4, Int +4
Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4
cold, fire; piercing damage
poison
blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious
13
Common, Draconic, telepathy 250 ft.
1
Bound
An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action.
Immutable Form
The emerald eye is immune to any spell or effect that would alter its form.
Slash
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.
Slash|4|5d4+2
Attraction (Recharge 5-6)
An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect.
Bind (3/Day)
The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result.
Telepathic Lash (3/Day)
An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round.
Empty Cloak
M
construct,tome of Beasts
unaligned
13 (natural armor)
45 (10d8)
0 ft., fly 40 ft.
18
14
10
10
10
1
Dex +4, Con +2
Stealth +4
fire
bludgeoning
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
10
understands Elvish and Umbral but can't speak
1/2
Diligent Sentinel
Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks.
Shadow Construction
Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit.
Wrapping Embrace
Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it.
Razor Cloak
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Razor Cloak|6|1d8+4
Shadow Slam
Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Shadow Slam|6|1d4+4
Shadow Snare
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12.
Eonic Drifter
M
humanoid (human),tome of Beasts
chaotic neutral
13 (leather armor)
65 (10d8+20)
30 ft.
9
14
14
18
11
13
Arcana +6, History +6
10
Common, Eonic, Giant, Sylvan
1
Multiattack
The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward.
Time Warping Staff
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.
Time Warping Staff|4|1d10+2
Drift Backward (1/Day)
A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds.
Drift Forward (2/Day)
The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self.
Erina Scrounger
S
humanoid (erina),tome of Beasts
neutral
12 (leather armor)
22 (4d6+8)
20 ft., burrow 20 ft.
9
12
14
13
10
11
poison
darkvision 60 ft.
10
Common, Erina
1/4
Keen Smell
The erina has advantage on Wisdom (Perception) checks that rely on smell.
Hardy
The erina has advantage on saving throws against poison.
Spines
An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.
Dagger
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Dagger|3|1d4+2
Sling
Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Sling|3|1d4+2
Erina Defender
S
humanoid (erina),tome of Beasts
neutral
15 (chain shirt)
44 (8d6+16)
20 ft., burrow 20 ft.
11
14
14
13
12
11
Athletics +4, Perception +3
poison
darkvision 60 ft.
13
Common, Erina
1
Keen Smell
The erina has advantage on Wisdom (Perception) checks that rely on smell.
Hardy
The erina has advantage on saving throws against poison.
Spines
An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage.
Multiattack
The erina defender makes two attacks.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
Shortsword|4|1d6+2
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow|4|1d6+2
Protect
The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender.
Far Darrig
S
fey,tome of Beasts
neutral
14 (hide armor)
104 (16d6+48)
20 ft.
15
16
17
11
15
17
Dex +5, Con +7, Cha +7
Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6
darkvision 60 ft.
16
Common, Elvish, Sylvan
3
Innate Spellcasting
The far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Constant: magic weapon (antler glaive only), speak with animals
At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk
3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider
1/day each: commune with nature, freedom of movement, nondetection, tree stride
Multiattack
The far darrig makes four antler glaive attacks.
Antler Glaive
Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.
Antler Glaive|4|1d10+2
Enchanted Glaive Maneuvers
A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.
Fate Eater
M
aberration,tome of Beasts
neutral
16 (natural armor)
182 (28d8+56)
40 ft., climb 40 ft.
18
12
14
18
16
9
Con +5
Arcana +7, History +7, Insight +6, Religion +7
charmed, unconscious
truesight 60 ft.
13
telepathy 100 ft.
6
Innate Spellcasting
The fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: blink, hallucinatory terrain
Visionary Flesh
Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.
Bite|7|5d8+4
Spectral Bite
When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:
1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds
2- Untied from the Loom: Character’s speed is randomized for four rounds. Roll 3d20 at the start of each of the character’s turns to determine his or her speed in feet that turn
3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill
4- Not So Fast: Loses the use of one class ability, chosen at random
5- Lost Potential: Loses 1 point from one randomly chosen ability score
6- Took the Lesser Path: The character’s current hit point total becomes his or her hit point maximum
Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic.
Fear Smith
M
fey,tome of Beasts
chaotic neutral
17 (natural armor)
123 (19d8+38)
40 ft., climb 15 ft.
11
17
14
11
15
18
Wis +6
Intimidation +6, Stealth +7
bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
charmed, frightened
blindsight 30 ft.
12
Common, Elvish, Sylvan
10
Distortion Gaze
Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw.
Hidden Eye
The fear smith has advantage on saving throws against the blinded condition.
Innate Spellcasting
The fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components:
At will: detect thoughts, fear
2/day each: charm person, command, confusion
Magic Resistance
The fear smith has advantage on saving throws against spells and other magical effects.
Multiattack
The fear smith makes three claw attacks.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., 1 creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount.
Claw|7|2d12+3
Heartstopping Stare
The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount.
Fellforged
M
construct,tome of Beasts
lawful evil
15 (natural armor)
135 (18d8+54)
30 ft.
14
12
17
12
14
15
Str +8
acid, cold, fire, lightning
necrotic, poison
charmed, exhaustion, poisoned
darkvision 60 ft.
12
any languages it knew in life
5
Expelled Spirit
While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit.
Sunlight Sensitivity
While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unnatural Aura
All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.
Multiattack
The fellforged makes two necrotic slam attacks.
Necrotic Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Necrotic Slam|5|2d8+2
Violent Escapement
With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed.
Fext
M
undead,tome of Beasts
any alignment
17 (natural armor)
60 (11d8+11)
30 ft.
14
16
1
14
12
18
Dex +6, Wis +4, Cha +7
Perception +4
bludgeoning, piercing, and slashing damage with nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
14
the languages spoken by its patron
6
Innate Spellcasting
The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: hex
3/day each: counterspell, fear, gaseous form
1/day each: hold monster, true seeing
Magic Resistance
The fext has advantage on saving throws against spells and other magical effects.
Magic Weapons
The fext's weapon attacks are magical.
Patron Blessing
A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.
Multiattack
The fext makes two melee or ranged attacks.
Eldritch Blade
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage.
Eldritch Blade|5|2d6+2
Eldritch Fury
Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.
Eldritch Fury|6|4d10+3
Bear King
M
fey (shapechanger),tome of Beasts
lawful neutral
18 (natural armor)
133 (14d8+70)
40 ft.
21
10
20
12
17
16
Str +9, Dex +4, Wis +7
Athletics +9, Intimidation +7, Perception +7
cold
poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron
poisoned
darkvision 60 ft.
17
Common, Elvish, Giant, Sylvan
12
Alternate Form
As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King's size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies.
Keen Smell
The Bear King has advantage on Perception (Wisdom) checks that rely on smell.
Legendary Resistance (3/day)
If the Bear King fails a saving throw, he can choose to succeed instead.
Regeneration (Alternate Form only)
The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point.
Bear King's Lair
On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can’t use the same effect two rounds in a row:
- The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they’re killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time.
- The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King’s foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again.
- The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain.
Regional Effects
The region surrounding Gloaming Crag is warped by the Bear King’s magic, which creates one or more of the following effects:
- Within 10 miles of the Bear King’s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear.
- Bees within 10 miles of the Bear King’s lair are easily agitated quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals.
- Emotions within 5 miles of the Bear King’s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls.
If the Bear King dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days.
Multiattack
The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack.
Bite (Grizzly or Hybrid Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 (3d6) hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 (3d6). A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom (Medicine) check. The bleeding also stops if the creature receives any magical healing.
Bite|9|1d10+5
Claws (Grizzly or Hybrid Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claws|9|2d6+5
Maul (Human or Hybrid Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone.
Maul|9|2d6+5
Javelin (Human Form Only)
Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Javelin|9|1d5+5
The Bear King can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bear King regains spent legendary actions at the start of his turn.
Melee Attack
The Bear King makes a claw or maul attack.
Honey Toss
The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17).
Frightful Roar (2 actions)
The Bear King lets out a bloodcurdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king's allies are unaffected.
Lord Of The Hunt
M
fey,tome of Beasts
lawful neutral
18 (natural armor)
229 (27d8+108)
40 ft.
21
18
19
14
18
15
Str +11, Wis +10, Cha +8
Athletics +11, Perception +10, Survival +10
bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
cold, poison
exhaustion, charmed, frightened, poisoned
blindsight 10 ft., darkvision 60 ft.
20
Common, Draconic, Elvish, Sylvan
18
Expert Rider
While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.
Innate Spellcasting
The lord of the hunt's innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components.
At will: druidcraft, hunter's mark, phantom steed
3/day each: commune with nature, conjure volley
1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt's concentration is broken)
Legendary Resistance (3/day)
If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.
Magic Weapons
The Lord of the Hunt's weapon attacks are magical.
Lord of the Hunt's Lair
On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can’t use the same effect two rounds in a row:
- The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies.
- The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.
- The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn.
Regional Effects
The region containing Lord of the Hunt’s encampment is warped by his magic, which creates one or more of the following effects:
- Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don’t take kindly to poachers.
- Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices.
- Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness.
When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately.
Multiattack
The Lord of the Hunt makes three melee attacks or ranged attacks
Huntsman's Spear
Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed.
Huntsman's Spear|11|2d6+5
Howling Longbow
Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.
Howling Longbow|10|2d8+4
Parry
The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.
The Lord of the Hunt can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.
Strike
The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack.
Tenacious Stride
The Lord of the Hunt moves half his speed, or half the speed of any steed he rides.
Call the Hunt (2 actions)
The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.
Moonlit King
M
fey,tome of Beasts
neutral good
17 (half plate)
170 (20d8+80)
50 ft.
16
20
18
20
18
20
Con +10, Wis +10, Cha +11
Arcana +11, Perception +10
acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron.
cold, fire, poison
charmed, frightened, poisoned
blindsight 30 ft., darkvision 120 ft.
20
Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.
17
Control Moonlight
As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet.
Innate Spellcasting
The Moonlit King's innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components.
At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth
3/day each: blight, dispel evil and good, dispel magic
1/day each: demiplane, heal
Legendary Resistance (3/day)
If the Moonlit King fails a saving throw, he can choose to succeed instead.
Magic Weapons
The Moonlit King's weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below).
Moonlit King's Lair
On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can’t use the same effect two rounds in a row:
- The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies.
- The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round.
- The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round.
Regional Effects
The region containing the Moonlit King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects:
- Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair.
- The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair.
- Weather conditions don’t inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow.
If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
The Moonlit King makes three attacks with either his crystal staff or his moon bolt.
Crystal Staff
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn.
Crystal Staff|9|1d8+3
Moon Bolt
Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King's next turn.
Moon Bolt|11|4d10
Fearful Shadows (Recharge 5-6)
The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.
Summon Devil (1/Day)
The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action.
Shadow Slip
The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage.
The Moonlit King can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Moonlit King regains spent legendary actions at the start of his turn.
Staff
The Moonlit King makes a crystal staff attack.
Lightwalking
The Moonlit King teleports from one area of moonlight to another within 100 feet.
Aura of Madness (2 actions)
While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King's next turn.
Queen Of Night And Magic
M
fey,tome of Beasts
neutral evil
15 (18 with mage armor)
180 (24d8+72)
30 ft., fly 60 ft. (hover)
12
20
17
20
18
26
Con +10, Wis +11
Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12
fire, lightning
cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron
charmed, frightened
truesight 120 ft.
21
Celestial, Common, Elvish, Sylvan, Umbral; telepathy 120 ft.
21
Legendary Resistance (3/day)
If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.
Magic Resistance
The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.
Shadowborn
When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed.
Spellcasting
The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells:
Cantrips (at will): blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): darkness, mirror image
3rd level (3 slots): blink, fear
4th level (3 slots): confusion, greater invisibility
5th level (3 slots): cone of cold, teleportation circle
6th level (1 slot): circle of death
7th level (1 slot): plane shift, prismatic spray
8th level (1 slot): dominate monster
9th level (1 slot): meteor swarm
The Queen of Night and Magic's Lair
On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can’t use the same effect two rounds in a row:
- The Queen wills darkness to overpower the light. All bright light sources in the lair shed only dim light to their normal bright light radius, and dim light sources are extinguished. This lasts until the Queen dismisses the effect or dies.
- An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall’s space takes 18 (4d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Queen uses this lair action again, or until she dies.
- The Queen targets one creature within 60 feet of her and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.
Regional Effects
The region containing the Queen of Night and Magic’s lair is warped by her magic, which creates one or more of the following effects:
- Shadows come to life within 6 miles of the Queen’s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage.
- Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip.
- The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell.
While the Summer Court rules, the regional effects of the Queen’s lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court’s reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days.
Multiattack
The Queen of Night and Magic makes three attacks with her rapier or with star strike.
Rapier
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage.
Rapier|12|1d8+5
Shadow Rift (Recharge 5-6)
The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success.
Star Strike
Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) radiant damage.
Star Strike|15|2d8
Teleport
The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away.
Unravel
The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell's level. On a success, the spell is dispelled.
Sudden Fraying
When the Queen of Night and Magic is targeted by a spell or included in a spell's area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.
The Queen of Night and Magic can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Queen of Night and Magic regains spent legendary actions at the start of her turn.
Cantrip
The Queen of Night and Magic casts a cantrip.
Swirling Stars
The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn't cause this attack to be made with disadvantage.
Teleport
The Queen of Night and Magic uses her Teleport ability.
Spell (2 actions)
The Queen of Night and Magic casts a spell.
Queen Of Witches
L
fey,tome of Beasts
neutral
18 (natural armor)
123 (13d10+52)
40 ft., fly 50 ft. (hover)
22
10
19
16
18
22
Dex +6, Wis +10, Cha +12
Arcana +9, Deception +12, History +9, Insight +10, Perception +10
fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron
radiant
blinded, charmed, frightened
truesight 60 ft.
19
Celestial, Common, Draconic, Elvish, Sylvan, Umbral
17
Absorb the Weave
When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level.
Innate Spellcasting
Nicnevin's spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: faerie fire, hex, misty step, silent image, tongues
3/day each: chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle
2/day each: bestow curse, feeblemind, mass suggestion, flesh to stone
1/day each: power word kill, sleep (9th level), true polymorph
Magic Resistance
Nicnevin has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day)
If Nicnevin fails a saving throw she can choose to succeed instead.
Token of Favor
As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours.
The Queen of Witches's Lair
On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can’t use the same effect two rounds in a row:
- Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin).
- A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies.
- Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead.
Regional Effects
The region containing Nicnevin’s lair is warped by the queen’s magic, which creates one or more of the following effects:
- Calling Nicnevin’s name under the light of the moon within 10 miles of her lair draws Nicnevin’s attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle.
- Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds.
- Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist.
If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
Nicnevin makes two attacks, or makes one attack and casts a spell.
Moonsilver Ring
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon.
Moonsilver Ring|12|2d8+6
Blast
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin.
Blast|12|1d10+6
Nicnevin can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Nicnevin regains spent legendary actions at the start of its turn.
Attack
Nicnevin makes one attack.
Spell (2 actions)
Nicnevin casts a spell.
Teleport
Nicnevin magically teleports to an unoccupied space she can see within 40 feet.
River King
M
fey,tome of Beasts
chaotic neutral
18 (natural armor)
152 (16d8+80)
30 ft., swim 40 ft.
21
17
20
14
13
17
Dex +8, Con +10, Wis +6
Intimidation +8, Nature +7, Perception +6, Stealth +8
fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron
lightning
exhaustion
blindsight 10 ft., darkvision 60 ft.
16
Common, Elemental, Elvish, Giant
16
Amphibious
The River King can breathe air and water.
Innate Spellcasting
The River King's innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components.
At will: create or destroy water, shocking grasp, water breathing
3/day each: freedom of movement, control water
1/day: chain lightning
Legendary Resistance (3/day)
If the River King fails a saving throw, he can choose to succeed instead.
Magic Weapons
The River King's weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below).
The River King's Lair
On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can’t use the same effect two rounds in a row:
- The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage.
- The River King targets a creature he can see within 60 feet. That creature’s mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies.
- The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round.
Regional Effects
The region containing the River King’s lair is warped by its magic, which creates one or more of the following effects:
- The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver.
- Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife.
- Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks.
If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
The River King makes three attacks with his longsword and/or flood blast, in any combination.
Longsword
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage.
Longsword|10|1d8+5
Flood Blast
Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King's choosing.
Flood Blast|8|4d8
Grasping Whirlpool (Recharge 5-6)
The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that's in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again.
Blade Current
When a creature within the River King's melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage.
The River King can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The River King regains spent legendary actions at the start of his turn.
Longsword
The River King makes a longsword attack.
Flow
The River King moves half his speed without provoking opportunity attacks.
Ripple (2 Actions)
The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage.
Snow Queen
M
fey,tome of Beasts
neutral evil
17 (natural armor)
123 (19d8+38)
40 ft.
16
18
14
18
20
18
Dex +9, Con +7, Cha +9
Perception +10, Stealth +9
bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron
cold
charmed, frightened, exhaustion
blindsight 10 ft., darkvision 60 ft.
20
Common, Elvish, Giant, Sylvan
16
Innate Spellcasting
The Snow Queen's innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components.
At will: fog cloud, magic missile, ray of frost
3/day each: chill metal (as heat metal, but does cold damage), freezing sphere
1/day: cone of cold
Legendary Resistance (3/day)
If the Snow Queen fails a saving throw, she can choose to succeed instead.
Magic Weapons
The Snow Queen's weapon attacks are magical and do an extra 7 (2d6) cold damage (included below).
Winter Step
The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow.
The Snow Queen's Lair
On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row:
- A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies.
- Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren’t immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round.
- The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round.
Regional Effects
The region containing the Snow Queen’s lair is warped by the fey lady’s magic, which creates one or more of the following effects:
- Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.
- The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.
- Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.
If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
The Snow Queen makes two attacks in any combination of her claws and her ice crown.
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
Claws|9|2d6+4
Ice Crown
Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn.
Ice Crown|9|2d8+4
Cold Snap (Recharge 5-6)
The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap.
Frozen Shards
When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw.
The Snow Queen can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Snow Queen regains spent legendary actions at the start of her turn.
Ice Crown
The Snow Queen makes an ice crown attack.
Snowblind
One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn.
Snowfall Mantle (2 Actions)
The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen's next turn, at which time her mantle returns to her shoulders.
Feyward Tree
H
construct,tome of Beasts
unaligned
17 (natural armor)
94 (9d12+36)
20 ft.
26
10
18
2
11
6
Con +7, Wis +3, Cha +1
Perception +3
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
13
-
8
Magic Resistance
A feyward tree has advantage on saving throws against spells and other magical effects.
Contractibility and Conductivity
Certain spells and effects function differently against feyward trees:
A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.
A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects.
Immutable Form
The feyward tree is immune to any spell or effect that would alter its form.
Magic Weapons
The feyward tree's weapon attacks are magical.
Warden's Reach
Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach.
Multiattack
The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it.
Razor-Leafed Branch
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Razor-Leafed Branch|11|3d8+8
Flaying Leaves (Recharge 5-6)
The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-footradius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one.
Firebird
S
celestial,tome of Beasts
neutral good
16 (natural armor)
99 (18d6+36)
20 ft., fly 100 ft.
12
19
14
16
15
21
Dex +6, Con +4, Int +5, Wis +4, Cha +7
Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5
lightning; bludgeoning, piercing, and slashing from nonmagical weapons
fire
charmed, frightened, invisible
truesight 60 ft.
17
Celestial, Common, Elvish, Primordial, Sylvan
4
Innate Spellcasting
The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: guidance, purify food and drink, speak with animals
3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues
1/day each: geas, heal, reincarnate
Light of the World
The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.
Warming Presence
The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.
Multiattack
The firebird makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.
Bite|6|1d8+4
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.
Claw|6|2d8+4
Blinding Ray (Recharge 5-6)
The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.
Firegeist
S
elemental,tome of Beasts
neutral evil
14
87 (25d6)
40 ft.
7
18
10
4
16
6
Perception +5
fire, poison
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft.
15
Primordial
2
Hide By Firelight
In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.
Illumination
The firegeist sheds dim light in a 30-foot radius.
Magical Light Sensitivity
While in magical light, the firegeist has disadvantage on attack rolls and ability checks.
Water Susceptibility
For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.
Multiattack
The firegeist makes two slam attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Slam|6|1d6+4
Combustion Touch (Recharge 5-6)
The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Flutterflesh
L
undead,tome of Beasts
chaotic evil
16 (natural armor)
187 (22d10+66)
10 ft., Fly 60 ft.
11
18
17
12
13
10
Str +4, Dex +8
Deception +4, Perception +5, Stealth +8
radiant
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, paralyzed, exhaustion, poison, stunned, unconscious
darkvision 240 ft.
15
Common, Darakhul
12
Magic Weapons
The flutterflesh's attacks are magical.
Turn Resistance
The flutterflesh has advantage on saving throws against any effect that turns undead.
Creeping Death
A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage.
Regeneration
The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack
The flutterflesh makes two bone spur attacks or two tormenting gaze attacks.
Bone Spur
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage.
Bone Spur|8|2d12+4
Tormenting Gaze
A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn't paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can't be used against the same target twice in a single turn.
Slash
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted.
Slash|8|2d6+4
Folk Of Leng
M
humanoid,tome of Beasts
neutral evil
14 (studded leather)
68 (8d8+32)
30 ft.
12
15
18
14
16
22
Dex +4, Wis +5
Arcana +4, Deception +8, Perception +5
cold
necrotic
frightened
15
Common, Void Speech
2
Innate Spellcasting
The folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: comprehend languages, minor illusion
3/day each: disguise self, suggestion
1/day each: dream, etherealness
Regeneration
The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business.
Void Stare
The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised.
Void Sailors
The folk of Leng can travel the airless void without harm.
Etheric Harpoon
Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.
Etheric Harpoon|8|1d8+6
Psychic Scimitar
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.
Psychic Scimitar|4|1d6+2
Hooked Spider Net (Recharge 5-6)
Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage.
Forest Marauder
L
giant,tome of Beasts
chaotic evil
15 (natural armor)
114 (12d10+48)
40 ft.
21
10
18
6
10
7
Con +6
darkvision 120 ft.
10
Giant, Orcish, Sylvan
4
Sunlight Sensitivity
While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack
The forest marauder makes two boar spear attacks.
Boar Spear
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw.
Boar Spear|7|2d10+5
Rock
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.
Rock|5|3d8+5
Fraughashar
S
fey,tome of Beasts
neutral evil
15 (leather armor, shield)
18 (4d6+4)
25 ft.
8
14
12
10
11
7
Stealth +4
cold
10
Sylvan
1/2
Frost Walker
The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground.
Multiattack
The fraughashar makes one bite attack and one dagger attack.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bite|4|1d4+2
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dagger|4|1d4+2
Sling
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Sling|4|1d4+2
Frostveil
M
plant,tome of Beasts
unaligned
16
67 (9d8+27)
10 ft., fly (varies; see Windborne ability)
20
20
16
1
11
1
Stealth +7
fire
bludgeoning and piercing from nonmagical weapons
cold
blinded, charmed, deafened, frightened, prone
blindsight 100 ft.
10
-
4
Chilling Acid
The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage.
False Appearance
While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.
Windborne
While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.
Multiattack
The frostveil makes three tendril attacks.
Tendril
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.
Tendril|7|2d8+5
Engulf
When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil.
Spirit Spores (recharge 6)
In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.
Garroter Crab
T
beast,tome of Beasts
unaligned
13 (natural armor)
18 (4d4+8)
30 ft., swim 20 ft.
7
14
14
1
10
2
psychic
charmed, frightened
darkvision 60 ft.
10
-
1/4
Amphibious
The crab can breathe air and water.
Whip-claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.
Whip-claw|4|1d6+2
Gbahali (Postosuchus)
H
beast,tome of Beasts
unaligned
15 (natural armor)
126 (12d12+48)
50 ft.
21
14
19
2
13
7
Perception +4, Stealth +8
14
-
6
Chameleon Hide
The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage.
Multiattack
The gbahali makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.
Bite|8|3d12+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Claw|8|2d8+5
Gearforged Templar
M
humanoid (gearforged),tome of Beasts
lawful neutral
18 (plate armor)
71 (11d8+22)
30 ft.
20
9
15
12
16
10
Dex +2, Con +5
bludgeoning, piercing, and slashing damage from nonmagical weapons
poison
charmed, frightened, exhaustion, poisoned
13
Common
6
Defensive Zone
The gearforged templar can make an opportunity attack when a creature enters its reach.
Onslaught
As a bonus action, the gearforged can make a Shove attack.
Multiattack
The gearforged templar makes three attacks with its glaive.
Glaive
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Glaive|8|1d10+5
Javelin
Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Javelin|8|1d6+5
Whirlwind (recharge 5-6)
The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw.
Parry
The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.
Al-Aeshma Genie
L
elemental,tome of Beasts
chaotic evil
17 (natural armor)
172 (15d10+90)
30 ft., fly 90 ft. (hover)
21
15
22
15
16
20
Dex +6, Wis +7, Cha +9
lightning, thunder
darkvision 120 ft.
13
Auran, Common, Ignan
9
Air Hatred
The al-Aeshma has advantage on attack rolls against airborne opponents.
Bound
The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder.
Elemental Demise
When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying.
Ill Wind
As a bonus action when in gaseous form, the al.Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action.
Innate Spellcasting
The al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk
1/day each: creation, gaseous form, insect plague, invisibility, major image
Regeneration
The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al.Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate.
Multiattack
The al-Aeshma makes three scimitar attacks.
Scimitar
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.
Scimitar|9|2d6+5
Dust Devil
A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil.
Gerridae
L
fey,tome of Beasts
neutral
14
77 (9d10+27)
10 ft., climb 10 ft., swim 80 ft.
16
15
17
2
13
7
darkvision 60 ft.
11
-
1
Bred to the Saddle
Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider.
Waterborne
Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land.
Multiattack
The gerridae makes one bite attack and one claw attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Claw|5|1d4+3
Beggar Ghoul
M
undead,tome of Beasts
chaotic evil
12
13 (3d8)
30 ft.
10
15
10
12
11
14
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
10
Undercommon
1/2
Pack Tactics
The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Savage Hunger
A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Bite|4|2d6+2
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws|4|2d4+2
Bonepowder Ghoul
S
undead,tome of Beasts
neutral evil
18 (natural armor)
195 (26d6+104)
30 ft.
10
20
18
19
15
18
Dex +9, Con +8, Wis +6, Cha +8
Perception +6, Stealth +9
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
16
Common, Darakhul, Draconic, Dwarvish
12
Amorphous
The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.
Coalesce
Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.
Turning Defiance
The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Innate Spellcasting
The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, darkness, dispel magic, ray of enfeeblement
3/day: blindness/deafness, circle of death (7th level; 10d6)
1/day: finger of death
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.
Bite|9|3d8+5
Gravedust
A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.
Whirlwind (Recharge 5-6)
A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.
Ghoul, Darakhul
M
undead,tome of Beasts
neutral evil
16 (scale mail; 18 with shield)
78 (12d8+24)
30 ft.
16
17
14
14
12
12
Deception +3, Stealth +5
necrotic
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
11
Common, Darakhul
3
Master of Disguise
A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.
Stench
Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.
Sunlight Sensitivity
The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight.
Turning Defiance
The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Darakhul Fever
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:
1-9 None; victim is simply dead
10-16 Ghoul
17-20 Ghast
21+ Darakhul
Multiattack
The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
Bite|5|2d8+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.
Claw|5|2d6+3
War Pick
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
War Pick|5|1d8+3
Emperor Of The Ghouls
M
undead,tome of Beasts
neutral evil
20 (natural armor)
204 (24d8+96)
30 ft., burrow 15 ft.
18
14
19
20
17
21
Dex +8, Wis +9
Deception +11, Insight +9, Perception +9, Persuasion +11
cold, necrotic
poison; bludgeoning, piercing, and slashing damage from nonmagical weapons.
charmed, exhaustion, frightened, poisoned
darkvision 120 ft.
19
Common, Darakhul, Draconic, Gnoll, Undercommon
20
Legendary Resistance (3/day)
If the emperor fails a saving throw, he can choose to succeed instead.
Spellcasting
The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells:
Cantrips (at will): blade ward, chill touch, message, prestidigitation, shocking grasp, true strike
1st level (4 slots): magic missile, shield
2nd level (3 slots): mirror image, phantasmal force
3rd level (3 slots): fear, fireball
4th level (3 slots): blight, dimension door
5th level (2 slots): cloudkill, hold monster
6th level (1 slot): circle of death
7th level (1 slot): finger of death, teleport
8th level (1 slot): power word stun
9th level (1 slot): power word kill
Sunlight Sensitivity
While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Turn Resistance
The emperor has advantage on saving throws against effects that turn undead.
Emperor Of The Ghouls' Lair Actions
On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row:
- Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage.
- The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage.
- A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies.
Regional Effects
The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects:
- Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul.
- Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands.
- Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum.
If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack.
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215).
Bite|10|2d8+4
Claw
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success.
Claw|10|2d6+4
Scepter
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage.
Scepter|10|1d10+4
Blood Armor
When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor.
The Emperor can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The Emperor regains spent legendary actions at the start of his turn.
Attack
The emperor makes one claw or bite attack.
Cantrip
The emperor casts a cantrip.
Font of Power (3 actions)
Roll 1d8. The emperor regains a spell slot of that level or lower.
Ghoul, Imperial
M
undead,tome of Beasts
lawful evil
16 (breastplate)
93 (17d8+17)
30 ft., burrow 15 ft.
16
14
12
13
14
14
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
12
Common, Darakhul, Undercommon
4
Turning Defiance
The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Multiattack
The imperial ghoul makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
Bite|5|2d8+3
Claws
Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws|5|4d6+3
Light Crossbow
Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.
Light Crossbow|4|1d8+2
Ghoul, Iron
M
undead,tome of Beasts
lawful evil
16 (breastplate)
143 (22d8+44)
30 ft., burrow 20 ft.
18
16
14
14
14
14
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
12
Common, Darakhul, Undercommon
5
Turning Defiance
The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Multiattack
The iron ghoul makes one bite attack and one claw attack, or three glaive attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Bite|7|3d8+4
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Claws|7|4d6+4
Glaive
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage.
Glaive|7|1d10+4
Heavy Bone Crossbow
Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.
Heavy Bone Crossbow|6|1d10+3
Desert Giant
H
giant,tome of Beasts
neutral
17 (natural armor)
175 (14d12+84)
40 ft.
27
10
22
13
18
15
Str +12, Con +10, Cha +6
Perception +8, Stealth +4, Survival +8
fire
18
Common, Giant
9
Sand Camouflage
The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Wasteland Stride
The giant ignores difficult terrain caused by sand, gravel, or rocks.
Multiattack
The giant makes two falchion attacks.
Falchion
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.
Falchion|12|6d4+8
Rock
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Rock|12|4d10+8
Flab Giant
L
giant,tome of Beasts
chaotic evil
14 (natural armor)
110 (13d10+39)
20 ft.
20
6
16
9
13
8
Con +5
Perception +3
poison
poisoned
13
Dwarvish, Giant
4
Massive
A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant.
Multiattack
The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Slam|7|2d6+5
Squatting Pin
The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin.
Hraesvelgr The Corpse Swallower
H
giant (shapechanger,tome of Beasts
titan), neutral
19 (natural armor)
241 (21d12+105)
50 ft. (20 ft., fly 120 ft. in roc form)
25
10
20
16
17
20
Dex +6, Int +9, Wis +9, Cha +11
Athletics +13, Perception +9, Survival +9
lightning, thunder
cold; bludgeoning, piercing, and slashing from nonmagical weapons
exhaustion
19
Auran, Common, Giant (can't speak in roc form)
19
Innate Spellcasting
Hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:
At will: feather fall, light
3/day: control weather
Keen Sight (Roc Form Only)
Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (3/day)
If Hraesvelgr fails a saving throw, he can choose to succeed instead.
Shapechanger
Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back.
Hraesvelgr's Lair
On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can’t use the same effect two rounds in a row:
- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.
- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.
Regional Effects
The region containing Hraesvelgr’s lair is warped by the corpse swallower’s magic, which creates one or more of the following effects:
- Strong windstorms are common within 6 miles of the lair.
- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.
- The wind within 10 miles of the lair bears a pungent carrion stench.
If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.
Multiattack
Hraesvelgr makes two attacks.
Beak (Roc Form Only)
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.
Beak|13|4d8+7
Fist (Giant Form Only)
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.
Fist|13|3d8+7
Talons (Roc Form Only)
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.
Talons|13|4d6+7
Gale Blast (recharge 5-6)
Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw.
Hraesvelgr can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Hraesvelgr regains spent legendary actions at the start of his turn.
Attack
Hraesvelgr makes a fist or talon attack.
Move (2 actions)
Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.
Swallow (3 actions, Roc Form Only)
Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone.
Jotun Giant
G
giant,tome of Beasts
chaotic neutral
20 (natural armor)
407 (22d20+176)
60 ft.
30
8
26
18
20
14
Con +14, Wis +11, Cha +8
Arcana +10, History +10, Nature +10, Stealth +5
bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 120 ft.
15
Common, Giant
22
Immortality
Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum.
Innate Spellcasting
The Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: earthquake, shapechange, speak with animals
3/day: bestow curse, gust of wind
1/day: divination
Magic Resistance
The giant has advantage on saving throws against spells and other magical effects.
Magic Weapons
The giant's weapon attacks are magical.
Too Big to Notice
The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving.
Multiattack
The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack.
Greatclub
Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.
Greatclub|16|10d8+10
Rock
Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.
Rock|16|6d12+10
Frightful Presence
Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours.
The Jotun giant can take 1 legendary action, and only at the end of another creature's turn
The giant regains the spent legendary action at the start of its turn.
Detect
The Jotun giant makes a Wisdom (Perception) check.
Planar Return
If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return.
Sweeping Blow
The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw.
Rock Catching
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Thursir Giant
L
giant,tome of Beasts
neutral evil (50%) lawful evil (50%)
13 (chain shirt)
114 (12d10+48)
40 ft.
19
10
18
13
15
11
Con +6
Athletics +6, Perception +4
darkvision 60 ft.
14
Common, Dwarven, Giant
3
Cast Iron Stomach
The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair.
Multiattack
The giant makes two warhammer attacks.
Warhammer
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Warhammer|6|2d8+4
Rock
Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Rock|6|2d10+4
Runic Blood (3/day)
Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.
Glass Gator
L
beast,tome of Beasts
unaligned
15 (natural armor)
45 (7d10+7)
30 ft, swim 50 ft
15
14
12
4
10
5
Perception +2, Stealth +4
Blindsight 30 ft.
12
-
1
Amphibious
The glass gator can breathe air and water.
Lunge
When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.
Transparency
The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.
Standing Leap
The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target.
Claws|4|2d4+2
Constrict
One creature that's already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.
Silt Cloud (Recharges after a Short or Long Rest)
After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.
Gnarljak
S
construct,tome of Beasts
unaligned
16
63 (14d6+14)
30 ft.
13
22
11
2
14
1
Dex +9
Perception +5, Stealth +9
cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 30 ft.
15
-
6
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone.
Bite|9|2d8+6
Gnaw
When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action.
Gnoll Havoc Runner
M
humanoid (gnoll),tome of Beasts
chaotic evil
15 (chain shirt)
58 (9d8+18)
30 ft.
16
14
14
8
12
9
Athletics +5, Perception +5
darkvision 60 ft.
15
Gnoll
3
Harrying Attacks
If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn.
Lightning Lope
The gnoll can Dash or Disengage as a bonus action.
Pack Tactics
The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.
Multiattack
The gnoll makes one bite attack and two battleaxe attacks.
Battleaxe
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.
Battleaxe|5|1d8+3
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Goat-Man
M
monstrosity,tome of Beasts
chaotic evil
14 (natural armor)
65 (10d8+20)
40 ft.
19
14
14
10
13
8
Dex +4
Acrobatics +4, Athletics +6, Stealth +6
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
charmed, frightened
darkvision 60 ft.
11
Common, Giant, Trollkin, but cannot speak
3
Headbutt
If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action.
Multiattack
The goat-man makes one bite attack and one slam attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bite|6|1d6+4
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Slam|6|2d8+4
Dust Goblin
S
humanoid (goblinoid),tome of Beasts
neutral evil
14 (leather armor)
5 (1d6+2)
40 ft.
8
16
14
10
8
8
Stealth +7
charmed, frightened
darkvision 60 ft.
9
Common, Goblin
1/4
Twisted
When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortsword|5|1d6+3
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow|5|1d6+3
Eye Golem
L
construct,tome of Beasts
unaligned
20 (natural armor)
157 (15d10+75)
30 ft.
22
9
20
5
11
1
Perception +8
fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhausted, frightened, paralyzed, petrified, poisoned
truesight 120 ft.
18
understands the language of its creator, but can't speak
11
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Multiattack
The golem makes two melee attacks.
Slam
Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Slam|10|4d8+6
Gaze of Ancient Light (Recharge 6)
The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn.
Primal Voice of Doom (1/Day)
The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected.
Shoot into the Sun (1 minute/day)
When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day.
Hoard Golem
H
construct,tome of Beasts
unaligned
18 (natural armor)
161 (14d12+70)
40 ft.
22
15
20
3
11
1
Con +9
Athletics +10, Perception +4
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhausted, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
14
understands the language of its creator but can't speak
12
Strike with Awe
Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Multiattack
The golem makes two slam attacks.
Slam
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.
Slam|10|6d10+6
Thieving Whirlwind (Recharge 5-6)
The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action.
Salt Golem
L
construct,tome of Beasts
unaligned
17 (natural armor)
110 (11d10+55)
20 ft.
20
9
20
3
11
1
Athletics +9
fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
10
understands the languages of its creator but can't speak
10
Blinding Salt Spray
Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Multiattack
The golem makes two slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Slam|9|5d8+5
Smaragdine Golem
L
construct,tome of Beasts
unaligned
17 (natural armor)
231 (22d10+110)
30 ft.
24
11
21
3
11
1
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
10
understands the languages of its creator but can't speak
14
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Absorb Magic
As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time.
Multiattack
The golem makes two slam attacks.
Slam
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.
Slam|12|4d8+7
Release Spell
The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn.
Steam Golem
L
construct,tome of Beasts
unaligned
18 (natural armor)
171 (18d10+72)
40 ft.
26
12
18
3
10
1
fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
10
understands its creator's languages but can't speak
13
Boiler Weakness
A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Extend Long Ax
A steam golem can extend or retract one arm into long ax form as a bonus action.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Multiattack
The steam golem makes two ax arm attacks, or one long axe attack.
Ax Arm
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Ax Arm|13|4d6+8
Long Axe
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.
Long Axe|13|5d12+8
Steam Blast (Recharge 5-6)
A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw.
Whistle
When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is.
Gray Thirster
M
undead,tome of Beasts
neutral evil
13
39 (6d8+12)
30 ft.
12
16
15
6
12
14
Stealth +5
bludgeoning, necrotic
fire, poison
charmed, exhaustion, frightened, poisoned
darkvision 60 ft.
11
understands all languages it knew in life but can't speak
2
Thirst
The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours.
Multiattack
The gray thirster makes two claw attacks and one Withering Turban attack
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.
Claw|5|1d6+3
Withering Turban
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.
Withering Turban|5|1d4+3
Drought (1/Day)
The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed.
Rum Gremlin
T
fey,tome of Beasts
chaotic evil
13
22 (5d4+10)
20 ft., climb 10 ft., swim 10 ft.
10
16
14
12
9
12
Stealth +5
poisoned
darkvision 120 ft.
10
Common
1/2
Innate Spellcasting
The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: prestidigitation
3/day: hex
Magic Resistance
The gremlin has advantage on saving throws against spells and other magical effects.
Multiattack
The goblin makes one claw attack and one bite attack.
Bite
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Bite|5|1d4+3
Claws
Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claws|5|1d6+3
Aura of Drunkenness
A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour.
Grim Jester
M
undead,tome of Beasts
chaotic evil
18 (natural armor)
136 (16d8+64)
30 ft.
14
22
18
16
16
20
Dex +10, Con +8, Cha +9
Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10
cold
necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
17
Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.
11
Innate Spellcasting
The jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:
At will: disguise self, grease, inflict wounds, magic mouth, misty step
3/day each: contagion, mirror image
1/day each: delayed blast fireball, finger of death, mislead, seeming
Last Laugh
Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing.
Mock the Dying
Death saving throws made within 60 feet of the jester have disadvantage.
Turn Resistance
The jester has advantage on saving throws against any effect that turns undead.
Joker's Shuffle (recharge 6)
The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).
Killing Joke (recharge 6)
The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.
Ridicule Hope (recharge 4-6)
When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.
Gug
H
giant,tome of Beasts
neutral evil
17 (natural armor)
270 (20d12+140)
40 ft.
24
10
25
10
8
14
Str +12, Dex +4, Con +11, Cha +6
Athletics +11, Perception +3, Stealth +4
poison
confusion, exhaustion, paralysis, poisoned
darkvision 240 ft.
13
Deep Speech, Giant, Undercommon
12
Towering Strength
A gug can lift items up to 4,000 pounds as a bonus action.
Multiattack
The gug makes two slam attacks, two stomp attacks, or one of each.
Slam
Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.
Slam|11|2d8+7
Stomp
Melee Weapon Attack. +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage.
A gug can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.
Move
The gug moves up to half its speed.
Attack
The gug makes one slam or stomp attack.
Grab
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).
Grab|11|
Swallow
The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement.
Throw
The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same.
Blood Hag
M
fey,tome of Beasts
chaotic evil
16 (natural armor)
178 (21d8+84)
30 ft., climb 30 ft.
20
16
18
19
21
17
Dex +7, Con +8, Cha +7
Deception +7, Intimidation +7, Perception +9, Stealth +7
charmed, poisoned
blood sense 90 ft., darkvision 60 ft.
19
Common, Giant, Infernal, Sylvan, Trollkin
11
Blood Sense
A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.
Innate Spellcasting
The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing
3/day each: bestow curse, invisibility, mirror image
1/day each: cloudkill, modify memory
Multiattack
The blood hag makes two claw attacks and one blood-drinking hair attack.
Blood-Drinking Hair
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.
Blood-Drinking Hair|9|3d8+5
Claws
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Claws|9|4d6+5
Call the Blood
The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours.
1
Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.
2
Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute.
3
Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.
4
Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.
Face Peel
The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner.
Mirror Hag
M
fey,tome of Beasts
chaotic neutral
16 (natural armor)
168 (16d8+96)
30 ft., fly 10 ft.
15
16
22
12
14
19
thunder
charmed, frightened
darkvision 60 ft.
12
Common
6
Innate Spellcasting
The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: disguise self, inflict wounds (4d10), message, ray of enfeeblement
1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport
Magic Resistance
The hag has advantage on saving throws against spells and other magical effects.
Confounding Ugliness
When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn.
Multiattack
A mirror hag can use its Reconfiguring Curse and make one melee attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.
Bite|6|4d8+3
Quarterstaff
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Quarterstaff|5|1d6+2
Reconfiguring Curse
The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours.
Red Hag
M
fey,tome of Beasts
neutral evil
15 (natural armor)
119 (14d8+56)
30 ft., swim 30 ft.
19
16
18
18
22
15
Arcana +9, Deception +5, Insight +7, Perception +9
charmed, poisoned
blood sense 90 ft., darkvision 60 ft.
16
Common, Druidic, Giant
7
Amphibious
The hag can breathe air and water.
Spellcasting
The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:
Cantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip
1st level (4 slots): cure wounds, entangle, speak with animals
2nd level (3 slots): barkskin, flame blade, lesser restoration
3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone
4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain
Magic Resistance
The hag has advantage on saving throws against spells and other magical effects.
Blood Sense
A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Claws|6|3d8+4
Siphoning Aura (Recharge 5-6)
The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw.
Sand Hag
M
monstrosity,tome of Beasts
chaotic evil
17 (natural armor)
112 (15d8+45)
30 ft., burrow 30 ft.
18
15
16
16
14
16
Deception +6, Perception +5, Stealth +5
darkvision 120 ft.
15
Common, Dwarvish, Giant, Gnomish
5
Magic Resistance
The sand hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: invisibility
2/day each: hallucinatory terrain, major image
Mimicry
The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Scorpion Step
The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft.
Multiattack
The sand hag makes two claw attacks.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.
Claw|7|1d8+4
Scouring Sirocco (Recharge 5-6)
The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn.
Change Shape
The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Owl Harpy
M
monstrosity,tome of Beasts
neutral evil
14
112 (15d8+45)
20 ft., fly 80 ft. (hover).
12
17
16
11
14
14
Performance +7, Stealth +6
thunder
blindsight 60 ft.
12
Common, Abyssal, Giant
5
Quiet Flight
The owl harpy gains an additional +3 to Stealth (+9 in total) while flying.
Dissonance
The owl harpy can't use its blindsight while deafened.
Innate Spellcasting
The owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:
3/day: darkness
Multiattack
The owl harpy makes two claw attacks and two talon attacks.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Claws|6|2d4+3
Talons
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Talons|6|2d6+3
Hovering Darkness
An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning.
Luring Song
The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours.
Haugbui
M
undead,tome of Beasts
lawful neutral
18 (natural armor)
136 (16d8+64)
0 ft., fly 40 ft. (hover)
18
17
18
15
20
16
Dex +8, Con +9, Wis +10
Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12
cold, lightning, necrotic
poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, poisoned
truesight 60 ft.
20
the languages it spoke in life; telepathy 120 ft.
13
Incorporeal Movement
The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting
The haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:
Constant: detect thoughts, invisibility, mage hand, scrying
At will: dancing lights, druidcraft, mending, spare the dying
7/day each: bane, create or destroy water, fog cloud, purify food and drink
5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter
3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis
1/day each: blight, contagion, dream
1/week each: geas, hallow
Legendary Resistance (3/Day)
If the haugbui fails a saving throw it can choose to succeed instead.
Sepulchral Scrying (1/Day)
An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period.
Sunlight Sensitivity
While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Turn Resistance
The haugbui has advantage on saving throws against any effect that turns undead.
Multiattack
The haugbui makes two psychic claw attacks.
Psychic Claw
Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.
Psychic Claw|10|6d8+5
Herald Of Blood
H
fiend,tome of Beasts
neutral evil
15 (natural armor)
115 (10d12+50)
30 ft., swim 30 ft, fly 50 ft.
22
12
20
14
17
16
Str +10, Con +9, Wis +7
Arcana +6, Perception +7
piercing, lightning
fire, poison
exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 240 ft.
17
Common, Draconic, Infernal, Void Speech
12
Blood Armor
The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack.
Gift of Blood
As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation.
Grant Blood Rage
As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss.
Humanoid Form
A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will.
Melting Touch
When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw.
Engulfing Protoplasm
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.
Engulfing Protoplasm|10|2d12+6
A herald of blood can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.
Move (1 Action)
The herald of blood moves up to half its speed.
Call of Blood (2 Actions)
Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion.
Majesty of Ragnarok (3 Actions)
The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.
Herald Of Darkness
L
fiend,tome of Beasts
neutral evil
15 (chain shirt)
105 (10d10+50)
30 ft., swim 30 ft, fly 50 ft.
20
14
20
12
15
20
Str +8, Con +8, Cha +8
Athletics +8, Deception +8, Perception +5
bludgeoning, thunder
cold, lightning, necrotic, poison
exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 200 ft.
15
Common, Elvish, Goblin, Infernal, Sylvan
7
Corrupting Touch
A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw.
Gift of Darkness
A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation.
Shadow Form
A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.
Multiattack
The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.
Embrace Darkness
Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis.
Majesty of the Abyss (Recharge 4-6)
The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds.
Shadow Sword
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Shadow Sword|8|2d12+5
Horakh
M
monstrosity,tome of Beasts
neutral
17 (natural armor)
161 (19d8+76)
40 ft., climb 30 ft.
18
19
19
8
15
10
Dex +12
Athletics +8, Perception +6, Stealth +8
darkvision 60 ft., tremorsense 30 ft.
20
understands Undercommon
9
Shadow Stealth
A horakh can hide as a bonus action if it's in dim light or darkness.
Standing Leap
As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.
Multiattack
The horakh makes two claw attacks and one bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.
Bite|8|4d8+4
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).
Claw|8|3d8+4
Implant Egg
If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.
Hound Of The Night
L
monstrosity,tome of Beasts
unaligned
16 (natural armor)
112 (15d10+30)
30 ft.
20
16
14
9
14
10
Dex +6, Con +5, Wis +5
Intimidation +3, Perception +5, Stealth +6
cold
fire
darkvision 60 ft.
15
understands Elvish and Umbral but can't speak
5
Blood Scent
A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow.
Innate Spellcasting
The hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: dimension door
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Bite|8|3d10+5
Frost Breath (Recharge 5-6)
The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw.
Hulking Whelp
S
fey (shapechanger),tome of Beasts
chaotic neutral
15 (natural armor)
94 (9d12+36)
40 ft.
21
10
18
7
14
9
bludgeoning, piercing, and slashing from nonmagical weapons
impaired sight 30 ft.
12
-
5
Calm State
When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan
Poor Senses
A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away.
Unleashed Emotion
When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days.
Multiattack
The hulking whelp makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Slam|8|3d8+5
Quick Step
A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move.
Hundun
L
celestial,tome of Beasts
chaotic good
18 (natural armor)
153 (18d10+54)
40 ft., fly 40 ft.
20
14
16
4
20
18
Con +7, Wis +9, Cha +8
Athletics +9, Insight +9, Perception +9
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
acid, psychic
blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious
blindsight 60 ft.
20
understands Celestial and Primordial, but cannot speak intelligibly
10
Brainless
Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round.
Dance of Creation
Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something.
Enlightening Befuddlement
When a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:
1d100 Result
01-10 Inspired:
Advantage on attack rolls, ability checks, and saving throws
11-20 Distracted:
Disadvantage on attack rolls, ability checks, and saving throws
21-50 Incoherent:
The target does nothing but babble or scribble incoherent notes on a new idea
51-75 Obsessed:
Target is recipient of geas to create a quality magical object
76-100 Suggestible:
Target receives a suggestion from the hundun
Innate Spellcasting
The hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:
Constant: confusion (always centered on the hundun), detect thoughts
At will: create or destroy water, dancing lights, mending, prestidigitation
3/day each: compulsion, dimension door, black tentacles, irresistible dance
1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape
Magic Weapons
The hundun's weapon attacks are magical.
Multiattack
The hundun makes four slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Slam|9|3d6+5
Ice Maiden
M
fey,tome of Beasts
lawful evil
16 (natural armor)
84 (13d8+26)
30ft.
12
17
15
19
13
23
Con +5, Cha +9
Deception +9, Persuasion +9, Stealth +6
fire
bludgeoning, piercing, and slashing from nonmagical weapons
cold
darkvision 60 ft.
11
Common, Giant, Sylvan
6
Chilling Presence
Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect.
Cold Eyes
Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness.
Ice Walk
Ice maidens move across icy and snowy surfaces without penalty.
Snow Invisibility
In snowy environments, the ice maiden can turn invisible as a bonus action.
Magic Resistance
The ice maiden has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:
At will: chill touch, detect magic, light, mage hand, prestidigitation, resistance
5/day each: endure elements (cold only), fear, fog cloud, misty step
3/day each: alter self, protection from energy, sleet storm
1/day: ice storm
Multiattack
The frost maiden makes two ice dagger attacks.
Ice Dagger
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Ice Dagger|6|1d4+3
Flurry-Form
The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning.
Icy Entangle
Ice and snow hinder her opponent's movement, as the entangle spell (DC 17).
Kiss of the Frozen Heart
An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target.
Snowblind Burst
In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect.
Idolic Deity
S
construct,tome of Beasts
neutral evil
17 (natural armor)
90 (12d6+48)
0 ft., fly 30 ft.
14
20
18
10
11
20
Wis +3
Deception +8, Stealth +8
fire
cold; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
10
telepathy 60 ft.
8
Stealth in darkness
The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.
Apostasy Aura
The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect.
Incorporeal Movement
The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Shadow Stealth
While in dim light or darkness, the idolic deity can take the Hide action as a bonus action.
Multiattack
The idolic deity uses Seduce the Righteous and makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
Slam|8|1d6+5
Seduce the Righteous
The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.
Imy-Ut Ushabti
M
monstrosity,tome of Beasts
neutral
15 (chain shirt)
97 (15d8+30)
30 ft.
17
14
15
6
10
5
Wis +2
fire
bludgeoning
exhaustion, frightened
darkvision 60 ft.
10
Common (Ancient Nurian)
3
Regeneration
The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point.
Rent wrappings
A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect.
Ceremonial Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ceremonial Greatsword|5|2d6+3
Vomit Swarm (1/Day)
The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:
Bites
Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bites|3|4d4
Isonade
G
monstrosity,tome of Beasts
chaotic neutral
18 (natural armor)
222 (12d20+96)
swim 100 ft.
30
14
26
6
18
8
Str +14, Con +12, Wis +8
Athletics +14, Perception +8
ability damage/drain
darkvision 90 ft.
18
understands Aquan and Elvish, but cannot speak
14
Atmospheric Immunity
The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth.
Magic Resistance
The isonade has advantage on saving throws against spells and other magical effects.
Water Breathing
The isonade can breathe only underwater.
Innate Spellcasting
The isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: animal messenger
3/day each: control water, earthquake
1/day each: control weather, storm of vengeance, tsunami
Multiattack
The isonade makes one tail slap attack and one bite attack.
Bite
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).
Bite|14|5d12+10
Tail Slap
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.
Tail Slap|14|6d6+10
Breach
The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.
Swallow Whole
When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.
Jaculus
S
dragon,tome of Beasts
neutral evil
18 (natural armor)
65 (10d6+30)
20 ft., climb 20 ft., fly 10 ft.
14
18
17
13
13
13
Str +4, Dex +6, Con +5, Wis +3, Cha +3
Acrobatics +6, Perception +3, Stealth +6
acid, lightning
blindsight 10 ft., darkvision 60 ft.
13
Common, Draconic
3
Spearhead
If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage.
Multiattack
The jaculus makes one jaws attack and one claws attack.
Jaws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.
Jaws|4|2d4+2
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.
Claws|4|2d6+2
Kalke
S
fiend,tome of Beasts
neutral evil
14 (natural armor)
9 (2d6+2)
30 ft., climb 30 ft.
8
17
12
13
7
13
Perception +0, Stealth +5
darkvision 120 ft.
10
Abyssal, Common, Infernal
1/4
Extinguish Flames
Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.
Detect Spellcasting
Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.
Magic Resistance
Kalkes have advantage on saving throws against spells and magical effects.
Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger|5|1d4+3
Kikimora
M
fey,tome of Beasts
chaotic neutral
15 (natural armor)
65 (10d8+20)
30 ft.
13
18
15
12
16
21
Deception +7, Persuasion +7, Stealth +6
bludgeoning, piercing, and slashing from
darkvision 60 ft.
13
Common, Sylvan
5
Magic Resistance
The kikimora has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation
3/day each: animal friendship, blinding smite, sleep
1/day each: insect plague, major image
Multiattack
The kikimora makes two claw attacks.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claw|6|2d6+4
Hidey-Hole
When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi.permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil.
Kobold Alchemist
S
humanoid (kobold),tome of Beasts
lawful neutral
15 (studded leather)
44 (8d6+16)
30 ft.
7
16
15
16
9
8
Dex +5
Arcana +5, Medicine +3
poison
poisoned
darkvision 60 ft.
9
Common, Draconic
2
Apothecary
As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit.
Pack Tactics
The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.
Sunlight Sensitivity
While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Multiattack
The kobold makes two attacks.
Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Dagger|5|1d4+3
Dart
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.
Dart|5|1d4+3
Alchemical Protection (Recharge after a Short or Long Rest)
The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait.
Explosive Flask (Recharge 5-6)
The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.
Kobold Chieftain
S
humanoid (kobold),tome of Beasts
lawful evil
17 (studded leather and shield)
82 (15d6+30)
30 ft.
10
17
14
11
13
14
Dex +5, Cha +4
Intimidation +6, Stealth +5
charmed, frightened
darkvision 60 ft.
11
Common, Draconic
4
Pack Tactics
The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated.
Sunlight Sensitivity
While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Multiattack
The kobold makes 2 attacks.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Shortsword|5|1d6+3
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Shortbow|5|1d6+3
Inspiring Presence (Recharge after Short or Long Rest)
The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.
Springspike Shield (5/rest)
When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage.
Kobold Trapsmith
S
humanoid,tome of Beasts
lawful neutral
14 (leather)
36 (8d6+8)
30 ft.
7
16
12
16
13
8
Stealth +5
darkvision 60 ft.
11
Common, Draconic
1
Sunlight Sensitivity
While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Pack Tactics
The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated.
Thief's Tools
The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.
Traps and Snares
The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.
Choke Bomb
This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.
Poisoned Sliver
A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.
Skullpopper
This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc.
Slingsnare
A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.
Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger|5|1d4+3
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.
Light Crossbow|5|1d8+3
Shredder (Recharge 6)
The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage.
Stunner (1/Day)
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.
Stunner|5|1d4+3
Kongamato
L
beast,tome of Beasts
unaligned
16 (natural armor)
112 (15d10+30)
10 ft., fly 60 ft.
19
18
14
2
10
7
Perception +3
13
-
5
Flyby
The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach.
Breaker of Boats
The kongamato deals double damage to objects and structures made of wood or lighter materials.
Carry Off
A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs.
Multiattack
The kongamato makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.
Bite|7|4d6+4
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.
Claw|7|3d6+4
Koschei
M
fiend,tome of Beasts
neutral evil
18 (natural armor)
135 (18d8+54)
30 ft.
22
12
17
17
13
21
Dex +7, Wis +7, Cha +11
Arcana +9, Insight +7, Perception +7
cold, lightning
necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons
charmed, exhaustion, frightened
darkvision 60 ft.
17
Abyssal, Common, Celestial, Dwarvish, Infernal
17
Hidden Soul
A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature.
Innate Spellcasting
Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
At will: detect magic, phantom steed, scorching ray, sending
3/day each: invisibility, magic missile, shield
2/day each: animate objects, cone of cold, hypnotic pattern
1/day each: disintegrate, meteor swarm, true polymorph
Legendary Resistance (3/day)
If Koschei fails a saving throw, he can choose to succeed instead.
Magic Weapons
Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below).
Koschei's Lair Actions
On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can’t use the same effect two rounds in a row:
- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it’s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage fromthe buffeting wind. A restrained creature can escape from the
whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.
- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.
- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei.
Regional Effects
The region containing Koschei’s lair is warped by Koschei’s magic, which creates one or more of the following effects:
- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.
- Wind and snowstorms are common within 5 miles of the lair.
- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster’s class, or a magic item) and knows the direction to the caster.
If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days.
Multiattack
Koschei makes two longsword attacks and one drain life attack.
Longsword
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.
Longsword|12|1d8+6
Drain Life
Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Drain Life|11|4d6+6
Koschei can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. Koschei regains spent legendary actions at the start of its turn.
Attack
Koschei makes one attack with his longsword.
Teleport
Koschei teleports to an unoccupied space he can see within 40 feet.
Drain (2 actions)
Koschei makes one attack with Drain Life.
Kot Bayun
M
monstrosity,tome of Beasts
neutral
15
44 (8d8+8)
40 ft., climb 20 ft.
16
16
13
12
16
17
Dex +5
darkvision 60 ft.
13
Common, Sylvan
2
Folk Cure
A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon.
Innate Spellcasting
The kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
3/day each: fog cloud, invisibility (self only)
1/day: blink
Multiattack
The kot bayun makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bite|5|1d8+3
Claws
Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Claws|5|2d10+3
Slumbering Song
The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.
Krake Spawn
H
monstrosity,tome of Beasts
neutral evil
16 (natural armor)
150 (12d12+72)
20 ft., swim 30 ft.
24
12
22
17
15
18
Str +11, Con +10, Int +7, Cha +8
cold, poison, psychic
charmed, poisoned
darkvision 60 ft.
12
Common, Infernal, Primordial, Void Speech
9
Amphibious
The krake spawn can breathe air and water.
Jet
While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.
Innate Spellcasting
The krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: protection from energy, ray of frost
1/day each: ice storm, wall of ice
Multiattack
The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn’s turn, but it never constricts more than once per turn.
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage.
Bite|11|1d10+7
Tentacle
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).
Tentacle|11|1d6+7
Constrict
The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained.
Ink Cloud (Recharge 6)
The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.
Vomit Forth the Deeps (1/Day)
The krake spawn sprays halfdigested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.
Lantern Dragonette
T
dragon,tome of Beasts
lawful neutral
13 (natural armor)
28 (8d4+8)
15 ft., fly 40 ft. (hover)
7
12
13
16
13
12
Dex +3, Wis +3, Cha +3
Arcana +5, History +5, Nature +5, Perception +3, Religion +5
paralyzed, unconscious
darkvision 60 ft.
13
Common, Draconic, Elvish, Primordial; telepathy 60 ft.
1/2
Lantern Belly (1/Day)
If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired.
Innate Spellcasting
The lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
1/day each: burning hands, color spray, scorching ray
Vulnerable to Magical Darkness
A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Bite|3|1d4+1
Lemurfolk
S
humanoid (lemurfolk),tome of Beasts
neutral
13
14 (4d6)
20 ft., climb 10 ft., fly 40 ft.
10
15
11
12
10
8
Acrobatics +4, Stealth +4
darkvision 60 ft.
10
Common, Lemurfolk
1/4
Silent Glide
The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.
Sneak Attack (1/Turn)
The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll.
Kukri Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.
Kukri Dagger|4|1d4+2
Blowgun
Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.
Blowgun|4|1d4+2
Lemurfolk Greyfur
S
humanoid (lemurfolk),tome of Beasts
neutral
13 (16 with mage armor)
67 (15d6+15)
20 ft., climb 10 ft., fly 40 ft.
9
16
12
16
12
10
Acrobatics +5, Stealth +5
darkvision 60 ft.
11
Common, Lemurfolk
4
Silent Glide
The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.
Sneak Attack (1/Turn)
The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll.
Spellcasting
The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:
Cantrips (at will): light, mage hand, minor illusion, poison spray, resistance
1st Level (4 slots): mage armor, sleep
2nd Level (3 slots): detect thoughts, misty step
3rd Level (2 slots): lightning bolt
Kukri Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
Kukri Dagger|5|1d4+3
Blowgun
Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.
Blowgun|5|1d4+3
Leshy
M
monstrosity,tome of Beasts
chaotic neutral
14 (natural armor)
84 (13d8+26)
30 ft.
16
12
14
14
15
16
Deception +5, Perception +4, Stealth +3, Survival +4
darkvision 60 ft.
14
Common, Elvish, Sylvan
1
Innate Spellcasting
The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: animal friendship, pass without trace, speak with animals
1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter
Camouflage
A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.
Mimicry
A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature).DM's choice.realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice.
Multiattack
The leshy makes two club attacks.
Change Size
The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change.
Club
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Club|5|1d6+3
Library Automaton
S
construct,tome of Beasts
lawful neutral
13 (natural armor)
7 (2d6)
30 ft.
8
13
10
14
12
8
History +4, Investigation +4
poison
charmed, poisoned
blindsight 60 ft., truesight 10 ft.
11
Common, Machine Speech
1/2
Extra-Dimensional Book Repository
A small door on the chest of the library automaton opens into an extra.dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.
Gaze of Confusion
The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.
Bibliotelekinesis
This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.
Lich Hound
M
undead,tome of Beasts
neutral evil
14
119 (14d8+56)
30 ft., fly 50 ft.
10
18
18
6
10
16
Dex +4, Con +4, Cha +3
Acrobatics +6, Perception +4
piercing and bludgeoning from nonmagical weapons
poison
exhaustion, poisoned
blindsight 100 ft.
14
understands Darakhul
4
Keen Hearing and Smell
The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Bite|6|1d12+4
Ethereal Jaunt
As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Gut Rip
As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early.
Howl
The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours.
Likho
M
monstrosity,tome of Beasts
chaotic evil
15 (natural armor)
90 (12d8+36)
40 ft.
16
18
16
13
16
21
Dex +7, Cha +8
Acrobatics +7, Perception +6, Stealth +10
darkvision 60 ft.
16
Common, Goblin, Void Speech
6
Pounce
If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it.
Innate Spellcasting
The likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: message
3/day each: crown of madness, mirror image, ray of enfeeblement
1/day: bestow curse
Magic Resistance
The likho has advantage on saving throws against spells and other magical effects.
Multiattack
The likho makes two claw attacks.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Claw|6|2d6+3
Disruptive Gaze
As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn.
Lindwurm
L
dragon,tome of Beasts
neutral evil
15
136 (16d10+48)
40 ft., swim 20 ft.
18
20
16
6
12
8
Str +7, Dex +8, Con +6
Acrobatics +8, Athletics +8, Perception +4, Stealth +9
fire
cold
paralyzed, prone, unconscious
darkvision 60 ft., tremorsense 120 ft. on ice
14
5
Lindwurm Fever
A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured.
Skittering Skater
Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell.
Snake Belly
When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense.
Multiattack
The lindwurm makes one bite attack, one claw attack, and one constrict attack.
Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.
Bite|7|2d8+4
Claws
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Claws|7|3d8+4
Constrict
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.
Constrict|7|2d8+4
Liosalfar
L
elemental,tome of Beasts
neutral
17
110 (20d10)
fly 60 ft. (hover)
10
25
10
18
18
12
Dex +10, Con +3, Int +7, Wis +7, Cha +4
Arcana +7, Insight +7, Perception +7
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
poison, psychic, radiant
blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
blindsight 120 ft., truesight 60 ft.
17
Common, Celestial, Elemental, Elvish, Giant
8
Alien Mentality
A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round.
Darkness Vulnerability
Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful.
Incorporeal Movement
The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting
The liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying
2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray
1/day each: hallucinatory terrain, plane shift, sunbeam
Lightform
Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form.
Prismatic Glow
Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness.
Multiattack
The liosalfar makes two Disrupting Touch attacks.
Disrupting Touch
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.
Disrupting Touch|10|4d12
Living Wick
S
construct,tome of Beasts
unaligned
13 (natural armor)
28 (8d6)
20 ft.
10
10
10
5
5
5
fire
poison, psychic
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
sight 20 ft. (blind beyond the radius of its own light)
10
shares a telepathic link with the individual that lit its wick
1/4
Controlled
Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them.
Light
Activated living wicks produce light as a torch.
Melting
A living wick loses one hit point for every 24 hours it remains lit.
Slam
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Slam|2|1d6
Consume Self
A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax.
Lorelei
M
fey,tome of Beasts
chaotic evil
15 (18 mage armor)
76 (9d8+36)
30 ft., swim 30 ft.
10
21
18
16
16
23
Dex +8, Cha +9
Deception +9, Performance +9, Persuasion +9
darkvision 60 ft.
13
Common, Sylvan
5
Alluring Presence
All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.
Unearthly Grace
A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier.
Water Spirit
The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water.
Spellcasting
The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:
Cantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation
1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness
2nd level (3 slots): hold person, misty step, suggestion
3rdlevel (3 slots): hypnotic pattern, gaseous form, water walk
4th level (2 slots): dominate beast, ice storm
Dagger
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Dagger|8|1d4+5
Charm
The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Stunning Glance
The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.
Loxoda
H
monstrosity,tome of Beasts
neutral evil
13 (natural armor)
147 (14d12+56)
40 ft.
19
12
19
12
14
10
Survival +5
12
Loxodan
6
Trampling Charge
If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.
Multiattack
The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack.
Maul
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.
Maul|7|6d6+4
Stomp
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
Stomp|7|3d10+4
Javelin
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Javelin|7|3d6+4
Mahoru
L
monstrosity,tome of Beasts
unaligned
15 (natural armor)
91 (14d8+28)
10 ft., swim 60 ft.
18
19
14
3
12
7
Perception +3, Stealth +6
darkvision 60 ft.
13
-
3
Amphibious
The mahoru can breathe air and water.
Keen Sight and Smell
The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics
The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated.
Blood Frenzy
The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.
Bite|6|3d10+4
Roar
When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours.
Vorpal Bite
A mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:
1-2: right hand
3-4: left hand
5-6: right food
7-8: left foot
9: right forearm
10: left forearm
11: right lower leg
12: left lower leg
Mallqui
M
undead,tome of Beasts
lawful neutral
14 (natural armor)
120 (16d8+48)
20 ft.
16
9
16
11
16
14
Int +3, Cha +5
History +3, Insight +6, Religion +3
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
13
the languages it knew in life
8
Regeneration
The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate.
Innate Spellcasting
The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: druidcraft, produce flame
4/day each: create or destroy water, entangle
2/day: locate animals or plants
1/day each: dispel magic, plant growth, wind wall
Water Sensitivity
The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:
- Splashed with a waterskin or equivalent: 1d10 damage
- Attacked by creature made of water: Normal damage plus an extra 1d10 damage
- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)
- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)
Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above
Multiattack
The mallqui can use its xeric aura and makes two attacks with its desiccating touch.
Desiccating Touch
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.
Desiccating Touch|7|5d6+3
Xeric Aura
All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it.
Xeric Blast
Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.
Xeric Blast|7|3d6+3
Malphas (Storm Crow)
M
fey,tome of Beasts
neutral evil
16 (studded leather)
120 (16d8+48)
40 ft., fly 30 ft.
19
19
16
14
13
14
Dex +7, Con +6, Wis +4, Cha +5
Perception +4
darkvision 60 ft.
14
Common, Giant, Ravenfolk, Sylvan
6
Innate Spellcasting
The storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: magic missile
1/day: haste
Sunlight Sensitivity
While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Night Terror (1/round)
As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target.
Swordtrained
Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons.
Multiattack
The malphas makes three longsword attacks.
Longsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Longsword|7|1d8+4
Shadow Call
A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack.
Mamura
S
aberration (fey),tome of Beasts
neutral evil
16 (natural armor)
97 (13d6+52)
20 ft., fly 30 ft.
8
18
19
17
11
16
Dex +7, Con +7, Cha +6
Acrobatics +7, Perception +6, Stealth +7
bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 60 ft.
16
Common, Elvish, Goblin, Sylvan, Void Speech
6
All-Around Vision
Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.
Magic Resistance
The mamura has advantage on saving throws against spells and other magical effects.
Friend to Darkness
In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness.
Distraction
Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura.
Flyby
The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Multiattack
The mamura makes three claw attacks and one whiptail sting attack.
Claw
Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.
Claw|7|1d8+4
Whiptail Stinger
Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.
Whiptail Stinger|7|1d8+4
Mask Wight
M
undead,tome of Beasts
neutral evil
19 (natural armor)
207 (18d8+126)
40 ft.
22
18
24
15
16
18
Str +11, Dex +9, Con +12, Int +7, Wis +8, Cha +9
radiant
acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious
darkvision 60 ft., truesight 30 ft.
13
Common, Giant, Infernal
13
Innate Spellcasting
The wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: alter self
1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues
1/week: gate
Single-minded Purpose
The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself.
Multiattack
The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack.
Khopesh of Oblivion
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.
Khopesh of Oblivion|11|3d8+6
Enervating Spiked Gauntlet
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.
Enervating Spiked Gauntlet|11|2d12+6
Wail of the Forgotten (Recharge 6)
The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated.the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death.
Mavka
M
undead,tome of Beasts
chaotic evil
17 (natural armor)
170 (20d8+80)
30 ft.
20
15
18
13
13
18
Str +9, Dex +6, Con +8, Cha +8
Athletics +9, Nature +5, Perception +5
acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
cold, lightning
darkvision 90 ft.
15
Common, Infernal, Sylvan
12
Innate Spellcasting
The mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
Constant: protection from evil and good
At will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt
3/day each: darkness, hold person, inflict wounds, invisibility, silence
1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch
Nightmare Mount
A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time.
Sunlight Hypersensitivity
The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.
Multiattack
The mavka makes two slam attacks.
Slam
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.
Slam|9|4d8+5
Mi-Go
M
plant,tome of Beasts
neutral evil
17 (natural armor)
76 (8d8+40)
30 ft., fly 60 ft.
16
19
21
25
15
13
Str +6, Con +8, Cha +4
Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7
radiant, cold
blindsight 30 ft., darkvision 240 ft.
15
Common, Mi-go, Void Speech
5
Astral Travelers
Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.
Sneak Attack (1/Turn)
The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.
Disquieting Technology
The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi.go item.
Multiattack
The mi-go makes two attacks with its claws.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.
Claw|7|3d6+4
Spore Release
When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.
Millitaur
L
monstrosity,tome of Beasts
neutral
14 (natural armor)
85 (10d10+30)
40 ft., burrow 20 ft., climb 30 ft.
18
14
16
8
12
10
Acrobatics +4
poison; bludgeoning and slashing from nonmagical weapons
prone
darkvision 60 ft., tremorsense 30 ft.
11
Common
3
Multiattack
The millitaur makes two handaxe attacks.
Handaxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.
Handaxe|6|2d6+4
Map Mimic
T
aberration (shapechanger),tome of Beasts
neutral
14 (natural armor)
32 (5d8+10)
30 ft., fly 15 ft.
10
15
14
13
15
16
acid
prone
darkvision 60 ft.
14
-
1/4
Shapechanger
The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Constrict Face
When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn.
False Appearance (Object Form Only)
While the mimic remains motionless, it is indistinguishable from an ordinary object.
Mimic Page
The mimic can disguise itself as any tiny, flat object.a piece of leather, a plate.not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic.
Pseudopod
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.
Pseudopod|4|1d6+2
Mindrot Thrall
M
plant,tome of Beasts
neutral
15 (natural armor)
82 (11d8+33)
30 ft.
15
14
17
11
14
6
Con +5
bludgeoning and piercing from nonmagical weapons
acid, poison
charmed, frightened, poisoned
tremorsense 30 ft.
12
understands Common but cannot speak
3
Fungal Aura
A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores.
Multiattack
The mindrot thrall makes two claw attacks.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Claw|4|2d6+2
Acid Breath (Recharge 4-6)
The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores.
Mindrot Spores
Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed.
Mirager
M
fey (shapechanger),tome of Beasts
neutral evil
13
78 (12d8+24)
30 ft.
12
16
14
10
14
20
Deception +7, Performance +9, Perception +4
darkvision 60 ft.
14
Common, Sylvan
3
Shapechanger
The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting
The mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day: charm person
1/day each: hallucinatory terrain, suggestion
Enthralling Mirage
When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled.
Multiattack.
The mirager makes two slam attacks.
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Slam|5|1d6+3
Thirst Kiss
The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check.
Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)
The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours.
Miremal
S
fey,tome of Beasts
chaotic evil
13
22 (5d6+5)
30 ft., swim 30 ft.
10
16
12
10
12
8
Perception +3, Stealth +5, Survival +3
darkvision 60 ft.
13
Sylvan, Umbral
1/2
Amphibious
The miremal can breathe air and water.
Swamp Camouflage
The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Savage Move
If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack.
Multiattack
The miremal makes two attacks, one of which must be a claw attack.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claws|5|1d6+3
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Bog Spew (Recharge 5-6)
The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds.
Muddled Escape (1/Day)
If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point.
Mngwa
M
aberration,tome of Beasts
neutral evil
16
91 (14d8+28)
40 ft.
19
17
15
11
17
17
Perception +5, Stealth +7
darkvision 60 ft.
15
Common, Sylvan, can speak with felines
4
Keen Smell
The mngwa has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics
The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated.
Running Leap
With a 10-foot running start, the mngwa can long jump up to 25 feet.
Feline Empathy
The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines.
Ethereal Coat
The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation.
Multiattack
The mngwa makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Bite|6|1d8+4
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Claw|6|1d6+4
Monolith Champion
L
construct,tome of Beasts
unaligned
17 (natural armor)
102 (12d10+36)
40 ft.
19
12
16
10
10
10
poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
10
Elvish, Umbral
8
Blatant Dismissal
While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.
Fey Flame
The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.
Multiattack
The champion makes two greatsword attacks or two slam attacks.
Greatsword
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.
Greatsword|7|3d6+4
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.
Slam|7|2d6+4
Monolith Footman
L
construct,tome of Beasts
unaligned
14 (natural armor)
60 (8d10+16)
40 ft.
18
12
14
10
10
10
poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
10
Elvish, Umbral
3
Blatant Dismissal
While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.
Fey Flame
The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.
Simple Construction
Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit.
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.
Longsword|6|2d6+4
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.
Slam|6|1d8+4
Mordant Snare
G
aberration,tome of Beasts
chaotic evil
18 (natural armor)
264 (16d20+96)
10 ft., burrow 20 ft.
23
16
22
15
14
6
Deception +8
bludgeoning from nonmagical weapons
acid
prone
darkvision 60 ft., tremorsense 60 ft.
12
Common, Primordial
15
Magic Resistance
The mordant snare has advantage on saving throws against spells and other magical effects.
Absorb Channeled Energy
If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60.
Buried
Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible.
Mordant Puppets
A mordant snare can control up to four bodies per tentacle. These "puppets" look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage.
Multiattack
The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn.
Spike
Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.
Spike|8|2d8+3
Tentacle
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.
Tentacle|11|2d10+6
Filaments
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.
Filaments|11|3d10+6
Morphoi
M
plant (shapechanger),tome of Beasts
chaotic evil
13 (may be higher with armor)
33 (6d8+6)
30 ft., swim 30 ft.
11
16
13
14
10
15
darkvision 60 ft.
10
Common
1/2
Amphibious
The morphoi can breathe air and water.
Immunity to Temporal Effects
The morphoi is immune to all time-related spells and effects.
Shapeshifter
The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Claws|5|1d8+3
Trident
Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown.
Trident|2|1d8
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow|5|1d6+3
Moss Lurker
S
humanoid,tome of Beasts
chaotic neutral
15 (natural armor)
45 (10d6+10)
30 ft.
14
14
12
12
10
10
Str +4, Dex +4
Perception +2, Stealth +4
fire, poison
blind, poisoned
blindsight 60 ft.
12
Giant, Sylvan, Trollkin
1
Camouflage
A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.
Love of Heavy Weapons
While moss lurkers can use heavy weapons, they have disadvantage while wielding them.
Keen Hearing and Smell
The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Poisoned Gifts
A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Claw|4|1d6+2
Great Sword or Maul
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.
Great Sword or Maul|4|2d6+2
Mushroom-Poisoned Javelin
Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.
Mushroom-Poisoned Javelin|4|1d6+2
Dropped Boulder
Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.
Dropped Boulder|4|3d6
Venomous Mummy
M
undead,tome of Beasts
lawful evil
11 (natural armor)
58 (9d8+18)
20 ft.
16
8
15
7
10
14
Wis +2
fire
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
10
the languages it knew in life
3
Selket's Venom
The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic.
Toxic Smoke
The venomous mummy's poisonimbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw.
Venomous Fist
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).
Venomous Fist|5|2d6+3
Deathcap Myconid
M
plant,tome of Beasts
neutral evil
15 (natural armor)
90 (12d8+36)
20 ft.
12
10
16
10
11
9
darkvision 60 ft.
10
-
4
Distress Spores
When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.
Sun Sickness
While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.
Multiattack
The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.
Fist
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.
Fist|3|4d4+1
Deathcap Spores (3/day)
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slumber Spores (3/day)
The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.
Myling
S
undead,tome of Beasts
chaotic evil
13 (natural armor)
45 (10d6+10)
30 ft., burrow 10 ft.
15
10
12
10
12
10
Stealth +4
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
necrotic, poison
charmed, frightened, poisoned, stunned, unconscious
darkvision 60 ft.
11
Common
2
Multiattack
The myling makes one bite and two claw attacks.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.
Bite|4|2d4+2
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.
Claw|4|2d6+1
Buried Alive
If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger.
Naina
L
dragon (shapechanger),tome of Beasts
lawful evil
17 (natural armor)
231 (22d10+110)
40 ft., fly 120 ft.
20
16
21
15
18
18
Dex +7, Con +9, Int +6, Wis +8, Cha +8
Arcana +6, Deception +8, Insight +8, Perception +8
bludgeoning, piercing, and slashing from nonmagical weapons
paralyzed, poisoned, unconscious
darkvision 60 ft.
18
Common, Darakhul, Draconic, Elvish, Sylvan
11
Magic Sensitive
The naina detects magic as if it were permanently under the effect of a detect magic spell.
Spellcasting
The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image
1st level (4 slots): charm person, thunderwave, witch bolt
2nd level (3 slots): darkness, invisibility, locate object
3rd level (3 slots): dispel magic, hypnotic pattern
4th level (3 slots): dimension door
5th level (1 slot): dominate person
Shapechanger
The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form.
Multiattack
The naina makes two claw attacks and one bite attack.
Bite (drake form only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.
Bite (drake form only)|9|3d12+5
Claw (drake form only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.
Claw (drake form only)|9|3d12+5
Poison Breath (Recharge 5-6)
While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas.
Poison
A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends.
Paralysis
A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis.
Sleep
A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully.
Nichny
M
fey,tome of Beasts
neutral evil
17 (natural armor)
112 (15d8+45)
30 ft., climb 30 ft.
17
19
17
18
18
19
Dex +7
Acrobatics +7, Insight +7, Perception +7
acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
poison
charmed, frightened, paralyzed, poisoned, unconscious
darkvision 60 ft.
17
Elvish, Primordial, Sylvan, Void Speech
6
Freedom of Movement
A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack.
Imbue Luck (1/Day)
Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours.
Innate Spellcasting
The nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: detect magic, invisibility, magic missile, ray of frost
3/day each: blink, dimension door, haste, polymorph (self only)
1/day each: teleport, word of recall
Luck Aura
A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action.
Magic Resistance
The nichny has advantage on saving throws against spells and other magical effects.
Soothsaying
Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.
Multiattack
The nichny makes two claw attacks.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Claw|7|2d12+4
Nightgarm
L
monstrosity,tome of Beasts
chaotic evil
15 (natural armor)
114 (12d10+48)
20 ft. (bipedal), 40 ft. (quadrupedal)
20
14
18
10
15
16
Perception +5, Stealth +5
radiant; silvered weapons
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
darkvision 60 ft.
15
Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)
6
Spawn Falseman
If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a "falseman," this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet.
Distending Maw
Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size.
Superstitious
A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn.
Innate Spellcasting
The nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
3/day each: darkness, dissonant whispers, hold person
1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Bite|8|4d10+5
Nkosi
M
humanoid (shapechanger,tome of Beasts
nkosi), lawful neutral
15 (studded leather)
11 (2d8+2)
30 ft.
16
16
12
10
10
8
Survival +2
darkvision 60 ft.
10
Common
1/2
Shapechanger
The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell
The nkosi has advantage on Wisdom (Perception) checks that rely on smell.
Hunter's Maw
If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action.
Scimitar (Nkosi Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Scimitar (Nkosi Form Only)|5|1d6+3
Mambele Throwing Knife (Nkosi Form Only)
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Mambele Throwing Knife (Nkosi Form Only)|5|1d6+3
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Nkosi Pridelord
M
humanoid (shapechanger,tome of Beasts
nkosi), lawful neutral
16 (studded leather)
93 (17d8+17)
30 ft.
18
18
12
10
10
14
Survival +2
darkvision 60 ft.
10
Common
4
Shapechanger
The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell
The nkosi has advantage on Wisdom (Perception) checks that rely on smell.
Brute
A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack).
Hunter's Maw
If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action.
Multiattack
The pridelord makes two attacks with its scimitar or with its mambele throwing knife.
Scimitar (Nkosi Form Only)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Scimitar (Nkosi Form Only)|6|2d6+4
Mambele Throwing Knife (Nkosi Form Only)
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Mambele Throwing Knife (Nkosi Form Only)|6|1d6+4
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Bite|6|2d6+4
Pridelord's Roar (Recharges after a Short or Long Rest)
Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action.
Nkosi War Ostrich
L
beast,tome of Beasts
unaligned
11
42 (5d10+15)
60 ft.
15
12
16
2
10
5
10
-
1/2
Standing Leap
The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start.
Battle Leaper
If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn.
Multiattack
The ostrich makes two kicking claw attacks.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Claw|4|1d8+2
Noctiny
M
humanoid (noctiny),tome of Beasts
neutral evil
13 (studded leather armor)
52 (8d8+16)
30 ft.
12
13
14
10
11
16
frightened
10
Common, plus the language spoken by the noctini's fext master
2
Magic Resistance
The noctiny has advantage on saving throws against spells and other magical effects.
Pact Wrath
One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below).
Spellcasting
The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.
Cantrips (at will): chill touch, eldritch blast, poison spray
1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex
2nd level (2 slots): crown of madness, misty step
Multiattack
The noctiny makes two melee attacks.
Pact Staff
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.
Pact Staff|3|1d6+4
Oculo Swarm
L
swarm of Tiny aberrations,tome of Beasts
neutral evil
15
110 (13d10+39)
5 ft., fly 40 ft. (hover)
10
20
16
8
15
17
Insight +6, Perception +6, Stealth +7
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
16
understands Common but can't speak
4
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points.
Eye Extraction
Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability.
Gaze (recharge 5-6)
The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds.
Oozasis
G
ooze,tome of Beasts
unaligned
7
217 (14d20+70)
20 ft., climb 20 ft., swim 20 ft.
18
5
20
12
22
18
Int +5, Wis +10, Cha +8
Deception +8, History +5, Insight +10, Perception +10
thunder
fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
acid
blinded, charmed, deafened, exhaustion, frightened, prone
blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft.
20
understands all languages but can't speak, telepathy 120 ft.
9
Amorphous
The oozasis can move through a space as narrow as 1 inch wide without squeezing.
Mirage
As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled.
Waters of Unfathomable Compulsion
Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream.
Multiattack
The oozasis makes two pseudopod attacks.
Pseudopod
Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.
Pseudopod|8|2d8+4
Engulf
The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis.
Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest)
The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures.
Corrupting Ooze
L
ooze,tome of Beasts
neutral evil
12 (natural armor)
115 (10d10+60)
20 ft., swim 30 ft.
16
10
22
4
2
1
Stealth +3
slashing, bludgeoning
acid, fire, poison
exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft., tremorsense 60 ft.
5
-
5
Corrupting Touch
When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw.
Strong Swimmer
A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).
Slam|6|2d8+3
Ostinato
M
aberration,tome of Beasts
chaotic neutral
15
39 (6d8+12)
fly 50 ft. (hover)
1
20
15
5
12
17
Perception +3
thunder
acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft.
13
telepathy 200 ft.
4
Incorporeal Movement
The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Invisibility
The ostinato is invisible as per a greater invisibility spell.
Magic Resistance
The ostinato has advantage on saving throws against spells and other magical effects.
Multiattack
The ostinato makes two cacophony ray attacks.
Cacophony Ray
Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.
Cacophony Ray|7|3d6
Aural Symbiosis (1/Day)
One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends.
Voracious Aura (1/Day)
While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source.
Pombero
M
fey,tome of Beasts
chaotic neutral
15 (natural armor)
90 (12d8+36)
30 ft.
17
16
16
8
10
14
Athletics +5, Sleight of Hand +5, Stealth +5
darkvision 60 ft.
10
Sylvan
3
Beast's Voice
The pombero can magically speak with any beast and can perfectly mimic beast sounds.
Twisted Limbs
The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain.
Sneak Attack (1/turn)
The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll.
Soft Step
The pombero has advantage on Dexterity (Stealth) checks in forest terrain.
Multiattack
The pombero uses Charming Touch if able, and makes two fist attacks.
Fist
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).
Fist|5|2d6+3
Charming Touch (recharge 5-6)
The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately.
Invisibility
The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks.
Possessed Pillar
L
construct,tome of Beasts
unaligned
14 (natural armor)
95 (10d10+40)
20 ft.
20
8
19
3
11
1
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
10
understands the languages of its creator but can't speak
7
Immutable Form
The pillar is immune to any spell or effect that would alter its form.
Magic Resistance
The pillar has advantage on saving throws against spells and other magical effects.
Magic Weapons
The pillar's weapon attacks are magical.
Steal Weapons
The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple.
False Appearance
While the pillar remains motionless, it is indistinguishable from a statue or a carved column.
Multiattack
The pillar makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Slam|8|3d8+5
Putrid Haunt
M
undead,tome of Beasts
neutral evil
13 (natural armor)
44 (8d8+8)
30 ft.
17
8
13
6
11
6
bludgeoning and piercing from nonmagical weapons
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
10
-
2
Dead Still
Treat a putrid haunt as invisible while it's buried in swamp muck.
Swamp Shamble
Putrid haunts suffer no movement penalties in marshy terrain.
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Slam|5|2d8+3
Vomit Leeches (Recharge 6)
A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally.
Qwyllion
M
aberration,tome of Beasts
neutral evil
16 (natural armor)
110 (13d8+52)
30 ft.
12
20
19
12
13
16
Dex +8, Cha +6
Acrobatics +11, Perception +4
acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 60 ft.
14
Common, Goblin, Infernal, Sylvan, Void Speech
8
Disruptive
Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion.
Nauseating Aura
The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect.
Multiattack
The qwyllion uses its deadly gaze if it can, and makes two claw attacks.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.
Claw|8|3d12+5
Deadly Gaze (recharge 5-6)
The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control.
Innate Spellcasting
The qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
3/day each: dominate person (range 20 feet), shatter
Ramag
M
humanoid (ramag),tome of Beasts
neutral
13 (leather armor)
27 (6d8)
30 ft.
9
14
10
16
12
11
Arcana +5, Investigation +5
11
Common
1/4
Magic Resistance
The ramag has advantage on saving throws against spells or other magical effects.
Scimitar
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Scimitar|4|1d6+2
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow|4|1d6+2
Rat King
M
monstrosity,tome of Beasts
chaotic evil
14 (natural armor)
76 (9d8+36)
30 ft., burrow 20 ft.
6
16
18
11
15
16
Stealth +6
bludgeoning, piercing, slashing
poison
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
12
Common, Thieves' Cant
5
Keen Smell
The rat king has advantage on Wisdom (Perception) checks that rely on smell.
Plague of Ill Omen
The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result.
Multiattack
The rat king makes four bite attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.
Bite|6|2d6+3
Summon Swarm (1/Day)
The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies.
Absorption
When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm.
Ratatosk
T
celestial,tome of Beasts
chaotic neutral
14
42 (12d4+12)
20 ft., climb 20 ft.
4
18
12
17
10
18
Wis +4, Cha +6
Deception +6, Persuasion +6, Stealth +6
bludgeoning, piercing, and slashing damage from nonmagical weapons
darkvision 60 ft.
10
Celestial, Common; telepathy 100 ft.
4
Innate Spellcasting
The ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:
At will: animal messenger, message, vicious mockery
1/day each: commune, mirror image
3/day each: sending, suggestion
Skitter
The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.
Gore
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.
Gore|6|4d6
Divisive Chatter (recharge 5-6)
Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Desperate Lies
A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect.
Ratfolk
S
humanoid (ratfolk),tome of Beasts
neutral
14 (studded leather armor)
7 (2d6)
25 ft., swim 10 ft.
7
15
11
14
10
10
Perception +2
darkvision 60 ft.
12
Common
1/4
Nimbleness
The ratfolk can move through the space of any creature size Medium or larger.
Pack Tactics
The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.
Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dagger|4|1d4+2
Light crossbow
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Light crossbow|4|1d8+2
Ratfolk Rogue
S
humanoid (ratfolk),tome of Beasts
neutral
15 (studded leather armor)
18 (4d6+4)
25 ft., swim 10 ft.
7
16
12
14
10
10
Acrobatics +5, Perception +2, Stealth +7
darkvision 60 ft.
12
Common, Thieves Cant
1
Cunning Action
A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide.
Nimbleness
A ratfolk rogue can move through the space of any creature size Medium or larger.
Pack Tactics
A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.
Sneak Attack (1/Turn)
A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.
Dagger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger|5|1d4+3
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow|5|1d8+3
Rat Dagger Flurry
Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.
Rat Dagger Flurry|5|1d4+3
Ravenala
L
plant,tome of Beasts
unaligned
15 (natural armor)
126 (12d10+60)
30 ft.
20
10
20
12
16
12
Wis +6, Cha +4
fire, cold
bludgeoning, piercing
blinded, deafened
13
Common, Druidic, Elvish, Sylvan
5
Magic Resistance
The ravenala has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: entangle, sleep
1/day each: heal, wall of thorns
Green Walk
The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement.
Multiattack
The ravenala makes two slam attacks or two bursting pod attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
Slam|8|2d6+5
Bursting Pod
Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.
Bursting Pod|8|1d6+5
Lamenting Engulfment
The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.
Ravenfolk Scout
M
humanoid (kenku),tome of Beasts
neutral
14 (studded leather armor)
21 (6d8-6)
30 ft.
10
14
8
10
15
12
Dex +4, Con +1, Wis +4, Cha +3
Deception +3, Perception +6, Stealth +6
darkvision 120 ft.
16
Common, Feather Speech, Huginn
1/2
Mimicry
Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
Multiattack
The ravenfolk scout makes one peck attack and one other melee or ranged attack.
Ghost Wings
The ravenfolk scout furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Longbow
Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage.
Peck
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Peck|4|1d4+2
Rapier
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage.
Rapier|4|1d8+2
Ravenfolk Warrior
M
humanoid (kenku),tome of Beasts
neutral
15 (studded leather armor)
78 (12d8+24)
30 ft.
12
16
14
10
13
10
Dex +5, Wis +3, Cha +2
Deception +2, Perception +5, Stealth +5
darkvision 120 ft.
15
Common, Feather Speech, Huginn
3
Rune Weapons
Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.
Mimicry
Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
Multiattack
A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.
Ghost Wings
The ravenfolk warrior furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Longbow
Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Peck
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Peck|5|1d4+3
Radiant Runespear
Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.
Radiant Runespear|3|1d12+1
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Rapier|5|1d8+3
Odin's Call
A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.
Ravenfolk Doom Croaker
M
humanoid (kenku),tome of Beasts
neutral
14 (studded leather armor)
88 (16d8+16)
30 ft.
10
14
12
12
18
14
Str +3, Dex +5, Wis +7
Intimidation +5, Perception +10
darkvision 120 ft.
20
Common, Feather Speech, Huginn
5
Mimicry
Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
Magic Resistance
The doom croaker has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: comprehend languages
3/day each: counterspell, fear, phantom steed
1/day each: blight, call lightning, clairvoyance, insect plague
1/week: legend lore
Ghost Wings
The ravenfolk doom croaker furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
Radiant Runestaff
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.
Radiant Runestaff|3|1d8
Redcap
M
fey,tome of Beasts
neutral evil
15 (natural armor)
105 (14d8+42)
40 ft.
20
10
17
11
13
8
Con +6
Athletics +8, Intimidation +5
bludgeoning, piercing, and slashing damage from nonmagical weapons
charmed, frightened
darkvision 60 ft.
11
Common, Sylvan, Undercommon
6
Clomping Boots
The redcap has disadvantage on Dexterity (Stealth) checks.
Red Cap
The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust.
Solid Kick
The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone.
Multiattack
The redcap makes two pike attacks and one bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.
Bite|8|2d8+5
Pike
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Pike|8|1d10+5
Rift Swine
L
aberration,tome of Beasts
chaotic neutral
15 (natural armor)
110 (13d10+39)
40 ft.
18
10
17
4
12
5
force, poison
darkvision 60 ft.
11
-
5
360-Degree Vision
The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight.
Chaos mutations
50% of rift swine have additional mutant features. Choose or roll on the table below.
1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.
2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).
3 - Covered in Slime:Increase the rift swine's AC by 1.
4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.
5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.
6 - Roll Twice
Multiattack
The rift swine makes one tusks attack and two tentacle attacks.
Tusks
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tusks|7|2d8+4
Tentacle
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.
Tentacle|7|2d6+4
Adult Rime Worm
L
elemental,tome of Beasts
neutral
15 (natural armor)
105 (10d10+50)
30 ft., swim 30 ft, burrow (snow, ice) 30 ft.
20
14
20
6
14
3
Str +8, Con +8
cold, necrotic
darkvision 200 ft.
12
-
6
Born of Rime
A rime worm can breathe air or water with equal ease.
Ringed by Ice and Death
A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately.
Multiattack
The rime worm makes two tendril attacks.
Tendril
Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.
Tendril|8|1d6+5
Devour
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.
Devour|8|2d12+5
Black Ice Spray (Recharge 5-6)
The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.
Rime Worm Grub
M
elemental,tome of Beasts
neutral
13 (natural armor)
45 (6d8+18)
30 ft., swim 30 ft, burrow (snow, ice) 20 ft.
16
12
16
4
12
3
Str +5, Con +5
cold
darkvision 200 ft.
11
-
1
Born of Rime
A rime worm grub can breathe air or water with equal ease.
Ravenous
At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage.
Multiattack
The rime worm makes one tendril attack and one gnash attack.
Tendril
Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Tendril|5|1d6+3
Gnash
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Gnash|5|2d8+3
Risen Reaver
L
undead,tome of Beasts
chaotic evil
15 (studded leather)
168 (16d10+80)
40 ft.
19
16
20
9
7
6
Dex +6
Perception +1
darkvision 120 ft.
11
any languages it knew in life
7
Life Sense
The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead.
Pounce
When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack.
Infused Arsenal
As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3).
Skitter
The risen reaver can take the Dash action as a bonus action.
Multiattack
The risen reaver makes three blade attacks.
Blade
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.
Blade|7|2d10+4
Roachling Skirmisher
S
humanoid (roachling),tome of Beasts
chaotic neutral
13 (natural armor)
7 (2d6)
25 ft.
10
14
11
10
9
8
Dex +4, Con +2
Acrobatics +4, Stealth +6
darkvision 60 ft., tremorsense 10 ft.
9
Common
1/4
Resistant
The roachling skirmisher has advantage on Constitution saving throws.
Unlovely
The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortsword|4|1d6+2
Dart
Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dart|4|1d4+2
Roachling Lord
S
humanoid (roachling),tome of Beasts
chaotic neutral
15 (natural armor)
63 (14d6+14)
25 ft.
10
16
12
10
10
10
Dex +5, Con +3
Acrobatics +5, Stealth +7
darkvision 60 ft., tremorsense 10 ft.
9
Common
2
Resistant
The roachling skirmisher has advantage on Constitution saving throws.
Unlovely
The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.
Multiattack
The roachling lord makes two melee attacks or throws two darts.
Begrimed Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.
Begrimed Shortsword|5|1d6+3
Begrimed Dart
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.
Begrimed Dart|5|1d4+2
Rotting Wind
L
undead,tome of Beasts
neutral evil
15
82 (11d10+22)
0 ft., fly 60 ft. (hover)
14
20
15
7
12
10
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
blindsight 60 ft. (blind beyond this)
10
-
6
Air Form
The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Befouling Presence
All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable.
Invisibility
The rotting wind is invisible as per a greater invisibility spell.
Wind of Decay
Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.
Wind of Decay|8|2d6+5
Rusalka
M
undead,tome of Beasts
chaotic evil
14 (natural armor)
88 (16d8+16)
30 ft., swim 40 ft.
17
13
12
11
15
18
necrotic, poison; piercing and slashing damage from nonmagical weapons
charmed, frightened, paralyzed, poisoned
darkvision 60 ft.
12
Common
6
Withered Tresses
If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.
Innate Spellcasting
The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: control water, suggestion, tongues, water walk (can be ended freely at will)
1/day: dominate person
Watery Camouflage
In dim light or darkness, a rusalka that's underwater is invisible.
Breathless Kiss
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.
Breathless Kiss|6|
Drowning Hair (1/Day)
The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.
Sand Silhouette
M
undead,tome of Beasts
neutral evil
15 (natural armor)
105 (14d8+42)
30 ft., burrow 30 ft.
18
12
17
7
12
10
bludgeoning, piercing, and slashing from nonmagical weapons
necrotic, poison
charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft., tremorsense 60 ft.
11
all languages it knew in life
6
Camouflage
While in desert environments, the sand silhouette can use the Hide action even while under direct observation.
Sand Form
The sand silhouette can move through a space as narrow as 1 inch wide without squeezing.
Sand Glide
The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way.
Vulnerability to Water
For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage.
Multiattack
The sand silhouette makes two slam attacks.
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.
Slam|7|3d6+4
Engulf
The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time.
Haunted Haboob (Recharge 4-6)
The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Sandman
M
celestial,tome of Beasts
chaotic neutral
14
82 (11d8+33)
40 ft.
11
19
16
13
14
19
Dex +7, Cha +7
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
poison, psychic
charmed, exhaustion, frightened, poisoned, unconscious
truesight 60 ft.
12
Common, Celestial, Giant, Infernal, Umbral
5
Eye-Closer's Curse
If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic.
Innate Spellcasting
The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)
3/day each: hypnotic pattern, major image
1/day each: dream, phantasmal killer (5d10)
Stuff of Dreams
Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage.
Surprise Attack
If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.
Multiattack
The sandman makes two claw attacks.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claw|7|2d6+4
Sandwyrm
L
dragon,tome of Beasts
unaligned
15 (natural armor)
142 (15d10+60)
20 ft., burrow 40 ft.
20
12
18
5
13
8
Perception +7, Stealth +4
darkvision 60 ft., tremorsense 120 ft.
17
6
Spine Trap
When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait.
Multiattack
The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Bite|8|2d6+5
Gore
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Gore|8|1d12+5
Stinger
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.
Stinger|8|2d6+5
Sap Demon
S
ooze,tome of Beasts
chaotic evil
13 (natural)
67 (15d6+15)
20 ft., climb 20 ft.
14
6
12
10
14
10
piercing and slashing from nonmagical weapons
bludgeoning; acid, lightning
blinded, charmed, deafened, exhaustion, frightened, prone
blindsight 90 ft. (blind beyond this radius)
12
none in its natural form; knows the same languages as a creature it dominates
4
Amorphous
The sap demon can move through a space as narrow as 1 inch wide without squeezing.
Season's Change
If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.
Multiattack
The sap demon makes two slam attacks.
Slam
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.
Slam|4|2d8+2
Soul Sap
The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour.
Sarcophagus Slime
M
undead,tome of Beasts
neutral evil
11
105 (14d8+42)
20 ft.
14
12
18
3
12
12
Wis +4, Cha +4
Stealth +4
acid, necrotic
poison
blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
blindsight 60 ft. (blind beyond this radius)
11
understands the languages of its creator but can't speak
5
Amorphous
The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.
Multiattack
The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks.
Slam
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.
Slam|5|2d6+2
Frightful Presence
Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours.
Corrupting Gaze
The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic.
Sathaq Worm
H
elemental,tome of Beasts
neutral evil
16 (natural armor)
172 (15d12+75)
20 ft., burrow 20 ft., swim 20 ft.
22
6
20
5
12
9
Perception +5, Stealth +2
thunder
fire; bludgeoning, piercing, and slashing from nonmagical weapons
acid, poison
exhaustion, paralyzed, petrified, poisoned, unconscious
tremorsense 60 ft.
15
understands Deep Speech and Terran, but can't speak
10
Agonizing Aura
The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours.
Earth Glide
The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Stealth +6 in sand, mud, or stone terrain
Siege Monster
The sathaq worm deals double damage to objects and structures.
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Bite|10|4d8+6
Savager
L
beast,tome of Beasts
neutral evil
17 (natural armor)
115 (1d10+60)
40 ft., climb 20 ft.
22
14
22
2
10
13
Dex +5, Con +9
Perception +3
bludgeoning, piercing, and slashing from nonmagical weapons
charmed, frightened
darkvision 60 ft.
13
8
Mighty Swing
When a savager attacks without moving during its turn, it makes its claw attack with advantage.
Quills
A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.
Multiattack
The savager makes one bite attack and one claw attack.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Bite|9|2d12+6
Claw
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.
Claw|9|5d12+6
Scheznyki
S
fey,tome of Beasts
chaotic evil
16 (natural armor)
153 (18d6+72)
20 ft., climb 15 ft.
19
15
18
15
16
16
Str +10, Con +10
unconscious
darkvision 60 ft.
13
Common, Darakhul, Elvish
6
Innate Spellcasting
The scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)
5/day each: magic missile, ray of enfeeblement, silent image
3/day each: locate object (radius 3,000 ft to locate a vanisher hat), hideous laughter, web
1/day each: dispel magic, dominate person, hold person
Magic Resistance
The scheznyki has advantage on saving throws against spells and other magical effects.
Multiattack
The scheznyki makes four war pick attacks or two hand crossbow attacks.
Heavy Pick
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Heavy Pick|7|1d8+4
Hand Crossbow
Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow|5|1d6+2
Night Scorpion
L
beast,tome of Beasts
unaligned
14 (natural armor)
90 (12d10+24)
40 ft.
15
14
14
1
9
3
blindsight 60 ft.
9
-
3
Multiattack
The scorpion makes three attacks: two with its claws and one with its sting.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.
Claw|4|1d8+2
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Sting|4|1d10+2
Stygian Fat-Tailed Scorpion
T
beast,tome of Beasts
unaligned
14 (natural armor)
10 (4d4)
30 ft., climb 20 ft.
3
16
10
1
10
2
darkvision 60 ft.
10
-
3
Multiattack
The scorpion makes three attacks: two with its claws and one with its sting.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Claw|5|1
Sting
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.
Sting|5|6d6+1
Selang
M
fey,tome of Beasts
chaotic evil
15 (natural armor)
76 (9d8+36)
40 ft.
18
15
18
12
14
19
Dex +4, Con +6, Cha +6
Perception +6, Performance +8
bludgeoning, piercing, and slashing from nonmagical weapons
acid, lightning
darkvision 60 ft.
16
Common, Elvish, Sylvan, Void Speech
4
Innate Spellcasting
The selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion
3/day each: alter self, fear, sleep, suggestion
Multiattack
The selang makes two dagger attacks or two short bow attacks.
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.
Dagger|6|1d4+4
Short Bow
Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.
Short Bow|4|1d6+2
Sleep Poison
An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake.
Alien Piping
A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day.
Serpopard
L
beast,tome of Beasts
unaligned
15 (natural armor)
85 (10d10+30)
40 ft., swim 30 ft.
17
16
16
2
12
6
Perception +3, Stealth +5
poison
poisoned
darkvision 60 ft.
13
-
4
Swamp Stealth
The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain.
Sinuous Strikeback
The serpopard can take any number of reactions in a round, but it can react only once to each trigger.
Multiattack
The serpopard makes two bite attacks and two claw attacks.
Bite
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bite|5|2d6+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Claw|5|2d8+3
Musk (Recharges after a Short or Long Rest)
The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.
Shabti
M
construct,tome of Beasts
unaligned
17 (natural armor)
102 (12d8+48)
40 ft.
14
20
18
6
11
6
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
10
understands the languages of its creator but can't speak
8
Immutable Form
The shabti is immune to spells and effects that would alter its form.
Magic Resistance
The shabti has advantage on saving throws against spells and other magical effects.
Magic Weapons
The shabti's weapon attacks are magical.
Serpentine Armlets
As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures.
Multiattack
The shabti uses Telekinesis and makes two attacks with its nabboot.
Nabboot
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.
Nabboot|8|1d4+5
Telekinesis
The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn.
Shadhavar
L
monstrosity,tome of Beasts
neutral
14 (natural)
97 (13d10+26)
50 ft.
14
15
14
8
10
16
Stealth +4
darkvision 60 ft.
12
understands Elvish and Umbral but can't speak
2
Innate Spellcasting
A shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:
At will: disguise self (as horse or unicorn only)
2/day: darkness (centered on itself, moves with the shadhavar)
Magic Weapons
A shadhavar's gore attacks are magical.
Plaintive Melody (3/day)
As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it.
Shadesight
A shadhavar's darkvision functions in magical darkness.
Multiattack
A shadhavar makes one gore attack and one hooves attack.
Gore
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Gore|4|1d8+2
Hooves
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.
Hooves|4|3d6+2
Shadow Beast
M
fey,tome of Beasts
chaotic evil
14
135 (18d8+54)
0 ft., fly 40 ft. (hover)
20
18
17
14
14
19
Dex +7, Con +6
Stealth +7
darkvision 60 ft.
12
Common, Elvish, Umbral, Void Speech
7
Amorphous
The shadow beast can move through a space as narrow as 1 inch wide without squeezing.
Incorporeal Movement
The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting
The shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
3/day each: fear, telekinesis
Magic Resistance
The beast has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity
While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack
The shadow beast makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Bite|8|2d8+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Claw|8|2d10+5
Shadow Push (Recharge 5-6)
The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.
Shellycoat
M
fey,tome of Beasts
neutral evil
14 (natural armor)
75 (10d8+30)
30 ft., swim 20 ft.
17
15
16
13
9
7
Perception +1, Stealth +4
charmed, unconscious
Darkvision 60 ft.
11
Giant, Sylvan
2
Innate Spellcasting
The shellycoat can cast the following spells innately, requiring no components:
1/day each: darkness, fog cloud
1/day (if in possession of its coat): water breathing
Regeneration
The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate.
Stealthy Observer
The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.
Sunlight Sensitivity
The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.
Multiattack
The shellycoat makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bite|5|1d6+3
Claws
Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.
Claws|5|2d8+3
Shoggoth
H
aberration,tome of Beasts
chaotic neutral
18 (natural armor)
387 (25d12+225)
50 ft., climb 30 ft., swim 30 ft.
26
14
28
12
16
13
Perception +9
fire, bludgeoning, piercing
cold, thunder, slashing
blinded, deafened, prone, stunned, unconscious
darkvision 120 ft., tremorsense 60 ft.
19
Void Speech
19
Anaerobic
A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space.
Absorb Flesh
The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body.
Amorphous
A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing.
Hideous Piping
The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round.
Keen Senses
A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Rolling Charge
If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth.
Multiattack
The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns.
Slam
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.
Slam|14|4d10+8
Shroud
M
undead,tome of Beasts
neutral evil
13 (natural armor)
9 (2d8)
0 ft., fly 30 ft. (hover)
4
13
10
2
10
8
Stealth +3
radiant
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
necrotic, poison
exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
10
Common
1/8
Amorphous
The shroud can move through a space as narrow as 1 inch wide without squeezing.
Shadow Evolution
Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.
Shroud Stealth
When in dim light or darkness, the shroud can take the Hide action as a bonus action.
Sunlight Weakness
While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.
Strength Drain
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Strength Drain|3|1d4+1
Skein Witch
M
celestial,tome of Beasts
neutral
20 (natural armor)
162 (25d8+50)
30 ft., fly 30 ft.
6
12
14
16
20
20
Int +8, Wis +10, Cha +10
History +8, Insight +15, Perception +15
radiant
fire, lightning, psychic
truesight 60 ft.
25
Celestial, telepathy (100 ft.)
12
Bend Fate (3/day)
If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage.
Fear All Cards
If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.
Magic Resistance
The skein witch has advantage on saving throws against spells and other magical effects.
Misty Step (At Will)
The skein witch can step between places as a bonus action.
Sealed Destiny (1/Day)
The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important.
Multiattack
The skein witch makes two Inexorable Thread attacks.
Inexorable Threads
Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is "one step closer to death." If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.
Inexorable Threads|9|5d8+5
Bind Fates (1/Day)
One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding.
Destiny Distortion Wave (Recharge 5-6)
The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws.
Sharkjaw Skeleton
L
undead,tome of Beasts
lawful evil
13 (natural armor)
45 (6d10+12)
30 ft., swim 30 ft.
16
10
15
6
8
4
Perception +1, Stealth +2
bludgeoning
cold, necrotic, poison
exhaustion, poisoned
darkvision 60 ft., blindsense 30 ft.
11
understands the languages of its creator but can't speak
1
Multiattack
The sharkjaw skeleton makes one bite attack and one claw attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.
Bite|5|1d8+3
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Claw|5|2d8+3
Vine Troll Skeleton
L
plant,tome of Beasts
unaligned
16 (natural armor)
119 (14d10+42)
30 ft.
20
12
16
6
8
5
Con +12
bludgeoning
poison
deafened, exhaustion, poisoned
darkvision 60 ft.
12
-
9
Regeneration
The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed.
Multiattack
The skeleton makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Bite|8|3d10+5
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Claw|8|3d8+5
Skitterhaunt
L
ooze,tome of Beasts
unaligned
14 (natural armor)
95 (10d10+40)
30 ft.
15
11
19
1
7
1
acid
blinded, charmed, deafened, exhaustion, frightened, prone
blindsight 60 ft. (blind beyond this radius)
8
-
4
Broken Shell
A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.
Infest Vermin
If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze.
Multiattack
The skitterhaunt makes two claw attacks and one sting attack.
Claw
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.
Claw|4|1d8+2
Sting
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.
Sting|4|1d10+2
Acid Spray (Recharge 6)
The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw.
Slow Storm
H
elemental,tome of Beasts
chaotic neutral
19
225 (18d12+108)
0 ft., fly 60 ft. (hover)
20
19
22
11
16
11
Dex +9, Con +11
acid, cold, fire
lightning
prone
blindsight 30 ft., darkvision 120 ft.
13
Common, Primordial
15
Bone Wrack
When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity.
Innate Spellcasting
The slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: lightning bolt
3/day: chain lightning
Storm Form
A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind.
Slam
Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.
Slam|10|4d12+5
Static Shock (Recharge 5-6)
The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack.
Swamp Adder
S
beast,tome of Beasts
unaligned
13
18 (4d6+4)
30 ft.
4
16
12
1
10
4
blindsight 10 ft.
10
-
1/4
Swamp Camouflage
The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Bite|5|1d6
Zanskaran Viper
L
beast,tome of Beasts
unaligned
14 (natural armor)
38 (4d10+16)
30 ft., climb 10 ft., swim 30 ft.
12
11
18
2
13
2
darkvision 60 ft.
11
-
1
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.
Bite|3|2d8+1
Son Of Fenris
H
monstrosity,tome of Beasts
chaotic evil
17 (natural armor)
175 (14d12+84)
60 ft., burrow 15 ft. (30 ft. in ice or snow)
26
16
23
16
18
14
Dex +7, Con +10, Wis +8
Arcana +7, Intimidation +6, Religion +12
psychic, radiant
cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
truesight 60 ft., tremorsense 100 ft.
14
Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.
12
Keen Hearing and Smell
The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Weapons
The son of Fenris' weapon attacks are magical.
Spellcasting
The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): bane, command, guiding bolt, sanctuary
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (3 slots): animate dead, bestow curse, dispel magic
4th level (3 slots): banishment, death ward, locate creature
5th level (2 slots): contagion, scrying
6th level (1 slot): harm
7th level (1 slot): plane shift
8th level (1 slot): earthquake
Trampling Charge
If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.
Multiattack
The son of Fenris makes one bite attack and one slam attack.
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Bite|12|2d10+8
Slam
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.
Slam|12|2d10+8
Acid Breath (Recharge 5-6)
The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.
Soul Eater
M
fiend,tome of Beasts
neutral evil
16
104 (16d8+32)
30 ft., fly 100 ft.
13
22
14
12
11
11
Dex +9, Con +5, Cha +3
Intimidation +3, Perception +3, Stealth +9
bludgeoning, piercing, and slashing from nonmagical weapons
poison
paralyzed, poisoned, stunned, unconscious
darkvision 60 ft.
13
Infernal
7
Caster Link
When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer.
Find Target
When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name.
Multiattack
The soul eater makes two claw attacks.
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.
Claw|9|2d6+6
Soul Drain
If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points.
Spark
T
elemental,tome of Beasts
chaotic neutral
16 (natural armor)
84 (13d4+52)
10 ft., fly 60 ft. (hover)
4
20
18
10
12
17
Dex +8
lightning
acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
darkvision 60 ft.
11
Common, Primordial
7
Innate Spellcasting
The spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: shocking grasp
3/day: lightning bolt
1/day: call lightning
Inhabit
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.
Spectral Guardian
M
undead,tome of Beasts
neutral evil
14
110 (13d8+52)
0 ft., fly 60 ft. (hover)
6
18
18
11
16
18
Dex +7, Wis +6
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
blindsight 10 ft., darkvision 60 ft.
13
understands the languages it knew in life but can't speak
6
Incorporeal Movement
The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Tomb Bound
The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect.
Withering Miasma
A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.
Variant: Arcane Guardian
Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:
Cantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost
1st level (4 slots): mage armor, ray of sickness
2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): fear, slow, stinking cloud
4th level (3 slots): blight, ice storm
5th level (1 slot): cone of cold
Multiattack
The spectral guardian makes two spectral rend attacks.
Spectral Rend
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.
Spectral Rend|7|2d8+4
Gypsosphinx
L
monstrosity,tome of Beasts
neutral evil
17 (natural armor)
171 (18d10+72)
40 ft., fly 70 ft.
20
14
18
18
18
18
Arcana +9, History +9, Perception +9, Religion +9
bludgeoning, piercing, and slashing from nonmagical weapons
psychic, poison
poisoned
truesight 90 ft.
19
Abyssal, Common, Darakhul, Sphinx
14
Inscrutable
The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
Magic Weapons
The sphinx's weapon attacks are magical.
Mystic Sight
A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it," is a favorite bluff).
Spellcasting
The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
Cantrips: (at will): mage hand, mending, minor illusion, poison spray
1st level (4 slots): comprehend languages, detect magic, identify
2nd level (3 slots): blur, darkness, locate object
3rd level (3 slots): dispel magic, glyph of warding, major image
4th level (3 slots): blight, greater invisibility
5th level (1 slot): cloudkill
Multiattack
The sphinx makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Bite|10|3d10+5
Claws
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.
Claws|10|6d8+5
Rake
If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.
The sphinx can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Bite Attack
The sphinx makes one bite attack.
Teleport (Costs 2 Actions)
The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions)
The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Ghostwalk Spider
L
monstrosity,tome of Beasts
neutral evil
15
119 (14d10+42)
50 ft., climb 50 ft.
15
20
17
9
14
8
Dex +9, Cha +3
Perception +6
poison
poisoned
blindsight 10 ft., darkvision 60 ft.
16
understands Undercommon but can't speak
9
Ghostwalk
As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies
Incorporeal Movement (During Ghostwalk Only)
The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Spider Climb
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker
The spider ignores movement restrictions caused by webbing.
Multiattack
The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites.
Bite
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).
Bite|9|2d10+5
Ghostly Snare (During Ghostwalk Only, Recharge 5-6)
Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).
J'ba Fofi Spider
L
beast,tome of Beasts
unaligned
18 (natural armor)
75 (10d10+20)
40 ft., climb 40 ft.
17
17
15
4
13
6
Stealth +5
blindsight 10 ft., darkvision 60 ft.
11
3
Jungle Stealth
The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain.
Camouflaged Webs
It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).
Spider Climb
The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Symbiosis
No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi).
Web Sense
While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web.
Web Walker
The j'ba fofi ignores movement restrictions caused by webbing.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.
Bite|5|1d10+3
Red-Banded Line Spider
T
beast,tome of Beasts
unaligned
13
2 (1d4)
30 ft., climb 30 ft.
4
16
10
1
10
2
Perception +2, Stealth +5
psychic
charmed, frightened
darkvision 60 ft.
12
-
1/4
Spider Climb
The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.
Web Walker
The spider ignores movement restrictions caused by webbing.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.
Bite|5|1d6
Swingline
Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.
Swingline|5|
Sand Spider
L
beast,tome of Beasts
unaligned
15 (natural armor)
105 (14d10+28)
30 ft., burrow 20 ft.
20
17
14
4
12
4
Perception +4, Stealth +6
darkvision 60 ft., tremorsense 60 ft.
14
-
7
Sand Stealth
The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain.
Spider Climb
The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Ambusher
The sand spider has advantage on attack rolls against surprised targets.
Multiattack
The sand spider makes two attacks with its impaling legs and one bite attack.
Impaling Leg
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.
Impaling Leg|8|1d12+5
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.
Bite|8|2d10+5
Trapdoor Ambush
When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check.
Spider Of Leng
L
aberration,tome of Beasts
chaotic evil
15 (natural armor)
144 (17d10+51)
30 ft., climb 20 ft.
14
16
16
17
10
10
Dex +6, Con +6, Int +6
Athletics +5, Perception +3, Stealth +6
poison
charmed, poisoned, unconscious
darkvision 240 ft.
13
Common, Void Speech
7
Eldritch Understanding
A spider of Leng can read and use any scroll.
Innate Spellcasting
The spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: comprehend languages, detect magic, shocking grasp
3/day each: shield, silence
1/day each: arcane eye, confusion, hypnotic pattern, stoneskin
Poisonous Blood
An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn.
Shocking Riposte
When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction.
Multiattack
A spider of Leng makes two claw attacks, two staff attacks, or one of each.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.
Claw|6|2d10+3
Spit Venom
Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.
Spit Venom|6|3d8+3
Staff of Leng
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.
Staff of Leng|5|2d6+2
Ancient Hatred
When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying.
Spider Thief
S
construct,tome of Beasts
unaligned
13 (natural armor)
54 (12d6+12)
30 ft., climb 20 ft.
10
12
12
3
10
1
Stealth +3
fire
poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
10
understands Common but can't speak
2
Immutable Form
The spider thief is immune to any spell or effect that would alter its form.
Magic Resistance
The spider thief has advantage on saving throws against spells and other magical effects.
Wire-Assisted Jump
If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack.
Multiattack
The spider thief makes two sickle claw attacks.
Sickle Claw
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.
Sickle Claw|3|2d8+1
Razor Line (Recharge 5-6)
Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.
Razor Line (Recharge 5-6)|3|
Spire Walker
T
fey,tome of Beasts
chaotic neutral
16 (natural armor)
38 (11d4+22)
20 ft.
3
18
14
11
10
14
Dex +7
piercing from nonmagical weapons
lightning, thunder
10
Common, Sylvan
3
Energized Body
A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.
Innate Spellcasting
The spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:
At will: produce spark (as the cantrip produce flame, but it does lightning damage)
3/day each: dancing lights, feather fall, invisibility
1/day each: faerie fire, thunderwave
Steeple Step
The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.
Lightning Dart
Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.
Lightning Dart|6|2d8
Star Spawn Of Cthulhu
L
fiend,tome of Beasts
chaotic evil
17 (natural armor)
187 (15d10+105)
30 ft., swim 30 ft., fly 50 ft.
25
15
24
30
18
23
Str +12, Con +12, Int +15, Wis +9
Arcana +15, Perception +14
bludgeoning, piercing, slashing
cold, fire, lightning, poison, psychic
exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 300 ft.
24
Common, Infernal, Void Speech
15
Interdimensional Movement
A star spawn of Cthulhu can use misty step as a bonus action once per round.
Psychic Tower
When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's.
Void Traveler
The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids.
Multiattack
The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack.
Crushing Claws
Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage.
Disintegrating Gaze (Recharge 5-6)
Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.
Disintegrating Gaze (Recharge 5-6)|15|
Dimensional Stomp
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.
Dimensional Stomp|12|2d20+7
Stryx
T
monstrosity,tome of Beasts
neutral
13
10 (4d4)
10 ft., fly 60 ft.
3
17
11
8
15
6
Perception +4, Stealth +5
darkvision 120 ft.
14
Common, Elvish
1/8
False Appearance
Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl.
Flyby
The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting
The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:
3/day: comprehend languages
Keen Hearing and Sight
The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Talons|5|1
Stuhac
M
fiend,tome of Beasts
neutral evil
18 (natural armor)
190 (20d8+100)
40 ft., climb 40 ft.
22
18
20
12
16
15
Str +11, Dex +9, Con +10, Cha +7
Deception +12
acid, fire; bludgeoning and piercing from nonmagical weapons
cold, poison
poisoned
darkvision 60 ft.
13
Common, Infernal; telepathy 100 ft.
13
Mountain Stride
Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance.
Powerful Leap
The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start.
Shapechanger
The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form.
Multiattack
The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble.
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.
Bite|11|4d6+6
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.
Claw|11|5d8+6
Hobble
A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting.
Subek
L
humanoid (subek),tome of Beasts
lawful neutral
17 (natural armor)
76 (8d10+32)
30 ft., swim 20 ft.
19
10
18
14
13
13
History +5, Investigation +5
darkvision 60 ft.
11
Common
5
Hold Breath
The subek can hold its breath for 15 minutes.
Flood Fever
During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation.
Blood Frenzy
The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Multiattack
The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Bite|7|2d6+4
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.
Claws|7|4d8+4
Thrash
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.
Thrash|7|2d10
Suturefly
T
beast,tome of Beasts
unaligned
14
7 (3d4)
10 ft., fly 40 ft. (hover)
1
19
10
1
12
4
Stealth +6
darkvision 60 ft.
11
-
1/4
Camouflage
A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks.
Detect Blasphemy
The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.
Sew
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.
Sew|6|1
Fire Dancer Swarm
M
swarm of Tiny elementals,tome of Beasts
neutral evil
15
90 (12d8+36)
30 ft., fly 30 ft. (hover)
10
20
16
6
10
7
bludgeoning, piercing, and slashing
fire, poison
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
darkvision 60 ft.
10
Ignan
7
Fire Form
A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
Illumination
The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.
Water Susceptibility
For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Swarm
Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.
Swarm|8|6d6
Manabane Scarab Swarm
M
swarm of Tiny beasts,tome of Beasts
unaligned
15 (natural armor)
75 (10d8+30)
20 ft., burrow 5 ft., climb 20ft.
3
16
16
1
13
2
Perception +3, Stealth +5
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft.
13
-
4
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Magic Immunity
The manabane scarab swarm is immune to spells and other magical effects.
Scent Magic
The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet.
Mana Erosion
The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability).
Bites
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.
Bites|5|4d6
Prismatic Beetle Swarm
M
swarm of Tiny beasts,tome of Beasts
unaligned
13
38 (7d8+7)
20 ft., burrow 5 ft., fly 30 ft.
3
16
12
1
13
2
Perception +3, Stealth +5
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
blindsight 10 ft., darkvision 30 ft.
13
-
3
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
Glittering Carapace
The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness.
Bites
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.
Bites|5|4d4
Sluagh Swarm
M
swarm of Tiny fey,tome of Beasts
chaotic evil
13
54 (12d8)
30 ft., fly 50 ft.
6
16
11
6
13
10
Stealth +5
fire
cold; bludgeoning, piercing, and slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
11
Common, Sylvan
3
Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage
They travel in swarms for a reason.
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points.
Shadowy Stealth
While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action.
Sunlight Weakness
While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws.
Chilling Touch
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.
Chilling Touch|5|8d6
Wolf Spirit Swarm
L
swarm of Medium undead,tome of Beasts
neutral evil
16 (natural armor)
97 (15d10+15)
50 ft., fly 50 ft. (hover)
14
16
12
4
10
12
Str +5, Dex +6
Perception +3, Stealth +6
necrotic; bludgeoning, piercing, slashing
cold
exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
13
understands Common
6
Speed Over Snow
A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions.
Multiattack
A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.
Bite|5|2d4+3
Icy Doom (Recharge 5-6)
All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn.
Chilling Howl
As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn.
Temple Dog
M
celestial,tome of Beasts
good
15 (natural armor)
97 (15d8+30)
30 ft.
18
14
15
8
14
10
Str +7, Con +5, Int +2, Wis +5
Perception +5
bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 60 ft.
15
understands Celestial and Common but can't speak
5
Magic Resistance
The temple dog has advantage on saving throws against spells and other magical effects.
Protector's Initiative
If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll.
Rushing Slam
If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.
Bite|7|3d8+4
Slam
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.
Slam|7|3d6+4
Thuellai
H
elemental,tome of Beasts
chaotic neutral
17
149 (13d12+65)
0 ft., fly 100 ft. (hover)
22
24
20
10
11
14
Int +4, Wis +4, Cha +6
Perception +4
lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
poison
fire
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
darkvision 60 ft.
14
Common, Dwarvish, Primordial
10
Air Mastery
Airborne creatures have disadvantage on attack rolls against the thuellai.
Snow Vision
The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness.
Multiattack
The thuellai makes two claw attacks.
Claw
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.
Claw|10|2d8+6
Freezing Breath (Recharge 5-6)
The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw.
Algid Aura
All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn.
Howl of the Maddening Wind (3/day)
A thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.
1 - Act normally
2-4 - Do nothing but babble incoherently
5-6 - Do 1d8 damage + Str modifier to self with item in hand
7-8 - Attack nearest target; select randomly if more than one
Blizzard (1/Day)
The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai.
Ancient Titan
G
celestial (titan),tome of Beasts
neutral good
15 (breastplate)
198 (12d20+72)
50 ft.
27
13
22
16
16
20
Con +10, Wis +7, Cha +9
Athletics +14, Intimidation +9, Perception +7
bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 120 ft.
17
Common, Giant, Primordial, Titan, telepathy 120 ft.
12
Magic Resistance
The ancient titan has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:
3/day: power word stun
1/day: power word kill
Multiattack
The ancient titan makes two greatsword attacks or two longbow attacks
Greatsword
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.
Greatsword|12|8d6+8
Longbow
Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.
Longbow|5|4d8+1
Eldritch Singularity (Recharge 5-6)
The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field.
Degenerate Titan
H
giant,tome of Beasts
chaotic evil
12 (crude armored coat)
161 (14d12+70)
40 ft.
24
6
20
6
9
7
Intimidation +1, Perception +2
darkvision 60 ft.
12
Titan
8
Magic Resistance
The degenerate titan has advantage on saving throws against spells and other magical effects.
Multiattack
The degenerate titan makes two greatclub attacks.
Greatclub
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Greatclub|10|3d8+7
Rock
Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Rock|10|4d10+7
Earthstrike (Recharge 4-6)
The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone.
Shout of the Void (Recharge 4-6)
The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends.
Titanoboa
G
beast,tome of Beasts
unaligned
14 (natural armor)
232 (15d20+75)
40 ft., climb 40 ft., swim 40 ft.
26
10
20
3
10
3
Dex +5, Wis +5
Perception +5
blindsight 10 ft.
15
-
12
Slither
If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing.
Sparkling Scales
The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw.
Multiattack
The titanoboa makes one bite attack and one constrict attack.
Bite
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Bite|13|3d8+8
Constrict
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.
Constrict|13|3d12+8
Tophet
H
construct,tome of Beasts
neutral evil
16 (natural armor)
184 (16d12+80)
30 ft.
24
10
20
6
10
10
Str +10, Con +8, Dex +3
Perception +3
necrotic
fire, cold, poison
exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 200 ft.
13
Common
8
Fiery Heart
A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet.
Burning Belly
Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check.
Multiattack
A tophet makes two attacks, no more than one of which can be a gout of flame.
Slam
Melee Weapon Attack. +10 to hit, reach 5 ft., one target.
Hit: 12 (1d10 + 7) bludgeoning damage
The target is also knocked inside the tophet's burning belly if the attack scores a critical hit.
Gout of Flame
The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Tosculi Hive-Queen
L
monstrosity,tome of Beasts
lawful evil
17
157 (15d10+75)
40 ft., fly 60 ft.
17
24
20
16
16
18
Dex +12, Con +10, Wis +8, Cha +9
Perception +8
poison
charmed, poisoned
darkvision 60 ft.
18
Common, Deep Speech, Gnoll, Infernal, Tosculi
12
Legendary Resistance (3/Day)
If the hive-queen fails a saving throw, it can choose to succeed instead.
Hive Mind
The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive.
Hive Queen Lair
On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:
- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.
- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.
- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).
The tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.
Regional Effects
The region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:
- Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.
- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points.
If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.
Multiattack
The hive-queen makes four scimitar attacks.
Scimitar
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Scimitar|12|2d6+7
Stinger
Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stinger|12|1d6+7
Glitter Dust
The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Implant Egg
The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease.
The hive-queen can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. The hive.queen regains spent legendary actions at the start of its turn.
Flight
The hive-queen flies up to half its flying speed.
Stinger Attack
The hive-queen makes one stinger attack.
Glitter Dust (Costs 2 Actions)
The hive-queen uses Glitter Dust.
Tosculi Warrior
S
monstrosity,tome of Beasts
lawful evil
15
58 (9d6+27)
20 ft., fly 60 ft.
12
20
16
10
12
12
darkvision 60 ft.
11
Tosculi
2
Skittering
Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated.
Multiattack
The tosculi warrior makes one bite attack, one claws attack, and one stinger attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.
Bite|7|1d4+5
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
Claws|7|2d4+5
Stinger
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stinger|7|1d4+5
Prepare Host
Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)
Prepare Host|7|2d4+5
Tosculi Drone
S
monstrosity,tome of Beasts
lawful evil
13
22 (4d6+8)
20 ft.
8
16
14
8
12
4
darkvision 60 ft.
11
Tosculi
1/2
Gliding Wings
The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.
Skittering
Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
Claws|5|2d4+3
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow|5|1d8+3
Tosculi Elite Bow Raider
M
humanoid (tosculi),tome of Beasts
lawful evil
16 (natural armor)
97 (13d8+39)
30 ft., fly 60 ft.
14
18
17
12
14
12
Perception +6, Stealth +7
darkvision 60 ft.
16
Gnoll, Infernal, Tosculi
5
Deadly Precision
The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below).
Evasive
Ranged weapon attacks against the tosculi elite bow raider have disadvantage.
Keen Smell
The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell.
Skirmisher
The tosculi elite bow raider can Dash as a bonus action.
Multiattack
The tosculi elite bow raider makes two longbow attacks or two claws attacks.
Claws
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Claws|7|1d6+4
Longbow
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Longbow|7|3d8+4
Treacle
T
ooze,tome of Beasts
unaligned
13 (natural armor)
22 (4d4+12)
15 ft., climb 10 ft.
4
6
17
1
1
10
Deception +4
blindsight 60 ft.
10
-
1/4
Amorphous
The treacle can move through a space as narrow as 1 inch wide without squeezing.
Charming Presence
The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check.
Reshape
The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities.
Blood Drain (1/hour)
A treacle touching the skin of a warm.blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check.
Weeping Treant
H
plant,tome of Beasts
neutral
17 (natural armor)
105 (10d12+40)
30 ft.
21
8
20
12
16
11
bludgeoning and piercing
fire
darkvision 60 ft.
13
Common, Druidic, Elvish, Sylvan
6
Siege Monster
The treant deals double damage to objects and structures.
Treespeech
A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude.
Acidic Tears
Thick tears of dark sap stream continuously down the treant’s face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse.
Multiattack
The treant makes three slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage.
Slam|8|3d6+5
Rock
Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Rock|8|3d10+5
Lake Troll
L
giant,tome of Beasts
chaotic evil
15 (natural armor)
126 (12d10+60)
20 ft., swim 40 ft.
20
13
20
8
10
6
Perception +3
darkvision 60 ft.
13
Common, Giant
7
Amphibious
The lake troll can breathe air and water.
Keen Smell
The lake troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration
The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack
The lake troll makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Bite|8|1d8+5
Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.
Claws|8|2d8+5
Trollkin Reaver
M
humanoid (trollkin),tome of Beasts
neutral
14 (hide armor)
82 (11d8+33)
30 ft.
19
13
16
11
12
13
Con +5, Wis +3, Cha +3
Intimidation +5, Survival +3
darkvision 60 ft.
11
Common, Trollkin
4
Regeneration
The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate.
Thick Hide
The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC.
Multiattack
The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Bite|6|1d4+4
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Claw|6|1d4+4
Battleaxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe.
Battleaxe|6|1d8+4
Handaxe
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Handaxe|6|1d6+4
Howl of Battle (Recharge 6)
Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction.
Tusked Skyfish
L
aberration,tome of Beasts
lawful good
14 (natural armor)
102 (12d10+36)
5 ft., fly 20 ft. (hover)
17
12
17
3
14
10
lightning
darkvision 60 ft.
12
-
4
Tendril Curtain
When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw.
Multiattack
The tusked skyfish makes one gore attack and one tentacles attack.
Gore
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Gore|5|2d8+3
Tentacles
Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.
Tentacles|5|3d6+3
Stench Spray (Recharge 5-6)
The tusked skyfish sprays foul.smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Uraeus
T
celestial,tome of Beasts
lawful neutral
14 (natural armor)
40 (9d4+18)
30 ft., fly 60 ft.
6
15
14
10
14
9
Perception +4
fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
poison
poisoned
blindsight 10 ft.
14
understands Celestial and Common but can't speak
2
Flyby
The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Ward Bond
As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Bite|4|1d6+2
Searing Breath (Recharge 5-6)
The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Bonded Savior
When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage.
Urochar (Strangling Watcher)
H
aberration,tome of Beasts
chaotic evil
19 (natural armor)
256 (19d12+133)
40 ft., climb 20 ft.
24
15
24
14
14
20
Dex +8, Con +13, Wis +9, Cha +11
Perception +8, Stealth +8
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
thunder
frightened
truesight 120 ft.
19
understands Darakhul and Void Speech
17
Death Throes
When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success.
Innate Spellcasting
The watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:
At will: feather fall
3/day each: blur, meld into stone, phantasmal killer
1/day each: black tentacles, eyebite, greater invisibility
Spider Climb
The watcher can climb any surface, including upside down on ceilings, without making an ability check.
Squeeze
Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities.
Multiattack
The watcher makes four attacks with its tentacles.
Tentacle
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.
Tentacle|13|3d8+7
Paralyzing Gaze (Recharge 5-6)
The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours.
The urochar can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.
Crush Attack
The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage.
Tentacle Attack
The watcher makes one tentacle attack.
Tentacle Leap (Costs 2 Actions)
Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar.
Ushabti
L
construct,tome of Beasts
unaligned
18 (natural armor)
105 (10d10+50)
30 ft.
21
17
20
11
19
9
Dex +7, Cha +3
Arcana +4, History +4, Perception +8
poison; bludgeoning, piercing, and slashing from nonmagical weapons
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
18
Ancient language of DM's choice
9
Dynastic Aura
A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours.
Healing Leech
If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half.
Immutable Form
The ushabti is immune to any spell or effect that would alter its form.
Magic Resistance
The ushabti has advantage on saving throws against spells and other magical effects.
Magic Weapons
The ushabti's weapon attacks are magical.
Multiattack
The ushabti makes one attack with Medjai's scepter and one with its khopesh.
Medjai's Scepter
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.
Medjai's Scepter|9|2d6+5
Khopesh
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Khopesh|9|2d6+5
Vaettir
M
undead,tome of Beasts
lawful evil
15 (chain shirt)
120 (16d8+48)
30 ft.
20
14
16
10
12
14
Dex +4, Con +5, Wis +3, Cha +4
necrotic, poison
charmed, frightened, poisoned
truesight 30 ft., darkvision 60 ft.
11
the languages it knew in life
4
Covetous Bond
Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane.
Deathless
The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet.
Innate Spellcasting
The vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
2/day each: gaseous form, hunter's mark
1/day each: enlarge/reduce, phantom steed
1/week each: bestow curse, geas, remove curse
Sunlight Sensitivity
Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks.
Multiattack
The vaettir makes two greataxe attacks or two longbow attacks.
Greataxe
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.
Greataxe|7|1d12+5
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longbow|4|1d8+2
Corpse Breath (Recharge 5-6)
The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds.
Maddening Gaze (1/Day)
The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours.
Valkyrie
M
celestial,tome of Beasts
neutral
16 (chain mail) or 18 (chain mail with shield)
112 (15d8+45)
30 ft., fly 30 ft.
18
18
16
12
19
18
Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12
Perception +8
acid, cold, fire, lightning, thunder
bludgeoning, piercing, and slashing from nonmagical weapons
frightened
truesight 60 ft.
18
Common, Dwarvish, Giant, and see Gift of Tongues
11
Asgardian Weapons
The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).
Cloak of Doom
Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.
Gift of Tongues
Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.
Innate Spellcasting
The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy
5/day each: gentle repose, healing word, warding bond
3/day each: beacon of hope, mass healing word, revivify
1/day each: commune, death ward, freedom of movement, geas
Longsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.
Longsword|8|1d8+4
Spear
Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.
Spear|8|1d6+4
A valkyrie can take 3 legendary actions, choosing from the options below
Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.
Cast a Cantrip
The valkyrie casts one spell from her at-will list.
Spear or Longsword Attack
The valkyrie makes one longsword or spear attack.
Harvest the Fallen (Costs 2 Actions)
A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example).
Umbral Vampire
M
fiend,tome of Beasts
chaotic evil
14
84 (13d8+26)
0 ft., fly 40 ft. (hover)
1
18
15
14
14
19
Dex +7, Cha +7
Perception +5, Stealth +7
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
cold, necrotic, poison
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
15
Common, Umbral, Void Speech
7
Incorporeal Movement
The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting
The umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:
At will: mirror image, plane shift (plane of shadows only)
1/day each: bane (when in dim light or darkness only), black tentacles
Shadow Blend
When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed.
Strike from Shadow
The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target.
Sunlight Sensitivity
While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Umbral Grasp
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.
Umbral Grasp|7|4d6+4
Vapor Lynx
L
monstrosity,tome of Beasts
chaotic neutral
14 (natural armor)
127 (15d10+45)
50 ft., climb 30 ft.
15
18
16
10
13
14
Perception +4, Stealth +7
darkvision 60 ft.
14
Common, Sylvan
5
Innate Spellcasting
The lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:
3/day: gaseous form
Smoky Constitution
The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud.
Multiattack
The vapor lynx makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.
Bite|7|3d8+4
Claw
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Claw|7|2d8+4
Poison Breath (Recharge 5-6)
The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds.
Vesiculosa
G
plant,tome of Beasts
unaligned
15 (natural armor)
203 (14d20+56)
0 ft., burrow 5 ft.
20
10
19
2
14
2
Perception +6
fire, bludgeoning, piercing
charmed, blinded, deafened, frightened, prone
tremorsense 60 ft.
16
-
11
False Appearance
While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water.
Rich Sapphire Heartvine
A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.
Rootlet Swarms
The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours.
Sweet Water
The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake.
Verdant
The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed.
Multiattack
The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed.
Entrap
The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target.
Reel
Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body.
Engulf
The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body.
Vila
M
fey,tome of Beasts
lawful neutral
15
77 (14d8+14)
30 ft.
12
20
13
11
14
16
Dex +8, Con +4, Wis +5, Cha +6
Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8
bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 60 ft.
18
Common, Sylvan, telepathy 60 ft. (beasts only)
5
Dance of the Luckless (1/Day)
Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non.vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken.
Forest Quickness
While in forest surroundings, a vila receives a +4 bonus on initiative checks.
Forest Meld
A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell.
Innate Spellcasting
The vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
3/day: sleep
1/week: control weather
Multiattack
A vila makes two shortsword attacks or two shortbow attacks.
+1 Shortsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
+1 Shortsword|9|1d6+6
+1 Shortbow
Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
+1 Shortbow|9|1d6+6
Fascinate (1/Day)
When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours.
Forest Song (1/Day)
The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.
Vile Barber
S
fey,tome of Beasts
chaotic evil
15 (leather armor)
28 (8d6)
30 ft.
12
18
10
10
8
10
Athletics +3, Stealth +6
bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron
frightened
60 ft.
9
Common, Goblin, Sylvan, Umbral
2
Close-in Slasher
The vile barber has advantage on attack rolls against any creature in the same space with it.
Inhumanly Quick
The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn.
Invasive
The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty.
Nimble Escape
As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns.
Pilfer
As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check.
Shadow Step
As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.
Multiattack
The vile barber makes two attacks with its straight razor.
Straight Razor
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Straight Razor|6|1d4+4
Unclean Cut
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.
Unclean Cut|6|1d4+4
Vine Lord
M
plant,tome of Beasts
lawful neutral
16 (natural armor)
105 (14d8+42)
30 ft.
12
20
16
14
16
18
Con +6, Wis +6, Cha +7
fire
blinded, deafened
blindsight 30 ft. (blind beyond this radius)
13
Common
7
Green Strider
The vine lord ignores movement restrictions and damage caused by natural undergrowth.
Magic Resistance
The vine lord has advantage on saving throws against spells and other magical effects.
Regeneration
The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.
Root Mind
Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised.
Multiattack
The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Claw|8|1d6+5
Spore Sacs (1/week)
The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet.
Tendril
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.
Tendril|8|1d4+5
Awaken the Green (1/Day)
The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Vine Lord's Tendril Puppet
M
plant,tome of Beasts
lawful neutral
13 (studded leather armor)
34 (4d8+16)
30 ft.
16
12
18
6
6
8
fire
blinded, deafened
blindsight 30 ft. (blind beyond this radius)
8
-
2
Poor Vision
Tendril puppets see almost nothing beyond 30 feet away.
Regeneration
The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain.
Root Mind
Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised.
Green Strider
The tendril puppet ignores movement restrictions and damage caused by natural undergrowth.
Magic Resistance
The tendril puppet has advantage on saving throws against spells and other magical effects.
Assegai
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Assegai|5|1d6+3
Hurl Thorns
Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.
Hurl Thorns|5|2d8+3
Voidling
L
aberration,tome of Beasts
chaotic evil
16
110 (20d10)
0 ft., fly 50 ft. (hover)
15
22
10
14
16
10
Con +4, Int +6, Wis +7, Cha +4
Stealth +10
necrotic
exhaustion, petrified, prone
truesight 60 ft.
13
telepathy 60 ft.
11
Fed by Darkness
A voidling in magical darkness at the start of its turn heals 5 hit points.
Magic Resistance
The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.
Innate Spellcasting
The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, fear
3/day each: eldritch blast (3 beams), black tentacles
1/day each: phantasmal force, reverse gravity
Natural Invisibility
A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.
Multiattack
The voidling makes 4 tendril attacks.
Tendril
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.
Tendril|10|1d8+6
Necrotic Burst (Recharge 5-6)
The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.
Wampus Cat
M
monstrosity,tome of Beasts
chaotic neutral
14
58 (9d8+18)
40 ft., climb 20 ft., swim 20 ft.
14
18
15
12
14
16
Deception +5, Persuasion +5
darkvision 60 ft.
12
Common
1
Focused Animosity
The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol.
Innate Spellcasting
The wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: disguise self (appearance of a female human), mage hand
2/day: hex
Magic Resistance
The wampus cat has advantage on saving throws against spells and other magical effects.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Claws|6|2d6+4
Yowl (Recharge 5-6)
Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time.
Water Leaper
L
monstrosity,tome of Beasts
unaligned
14 (natural armor)
97 (13d10+26)
5 ft., fly 50 ft., swim 40 ft.
16
14
15
4
12
5
darkvision 60 ft.
11
-
4
Amphibious
The water leaper can breathe both air and water.
Camouflage
The water leaper has advantage on Dexterity (Stealth) checks when underwater.
Multiattack
The water leaper uses its shriek and makes one bite attack and one stinger attack.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.
Bite|5|2d6+3
Shriek
The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.
Stinger
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Stinger|5|1d6+3
Swallow
The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.
Wharfling
T
beast,tome of Beasts
unaligned
13
6 (4d4-4)
30 ft., climb 30 ft., swim 20 ft.
4
16
8
2
12
8
Perception +3, Sleight of Hand +5
darkvision 60 ft.
13
-
1/8
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.
Bite|5|1d4+3
Pilfer
A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure.
Wharfling Swarm
L
swarm of Tiny beasts,tome of Beasts
unaligned
14 (natural armor)
63 (14d10-14)
30 ft., climb 30 ft., swim 20 ft.
10
16
8
2
12
7
Perception +3, Sleight of Hand +5
bludgeoning, piercing, slashing
charmed, frightened, paralyzed, petrified, prone, restrained, stunned
darkvision 60 ft.
13
-
4
Swarm
The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points.
Bites
Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.
Bites|5|6d6
Locking Bite
When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples.
Pilfer
A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception.
White Ape
L
monstrosity,tome of Beasts
neutral
14 (natural armor)
114 (12d10+48)
40 ft., climb 40 ft.
18
16
18
8
14
8
Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6
darkvision 60 ft.
15
Common
6
Hatred for Spellcasters
The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell.
Arcane Wasting (Disease)
When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greaterrestoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.
Multiattack
The ape makes one bite attack and two claw attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).
Bite|7|2d8+4
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Claw|7|2d10+4
Frenzy (1/Day)
When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn.
Witchlight
T
construct,tome of Beasts
neutral
14
10 (4d4)
fly 50 ft.
1
18
10
10
13
7
Perception +3
poison, radiant
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
13
understands the language of its creator but can't speak
1/4
Dispel Magic Weakness
Casting dispel magic on a witchlight paralyzes it for 1d10 rounds.
Luminance
A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks.
Thin As Light
While a witchlight is not incorporeal, it can pass through any opening that light can.
Light Ray
Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.
Light Ray|6|1d4+4
Flash (Recharge 5-6)
The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.
Wormhearted Suffragan
M
undead,tome of Beasts
chaotic evil
12
97 (13d8+39)
30 ft.
10
14
16
11
16
8
Medicine +6, Religion +3
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
radiant
darkvision 60 ft.
13
the languages it knew in life
5
Innate Spellcasting
The wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: command, detect evil and good
4/day: inflict wounds
2/day each: blindness-deafness, hold person
1/day each: animate dead, speak with dead
Multiattack
The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and makeone helminth infestation attack.
Helminth Infestation
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.
Helminth Infestation|5|2d6
Xanka
S
construct,tome of Beasts
unaligned
15 (natural armor)
18 (4d6+4)
25 ft., climb 15 ft.
10
15
12
4
10
7
charmed, exhaustion, frightened
blindsight 120 ft.
10
Understands the languages of its creator but can't
1/4
Ingest Weapons
When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.
Magic Weapons
The xanka's weapon attacks are magical.
Constructed Nature
A xanka doesn't require air, food, drink, or sleep.
Absorb
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.
Absorb|4|1d8+2
Xhkarsh
L
aberration,tome of Beasts
neutral evil
19 (natural and mystic armor)
133 (14d10+56)
50 ft., climb 30 ft.
17
21
18
15
16
15
Cha +5
Insight +6, Perception +6, Stealth +8
darkvision 60 ft., tremorsense 120 ft.
16
Common, Deep Speech, Undercommon
8
Multiattack
The xhkarsh makes two claw attacks and two stinger attacks.
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Claw|8|2d6+5
Stinger
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.
Stinger|8|2d6+5
Seize Strand
The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.
Invisibility
The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.
Ychen Bannog
G
beast,tome of Beasts
unaligned
17 (natural armor)
231 (14d20+84)
50 ft.
28
10
23
3
12
10
bludgeoning
exhaustion
11
-
11
Ever-Sharp Horns
The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack.
Overrun
When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action.
Peaceful Creature
The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check.
Multiattack
The ychen bannog makes one gore attack and one stomp attack.
Gore
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Gore|13|4d8+9
Stomp
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Stomp|13|4d10+9
Destroying Bellow (Recharge 5-6)
The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw.
Zaratan
G
monstrosity (titan),tome of Beasts
unaligned
25 (natural armor)
507 (26d20+234)
10 ft., swim 50 ft.
30
3
28
10
11
11
Int +8, Wis +8, Cha +8
fire, lightning, thunder; bludgeoning, piercing, slashing
cold, poison
frightened, paralyzed, poisoned
blindsight 120 ft.
10
Aquan
26
Fortified Shell
The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait.
Endless Breath
The zaratan breathes air, but it can hold its breath for years.
False Appearance
While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island.
Siege Monster
The zaratan does double damage to objects and structures.
Multiattack
The zaratan makes one bite attack and two flipper attacks.
Bite
Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target.
Bite|18|3d10+10
Flipper
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan.
Flipper|18|2d8+10
Swallow
The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone.
The zaratan can take 3 legendary actions, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
Move
The zaratan moves up to half its speed.
Swipe
The zaratan makes one flipper attack.
Consume (2 actions)
The zaratan makes one bite attack or uses Swallow.
Zimwi
M
giant,tome of Beasts
chaotic evil
17 (natural armor)
76 (9d8+36)
40 ft.
13
18
19
6
9
7
Perception +1
darkvision 60 ft.
11
Giant
4
Multiattack
The zimwi makes one claws attack and one bite attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Bite|6|2d8+4
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).
Claws|6|2d6+4
Zmey
H
dragon,tome of Beasts
chaotic evil
18 (natural armor)
189 (18d12+72)
30 ft., fly 50 ft., swim 30 ft.
22
13
19
16
16
12
Con +9, Wis +8, Cha +6
Perception +8
cold, fire
paralyzed, unconscious
blindsight 60 ft., darkvision 90 ft.
18
Common, Draconic, Elvish, Sylvan
14
Amphibious
The zmey can breathe air and water.
Lake Leap
A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving.
Legendary Resistance (1/Day)
If the zmey fails a saving throw, it can count it as a success instead.
Multiheaded
The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies.
Regeneration
The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head.
Spawn Headling
The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation.
Multiattack
The zmey makes one bite attack per head and one claws attack.
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Bite|11|2d12+6
Claws
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
Claws|11|2d12+6
Tail
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Tail|11|2d8+6
Fire Breath (Recharge 5-6)
The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures.
The zmey can take 1 legendary action per head, choosing from the options below
Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.
Bite
The zmey makes a bite attack.
Tail Attack
The zmey makes a tail attack.
Trample
The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.
Zmey Headling
M
dragon,tome of Beasts
chaotic evil
16 (natural armor)
105 (14d8+42)
30 ft., swim 20 ft.
16
10
1
8
16
8
cold, fire
paralyzed, unconscious
darkvision 60 ft.
13
Common, Draconic, Sylvan
5
Amphibious
The zmey headling can breathe air and water.
Regeneration
The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack
The zmey headline makes one bite attack and one claws attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.
Bite|6|2d12+3
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Claws|11|2d12+6
Tail
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Tail|11|2d8+6
Fire Breath (Recharge 5-6)
The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.
Bandit Lord
M
humanoid (Any Race),tome of Beasts
any non-lawful
16 (breastplate)
91 (14d8+28)
30 ft.
16
15
14
14
11
14
Str +5, Dex +4, Wis +2
Athletics +5, Deception +4, Intimidation +4
10
any two languages
4
Pack Tactics
The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack
The bandit lord makes three melee or ranged attacks.
Greatsword
Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
Greatsword|5|2d6+3
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger|5|1d4+3
Leadership (Recharges after a Short or Long Rest)
For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.
Parry
The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.
Redirect Attack
When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.
Black Knight Commander
M
humanoid (Any Race),tome of Beasts
lawful evil
18 (plate)
78 (12d8+24)
30 ft.
18
10
14
12
13
15
Str +7, Wis +4, Cha +5
Animal Handling +4, Athletics +7, Intimidation +5
11
any two languages
5
Charge
If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.
Hateful Aura
The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).
Magic Weapons
The black knight commander's weapon attacks are made with magical (+1) weapons.
Multiattack
The black knight commander makes two melee attacks.
Mace
Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Mace|8|1d6+5
Lance
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.
Lance|8|1d12+5
Frightful Charge (Recharges after a Short or Long Rest)
The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
City Watch Captian
M
humanoid (Any Race),tome of Beasts
lawful neutral
17 (scale mail)
91 (14d8+28)
30 ft.
13
16
14
10
11
13
Perception +2
12
one language (usually Common)
4
Tactical Insight
The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain.
Multiattack
The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack.
Rapier
Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.
Rapier|5|1d6+3
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Dagger|5|1d4+3
Light Crossbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Light Crossbow|5|1d8+3
Disarming Attack
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain.
Orders to Attack (1/Day)
Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform.and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city.
Devilbound Gnomish Prince
S
humanoid (gnome),tome of Beasts
any evil
12 (15 with mage armor)
104 (19d6+38)
25 ft.
10
14
15
16
12
22
Con +6, Int +7, Cha +10
Arcana +7, Deception +10, History +7, Persuasion +10
cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
poisoned
darkvision 60 ft.
11
Common, Infernal, Gnomish
9
Banishing Word (1/Day)
When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage.
Infernal Blessing
The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points.
Infernal Tie
The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence.
Innate Spellcasting
The devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, false life, mage armor
1/rest each: create undead, forcecage, power word stun
Magic Resistance
The devilbound gnomish prince has advantage on all saving throws against spells and magical effects.
Spellcasting
The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:
Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation
5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Dagger|6|1d4+2
Dwarven Ringmage
M
humanoid (dwarf),tome of Beasts
any
16 (breastplate)
82 (15d8+15)
30 ft.
10
14
13
18
12
9
Int +7, Con +4, Wis +4
Arcana +7, History +7
poison
darkvision 60 ft.
11
Common, Dwarvish
7
Dwarven Resistance
The dwarven ringmage has advantage on saving throws against poison.
Ring Magic
The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell.
Ring-Staff Focus
The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued.
Spellcasting
The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, shocking grasp, true strike
1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave
2nd level (3 slots): misty step, web
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): cone of cold
Multiattack
The dwarven ringmage makes two melee attacks.
Ring-Staff
Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.
Ring-Staff|3|1d6
Elvish Veteran Archer
M
humanoid (elf),tome of Beasts
chaotic good or chaotic neutral
15 (studded leather)
77 (14d8+14)
30 ft.
11
16
12
11
13
11
Nature +2, Perception +5, Stealth +5, Survival +3
15
Common, Elvish
3
Beast Hunter
The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts.
Fey Ancestry
The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep.
Keen Hearing and Sight
The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Magic Weapons
The elvish veteran archer's weapon attacks are magical.
Stealthy Traveler
The elvish veteran archer can use Stealth while traveling at a normal pace.
Surprise Attack
If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Multiattack
The elvish veteran archer makes two melee attacks or three ranged attacks.
Shortsword
Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword|6|1d6+4
Longbow
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Longbow|6|1d8+4
Volley (Recharge 6)
The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see.
Ghost Knight
M
undead,tome of Beasts
lawful evil
17 (half plate)
97 (15d8+30)
30 ft.
17
15
14
8
10
7
Athletics +6, Animal Handling +3, Perception +3, Stealth +5
necrotic
poison
charmed, exhaustion, poisoned
darkvision 60 ft.
13
Common
6
Charge
If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage.
Mounted Warrior
When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.
Turning Defiance
The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Undead Nature
A ghost knight doesn't require air, food, drink, or sleep
Multiattack
The ghost knight makes three melee attacks.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Bite|6|2d6+3
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws|6|2d4+3
Battleaxe
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
Battleaxe|6|1d8+3
Lance
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.
Lance|6|1d12+3
Ogre Chieftain, Corrupted
L
giant,tome of Beasts
chaotic evil
17 (splint)
127 (15d10+45)
40 ft.
20
8
16
5
7
8
Str +8, Con +6, Cha +2
darkvision 60 ft.
8
Common, Giant
6
Aggressive
As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:
Mutation
1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.
3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.
4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours.
Multiattack
The corrupted ogre chieftain makes two melee attacks.
Greatclub
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Greatclub|8|2d8+5
Javelin
Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Javelin|8|2d6+5
Scorpion Cultist
M
humanoid (any race),tome of Beasts
neutral
13 (leather armor)
19 (3d8+6)
30 ft.
11
14
15
10
13
10
Animal Handling +2, Deception +2, Perception +3, Stealth +4
poison
15
Common
1/2
Keen Senses
The scorpion cultist has advantage on Wisdom (Perception) checks.
Multiattack
The scorpion cultist makes two melee attacks or two ranged attacks.
Scimitar
Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.
Scimitar|4|1d6+2
Sling
Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Sling|4|1d4+2
Wolf Reaver Dwarf
M
humanoid (dwarf),tome of Beasts
any chaotic
16 (chain shirt, shield)
76 (9d8+36)
35 ft.
18
12
19
9
11
9
Athletics +6, Intimidation +1
darkvision 60 ft.
10
Common, Dwarvish
3
Danger Sense
The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated.
Dwarven Resistance
The wolf reaver dwarf has advantage on saving throws against poison.
Pack Tactics
The wolf reaver dwarf has advantage on attacks if at least one of the dwarf’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Reckless
At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack
The wolf reaver dwarf makes two melee or ranged attacks.
Battleaxe
Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage.
Battleaxe|6|1d8+4
Dagger
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Dagger|6|1d4+4
Spear
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Spear|6|1d6+4
Emerald Order Cult Leader
M
humanoid (any race),tome of Beasts
lawful neutral or evil
14 (breastplate)
117 (18d8+36)
30 ft.
10
10
14
15
20
15
Int +5, Wis +8, Cha +5
Arcana +5, Deception +5, History +5, Religion +5
cold, fire, lightning
darkvision 60 ft.
15
any three languages
8
Key of Prophecy
The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.
Innate Spellcasting
The Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:
2/day each: detect thoughts, dimension door, haste, slow
1/day each: suggestion, teleport
Spellcasting
The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, identify, guiding bolt
2nd level (3 slots): lesser restoration, silence, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians
4th level (3 slots): banishment, death ward, guardian of faith
5th level (2 slots): flame strike
Multiattack
The Emerald Order cult leader makes one melee attack and casts a cantrip.
Mace
Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.
Mace|3|1d6
Esoteric Vengeance
As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Vampire Warlock - Variant
M
undead (shapechanger),tome of Beasts
lawful evil
16 (natural armor)
144
30 ft.
18
18
18
17
15
18
Perception +7, Stealth +9
Dex +9, Wis +7, Cha +9
necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
darkvision 120 ft.
17
the languages it knew in life
13
Innate Spellcasting
The vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.
At will: darkness, dominate person, invisibility, misty step
1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster
Bloody Arms
The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage.
Call the Blood
The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0.
Blood Puppet
The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect.
Children of Hell (1/Day)
The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action.
Misty Step
The vampire warlock uses misty step.
Unarmed Strike
The vampire warlock makes one unarmed strike.
Call the Blood (Costs 2 Actions).
The vampire warlock uses call the blood.