FightClub5eXML/Sources/OutOfTheAbyss/bestiary-oota.xml

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<monster>
<name>Aljanor Keenblade</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>18 (plate armor)</ac>
<hp>52 (8d8+16)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>11</dex>
<con>14</con>
<int>11</int>
<wis>11</wis>
<cha>15</cha>
<save>Con +4, Wis +2</save>
<skill></skill>
<passive>10</passive>
<languages>any one language (usually Common)</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Brave</name>
<text>Aljanor has advantage on saving throws against being frightened.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Aljanor makes two melee attacks.</text>
</action>
<action>
<name>Greatsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
<attack>Greatsword|+5|2d6+3</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
<attack>Heavy Crossbow|+2|1d10</attack>
</action>
<action>
<name>Leadership (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, Aljanor 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 Aljanor. A creature can benefit from only one Leadership die at a time. This effect ends if Aljanor is incapacitated.</text>
</action>
<reaction>
<name>Parry</name>
<text>Aljanor adds 2 to its AC against one melee attack that would hit it. To do so, Aljanor must see the attacker and be wielding a melee weapon.</text>
</reaction>
<description>
Source: Out of the Abyss p. 149</description>
<environment></environment>
</monster>
<monster>
<name>Amarith Coppervein</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Any alignment</alignment>
<ac>17 (splint armor)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 25 ft.</speed>
<str>16</str>
<dex>13</dex>
<con>14</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Athletics +5, Perception +2</skill>
<passive>12</passive>
<languages>any one language (usually Common), Dwarvish</languages>
<cr>3</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Dwarven Resilience</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against poison, and has resistance against poison damage.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Amarith makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</text>
</action>
<action>
<name>Warhammer</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.</text>
<attack>Warhammer|+5|1d8+3</attack>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Shortsword|+5|1d6+3</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
<attack>Heavy Crossbow|+3|1d10+1</attack>
</action>
<description>
Source: Out of the Abyss p. 142</description>
<environment></environment>
</monster>
<monster>
<name>Animated Drow Statue</name>
<size>M</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>18 (natural statue)</ac>
<hp>33 (6d8+6)</hp>
<speed>walk 25 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>13</con>
<int>1</int>
<wis>3</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>6</passive>
<languages></languages>
<cr>1</cr>
<resist></resist>
<immune>poison, psychic</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
<trait>
<name>Antimagic Susceptibility</name>
<text>The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
</trait>
<trait>
<name>False Appearance</name>
<text>While the statue remains motionless, it is indistinguishable from a normal statue.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The statue makes two melee attacks.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
<attack>Slam|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 96</description>
<environment></environment>
</monster>
<monster>
<name>Awakened Zurkhwood</name>
<size>H</size>
<type>plant</type>
<alignment>Unaligned</alignment>
<ac>13 (natural armor)</ac>
<hp>59 (7d12+14)</hp>
<speed>walk 20 ft.</speed>
<str>19</str>
<dex>6</dex>
<con>15</con>
<int>10</int>
<wis>10</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>one language known by its creator</languages>
<cr>2</cr>
<resist>bludgeoning, piercing</resist>
<immune></immune>
<vulnerable>fire</vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>False Appearance</name>
<text>While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.</text>
</trait>
<trait>
<name>Mute</name>
<text>If the awakened zurkhwood was created by a myconid sovereign, it can't speak.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) bludgeoning damage.</text>
<attack>Slam|+6|3d6+4</attack>
</action>
<description>This creature is an ordinary zurkhwood mushroom (see "Fungi of the Underdark" in chapter 2) given sentience and mobility. An awakened zurkhwood can be created by casting the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual.
An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of the Monster Manual), with the following modifications:
• The awakened zurkhwood has darkvision out to a range of 120 feet.
• If the awakened zurkhwood was created by a myconid sovereign, it can't speak.
• The awakened zurkhwood's False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree).
Source: Out of the Abyss p. 230</description>
<environment></environment>
</monster>
<monster>
<name>Blurg</name>
<size>M</size>
<type>humanoid (orc)</type>
<alignment>Chaotic Evil</alignment>
<ac>18 (plate armor)</ac>
<hp>42 (5d8+20)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>12</dex>
<con>18</con>
<int>12</int>
<wis>11</wis>
<cha>12</cha>
<save></save>
<skill>Intimidation +5, Survival +2</skill>
<passive>10</passive>
<languages>Common, Orc</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Aggressive</name>
<text>As a bonus action, Blurg can move up to its speed toward a hostile creature that it can see.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Blurg makes two greataxe attacks.</text>
</action>
<action>
<name>Greataxe</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage.</text>
<attack>Greataxe|+6|1d12+4</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.</text>
<attack>Javelin|+6|1d6+4</attack>
</action>
<description>
Source: Out of the Abyss p. 29</description>
<environment>underdark, mountain, grassland, forest, hill, arctic</environment>
</monster>
<monster>
<name>Bridesmaid of Zuggtmoy</name>
<size>M</size>
<type>plant</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (natural armor)</ac>
<hp>22 (5d8)</hp>
<speed>walk 20 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>11</con>
<int>14</int>
<wis>8</wis>
<cha>18</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages>understands Abyssal but can't speak</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Fungus Stride</name>
<text>Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger.</text>
</trait>
<action>
<name>Hallucination Spores</name>
<text>The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>Infestation Spores (1/Day)</name>
<text>The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).</text>
</action>
<description>
Source: Out of the Abyss p. 230</description>
<environment></environment>
</monster>
<monster>
<name>Buppido</name>
<size>S</size>
<type>humanoid (derro)</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (leather armor)</ac>
<hp>13 (3d6+3)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>5</wis>
<cha>9</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>7</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>Buppido has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Buppido has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Hooked Spear</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. If the target is Medium or smaller, Buppido can choose to deal no damage and knock it prone.</text>
<attack>Hooked Spear|+2|1d6</attack>
</action>
<action>
<name>Light Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Light Crossbow|+4|1d8+2</attack>
</action>
<description>
Source: Out of the Abyss p. 6</description>
<environment>mountain, underdark</environment>
</monster>
<monster>
<name>Cave Badger</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>10</ac>
<hp>13 (2d8+4)</hp>
<speed>walk 30 ft., burrow 10 ft.</speed>
<str>13</str>
<dex>10</dex>
<con>15</con>
<int>2</int>
<wis>12</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages></languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 30 ft.</senses>
<trait>
<name>Keen Smell</name>
<text>The badger has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The badger makes two attacks: one with its bite and one with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
<attack>Bite|+3|1d6+1</attack>
</action>
<action>
<name>Claws</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
<attack>Claws|+3|2d4+1</attack>
</action>
<description>
Source: Out of the Abyss p. 96</description>
<environment>forest</environment>
</monster>
<monster>
<name>Chamberlain of Zuggtmoy</name>
<size>L</size>
<type>plant</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (natural armor)</ac>
<hp>45 (6d10+12)</hp>
<speed>walk 20 ft.</speed>
<str>17</str>
<dex>7</dex>
<con>14</con>
<int>11</int>
<wis>8</wis>
<cha>12</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages>Abyssal, Undercommon</languages>
<cr>2</cr>
<resist>bludgeoning, piercing</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Mushroom Portal</name>
<text>The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy.</text>
</trait>
<trait>
<name>Poison Spores</name>
<text>Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The chamberlain makes two slam attacks.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
<attack>Slam|+5|2d6+3</attack>
</action>
<action>
<name>Infestation Spores (1/Day)</name>
<text>The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).</text>
</action>
<description>
Source: Out of the Abyss p. 230</description>
<environment></environment>
</monster>
<monster>
<name>Chuul Spore Servant</name>
<size>L</size>
<type>plant</type>
<alignment>Unaligned</alignment>
<ac>16 (natural armor)</ac>
<hp>93 (11d10+33)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>19</str>
<dex>10</dex>
<con>16</con>
<int>2</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>4</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened, paralyzed, poisoned</conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<action>
<name>Multiattack</name>
<text>The spore servant makes two pincer attacks.</text>
</action>
<action>
<name>Pincer</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. The target is grappled (Escape DC 14) if it is a Large or smaller creature and the spore servant doesn't have two other creatures grappled.</text>
<attack>Pincer|+6|2d6+4</attack>
</action>
<description>
Source: Out of the Abyss p. 228</description>
<environment></environment>
</monster>
<monster>
<name>Deepking Horgar Steelshadow V</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Lawful Evil</alignment>
<ac>20 (dwarven plate)</ac>
<hp>52 (8d8+16)</hp>
<speed>walk 30 ft.</speed>
<str>19</str>
<dex>11</dex>
<con>14</con>
<int>11</int>
<wis>11</wis>
<cha>15</cha>
<save>Con +4, Wis +2</save>
<skill></skill>
<passive>10</passive>
<languages>Draconic, Giant, Dwarvish</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>(Optional) Indefinite Madness</name>
<text>Horgar has been affected by the demon lords let loose in the Abyss during the Rage of Demons storyline. Roll on the Indefinite Madness table to determine Horgar's flaw.</text>
</trait>
<trait>
<name>Duergar Resilience</name>
<text>Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<trait>
<name>Gauntlets of Ogre Power</name>
<text>Horgar wields Gauntlets of Ogre Power giving him a Strength score of 19 (+4).</text>
</trait>
<trait>
<name>Brave</name>
<text>Horgar has advantage on saving throws against being frightened.</text>
</trait>
<action>
<name>Enlarge (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, Horgar magically increases in size, along with anything he is wearing or carrying. While enlarged, Horgar is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum size possible in the space available.</text>
</action>
<action>
<name>Invisibility (Recharges after a Short or Long Rest)</name>
<text>Horgar magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Horgar wears or carries is invisible with him.</text>
</action>
<action>
<name>Multiattack</name>
<text>Horgar makes two melee attacks.</text>
</action>
<action>
<name>+2 Warhammer</name>
<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage, or 11 (1d10 + 6) bludgeoning damage if used with two hands. While Horgar is enlarged, the damage increases to 15 (2d8 + 6) or 17 (2d10 + 6) bludgeoning damage, respectively.</text>
<attack>+2 Warhammer|+8|1d8+6</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
<attack>Heavy Crossbow|+2|1d10</attack>
</action>
<action>
<name>Leadership (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, Horgar can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Horgar makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is incapacitated.</text>
</action>
<reaction>
<name>Parry</name>
<text>Horgar adds 2 to its AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.</text>
</reaction>
<description>
Source: Out of the Abyss p. 82</description>
<environment></environment>
</monster>
<monster>
<name>Droki</name>
<size>S</size>
<type>humanoid (derro)</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (studded leather armor)</ac>
<hp>31 (7d6+7)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>16</dex>
<con>13</con>
<int>10</int>
<wis>5</wis>
<cha>16</cha>
<save></save>
<skill>Stealth +5</skill>
<passive>7</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Special Equipment</name>
<text>Droki wears boots of speed.</text>
</trait>
<trait>
<name>Insanity</name>
<text>Droki has advantage on saving throws against being charmed or frightened.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The derro has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Droki makes two attacks with his shortsword</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</text>
<attack>Shortsword|+5|1d6+3</attack>
<attack>Shortsword||3d6</attack>
</action>
<reaction>
<name>Parry</name>
<text>Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.</text>
</reaction>
<trait>
<name>Innate Spellcasting</name>
<text>Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:</text>
<text>At will: minor illusion</text>
<text>1/day each: darkness, fear, shatter</text>
</trait>
<spells>minor illusion, darkness, fear, shatter</spells>
<description>Roleplaying Droki. Droki hates everyone in general and surfacers in particular. He gnashes his teeth if he has to address the characters, taking every opportunity to be insulting and misleading. If the characters look through his satchel while he's still conscious, he throws an epic tantrum and becomes intractable until knocked unconscious.
Droki is also obsessed with things happening where and when they should. If he is captured before he runs his errands in the Whorlstone Tunnels, he constantly complains about the characters altering fate by delaying him, and a good tactic to pressure him is to threaten to hold him indefinitely. He prefers to escape than to fight, except if the characters take his satchel.
Source: Out of the Abyss p. 231</description>
<environment></environment>
</monster>
<monster>
<name>Drow Acolyte</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>10</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>10</dex>
<con>10</con>
<int>10</int>
<wis>14</wis>
<cha>11</cha>
<save></save>
<skill>Medicine +4, Religion +2, Perception +1</skill>
<passive>12</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Acolyte to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Acolyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Club</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
<attack>Club|+2|1d4</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:</text>
<text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
<text>• 1st level (3 slots): bless, cure wounds, sanctuary</text>
</trait>
<slots>3</slots>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 10). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary, dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 201</description>
<environment></environment>
</monster>
<monster>
<name>Drow Bandit</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any Non-Lawful Alignment</alignment>
<ac>12 (leather armor)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>12</dex>
<con>12</con>
<int>10</int>
<wis>10</wis>
<cha>10</cha>
<save></save>
<skill>Perception +1</skill>
<passive>10</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Bandit to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Bandit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Scimitar</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
<attack>Scimitar|+3|1d6+1</attack>
</action>
<action>
<name>Light Crossbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Light Crossbow|+3|1d8+1</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 10). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 194</description>
<environment></environment>
</monster>
<monster>
<name>Drow Commoner</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>10</ac>
<hp>4 (1d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>10</dex>
<con>10</con>
<int>10</int>
<wis>10</wis>
<cha>10</cha>
<save></save>
<skill>Perception +1</skill>
<passive>10</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Commoner to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Commoner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Club</name>
<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
<attack>Club|+2|1d4</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 9). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 194</description>
<environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
</monster>
<monster>
<name>Drow Cultist</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any Non-Good Alignment</alignment>
<ac>12 (leather armor)</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>12</dex>
<con>10</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Deception +2, Religion +2, Perception +1</skill>
<passive>10</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Dark Devotion</name>
<text>The cultist has advantage on saving throws against being charmed or frightened.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Cultist to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Cultist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Scimitar</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage.</text>
<attack>Scimitar|+3|1d6+1</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 10). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 196</description>
<environment></environment>
</monster>
<monster>
<name>Drow Guard</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>16 (chain shirt, shield)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>13</str>
<dex>12</dex>
<con>12</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +1</skill>
<passive>12</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Guard to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Guard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|+3|1d6+1</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 10). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 195</description>
<environment></environment>
</monster>
<monster>
<name>Drow Noble</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>15 (breastplate)</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>12</dex>
<con>11</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Persuasion +5, Perception +1</skill>
<passive>12</passive>
<languages>any two languages, Elvish</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Noble to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Noble has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Rapier</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Rapier|+3|1d8+1</attack>
</action>
<reaction>
<name>Parry</name>
<text>The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.</text>
</reaction>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 13). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 196</description>
<environment></environment>
</monster>
<monster>
<name>Drow Scout</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>13 (leather armor)</ac>
<hp>16 (3d8+3)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>13</wis>
<cha>11</cha>
<save></save>
<skill>Nature +4, Perception +1, Stealth +6, Survival +5</skill>
<passive>15</passive>
<languages>any one language (usually Common), Elvish</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Keen Hearing and Sight</name>
<text>The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Scout to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Scout has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The scout makes two melee attacks or two ranged attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Longbow|+4|1d8+2</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 10). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 191</description>
<environment></environment>
</monster>
<monster>
<name>Drow Spore Servant</name>
<size>M</size>
<type>plant</type>
<alignment>Unaligned</alignment>
<ac>15 (chain shirt)</ac>
<hp>13 (3d8)</hp>
<speed>walk 20 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>10</con>
<int>2</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened, paralyzed</conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 229</description>
<environment></environment>
</monster>
<monster>
<name>Drow Spy</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>27 (6d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages, Elvish</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Drow Spy to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Drow Spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spy makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 13). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 195</description>
<environment></environment>
</monster>
<monster>
<name>Duergar Alchemist</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Lawful Evil</alignment>
<ac>16 (scale mail, shield)</ac>
<hp>26 (4d8+4)</hp>
<speed>walk 25 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>14</con>
<int>11</int>
<wis>10</wis>
<cha>9</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>1</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Duergar Resilience</name>
<text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Enlarge (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
</action>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.</text>
<attack>War Pick|+4|1d8+2</attack>
</action>
<action>
<name>Alchemist's Fire</name>
<text>Ranged Weapon Attack: +4 to hit, range 20 ft., one target. 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful DC 10 Dexterity check to extinguish the flames.</text>
<attack>Alchemist's Fire|+4|1d4</attack>
</action>
<action>
<name>Acid Vial</name>
<text>Ranged Weapon Attack: +4 to hit, range 20 ft., one target. 7 (2d6) acid damage.</text>
<attack>Acid Vial|+4|2d6</attack>
</action>
<action>
<name>Invisibility (Recharges after a Short or Long Rest)</name>
<text>The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
</action>
<description>
Source: Out of the Abyss p. 76</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Duergar Darkhaft</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Lawful Evil</alignment>
<ac>16 (scale mail, shield)</ac>
<hp>26 (4d8+4)</hp>
<speed>walk 25 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>14</con>
<int>11</int>
<wis>10</wis>
<cha>9</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>2</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Duergar Resilience</name>
<text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Enlarge (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
</action>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.</text>
<attack>War Pick|+4|1d8+2</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.</text>
<attack>Javelin|+4|1d6+2</attack>
</action>
<action>
<name>Invisibility (Recharges after a Short or Long Rest)</name>
<text>The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The darkhaft's innate spellcasting ability is Intelligence (spell save DC 10) it can innately cast the following spells, requiring no components:</text>
<text>At will: friends, mage hand</text>
<text>1/day each: disguise self, sleep</text>
</trait>
<spells>friends, mage hand, disguise self, sleep</spells>
<description>The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar Darkhaft. The darkhafts are the members of the Deepking's secret corps of psionic agents.
Source: Out of the Abyss p. 226</description>
<environment></environment>
</monster>
<monster>
<name>Duergar Keeper of the Flame</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Lawful Evil</alignment>
<ac>16 (scale mail, shield)</ac>
<hp>26 (4d8+4)</hp>
<speed>walk 25 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>14</con>
<int>11</int>
<wis>10</wis>
<cha>9</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>2</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Duergar Resilience</name>
<text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Enlarge (Recharges after a Short or Long Rest)</name>
<text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
</action>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.</text>
<attack>War Pick|+4|1d8+2</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.</text>
<attack>Javelin|+4|1d6+2</attack>
</action>
<action>
<name>Invisibility (Recharges after a Short or Long Rest)</name>
<text>The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12.) It can innately cast the following spells, requiring no components:</text>
<text>At will: friends, message</text>
<text>1/day each: command</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, mending, sacred flame</text>
<text>• 1st level (4 slots): bane, inflict wounds, shield of faith</text>
<text>• 2nd level (2 slots): enhance ability, spiritual weapon</text>
</trait>
<slots>4, 2</slots>
<spells>friends, message, command, guidance, mending, sacred flame, bane, inflict wounds, shield of faith, enhance ability, spiritual weapon</spells>
<description>The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Duergar Keeper of the Flame. The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking.
The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual, except that its challenge rating is 2 (450 XP) and it has the following additional features.
Innate Spellcasting (Psionics). The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:
At will: friends, message
3/day: command
Spellcasting. The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:
Cantrips (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon
Source: Out of the Abyss p. 226</description>
<environment></environment>
</monster>
<monster>
<name>Duergar Spore Servant</name>
<size>M</size>
<type>plant</type>
<alignment>Unaligned</alignment>
<ac>16 (scale mail, shield)</ac>
<hp>26 (4d8+8)</hp>
<speed>walk 15 ft.</speed>
<str>14</str>
<dex>11</dex>
<con>14</con>
<int>2</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>1/2</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened, paralyzed</conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>War Pick|+4|1d8+2</attack>
</action>
<description>
Source: Out of the Abyss p. 229</description>
<environment></environment>
</monster>
<monster>
<name>Eldeth Feldrun</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Any alignment</alignment>
<ac>13 (leather armor)</ac>
<hp>16 (3d8+3)</hp>
<speed>walk 25 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>13</wis>
<cha>11</cha>
<save></save>
<skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
<passive>15</passive>
<languages>any one language (usually Common), Dwarvish</languages>
<cr>1/2</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Keen Hearing and Sight</name>
<text>Eldeth has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
</trait>
<trait>
<name>Dwarven Resilience</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against poison, and has resistance against poison damage.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Eldeth makes two melee attacks or two ranged attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Longbow|+4|1d8+2</attack>
</action>
<description>
Source: Out of the Abyss p. 6</description>
<environment></environment>
</monster>
<monster>
<name>Emerald Enclave Scout</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Lawful Neutral</alignment>
<ac>16 (breastplate)</ac>
<hp>19 (3d8+6)</hp>
<speed>walk 25 ft.</speed>
<str>11</str>
<dex>14</dex>
<con>14</con>
<int>11</int>
<wis>13</wis>
<cha>11</cha>
<save></save>
<skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
<passive>15</passive>
<languages>Common, Dwarvish</languages>
<cr>1/2</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Dwarven Resilience</name>
<text>The scout has advantage on saving throws against poison.</text>
</trait>
<trait>
<name>Keen Hearing and Sight</name>
<text>The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The scout makes two melee attacks.</text>
</action>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
<attack>War Pick|+4|1d8+3</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
<attack>Heavy Crossbow|+3|1d10</attack>
</action>
<description>
Source: Out of the Abyss p. 130</description>
<environment></environment>
</monster>
<monster>
<name>Fiendish Giant Spider</name>
<size>M</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>13</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 40 ft., climb 40 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>13</con>
<int>3</int>
<wis>12</wis>
<cha>4</cha>
<save></save>
<skill>Perception +3, Stealth +7</skill>
<passive>13</passive>
<languages></languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 10 ft., darkvision 60 ft.</senses>
<trait>
<name>Spider Climb</name>
<text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<trait>
<name>Web Sense</name>
<text>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</text>
</trait>
<trait>
<name>Web Walker</name>
<text>The spider ignores movement restrictions caused by webbing.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
<attack>Bite|+3|1d6+1</attack>
<attack>Bite||2d6</attack>
</action>
<description>
Source: Out of the Abyss p. 97</description>
<environment>grassland, forest, hill, desert, coastal</environment>
</monster>
<monster>
<name>Four-Armed Statue</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>178 (17d10+85)</hp>
<speed>walk 30 ft.</speed>
<str>22</str>
<dex>9</dex>
<con>20</con>
<int>3</int>
<wis>11</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>10</cr>
<resist></resist>
<immune>poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Immutable Form</name>
<text>The statue is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The statue has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The statue's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The statue makes four sword attacks.</text>
</action>
<action>
<name>Sword</name>
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage.</text>
<attack>Sword|+10|1d8+6</attack>
</action>
<action>
<name>Slow (Recharge 5-6)</name>
<text>The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<description>
Source: Out of the Abyss p. 206</description>
<environment></environment>
</monster>
<monster>
<name>Gash</name>
<size>M</size>
<type>humanoid (gnoll)</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (hide armor, shield)</ac>
<hp>11 (5d8)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>12</dex>
<con>11</con>
<int>6</int>
<wis>10</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>Gnoll</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Rampage</name>
<text>When Gash reduces a creature to 0 hit points with a melee attack on its turn, Gash can take a bonus action to move up to half its speed and make a bite attack.</text>
</trait>
<trait>
<name>Wretched</name>
<text>Gash has disadvantage on Wisdom checks and Wisdom saving throws because of the physical and mental abuse he has suffered. A lesser restoration spell rids him of these effects.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
<attack>Bite|+4|1d4+2</attack>
</action>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|+4|1d6+2</attack>
</action>
<action>
<name>Longbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Longbow|+3|1d8+1</attack>
</action>
<description>
Source: Out of the Abyss p. 181</description>
<environment>grassland, forest, hill, desert</environment>
</monster>
<monster>
<name>Ghazrim DuLoc</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>15 (breastplate)</ac>
<hp>9 (2d8)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>12</dex>
<con>11</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Persuasion +5</skill>
<passive>12</passive>
<languages>any two languages</languages>
<cr>1/8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Rapier</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
<attack>Rapier|+3|1d8+1</attack>
</action>
<reaction>
<name>Parry</name>
<text>Ghazrim adds 2 to its AC against one melee attack that would hit it. To do so, Ghazrim must see the attacker and be wielding a melee weapon.</text>
</reaction>
<description>
Source: Out of the Abyss p. 141</description>
<environment></environment>
</monster>
<monster>
<name>Giant Riding Lizard</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>12 (natural armor)</ac>
<hp>19 (3d10+3)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>15</str>
<dex>12</dex>
<con>13</con>
<int>2</int>
<wis>10</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 30 ft.</senses>
<trait>
<name>Spider Climb</name>
<text>The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
<attack>Bite|+4|1d8+2</attack>
</action>
<description>
Source: Out of the Abyss p. 131</description>
<environment></environment>
</monster>
<monster>
<name>Giant Rocktopus</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>11</ac>
<hp>52 (8d10+8)</hp>
<speed>walk 10 ft., swim 60 ft.</speed>
<str>17</str>
<dex>13</dex>
<con>13</con>
<int>4</int>
<wis>10</wis>
<cha>4</cha>
<save></save>
<skill>Perception +4, Stealth +5</skill>
<passive>14</passive>
<languages></languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Camouflage</name>
<text>The octopus has advantage on Dexterity (Stealth) checks.</text>
</trait>
<trait>
<name>Water Breathing</name>
<text>The octopus can breathe only underwater.</text>
</trait>
<action>
<name>Tentacles</name>
<text>Melee Weapon Attack: +5 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.</text>
<attack>Tentacles|+5|2d6+3</attack>
</action>
<action>
<name>Ink Cloud (Recharges after a Short or Long Rest)</name>
<text>A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</text>
</action>
<description>
Source: Out of the Abyss p. 28</description>
<environment>underwater</environment>
</monster>
<monster>
<name>Glabbagool</name>
<size>L</size>
<type>ooze</type>
<alignment>Unaligned</alignment>
<ac>6</ac>
<hp>84 (8d10+40)</hp>
<speed>walk 15 ft.</speed>
<str>14</str>
<dex>3</dex>
<con>20</con>
<int>1</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
<trait>
<name>Ooze Cube</name>
<text>Glabbagool takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Glabbagool's Engulf and has disadvantage on the saving throw.</text>
<text>Creatures inside Glabbagool can be seen but have total cover.</text>
<text>A creature within 5 feet of Glabbagool can take an action to pull a creature or object out of Glabbagool. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.</text>
<text>Glabbagool can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.</text>
</trait>
<trait>
<name>Transparent</name>
<text>Even when Glabbagool is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter Glabbagool's space while unaware of Glabbagool is surprised by Glabbagool.</text>
</trait>
<action>
<name>Pseudopod</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) acid damage.</text>
<attack>Pseudopod|+4|3d6</attack>
</action>
<action>
<name>Engulf</name>
<text>Glabbagool moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Glabbagool enters a creature's space, the creature must make a DC 12 Dexterity saving throw.</text>
<text>On a successful save, the creature can choose to be pushed 5 feet back or to the side of Glabbagool. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.</text>
<text>On a failed save, Glabbagool enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of Glabbagool's turns. When Glabbagool moves, the engulfed creature moves with it.</text>
<text>An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Glabbagool.</text>
</action>
<description>
Source: Out of the Abyss p. 35</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Grazilaxx</name>
<size>M</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>15 (breastplate)</ac>
<hp>71 (13d8+13)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>12</dex>
<con>12</con>
<int>19</int>
<wis>17</wis>
<cha>17</cha>
<save>Int +7, Wis +6, Cha +6</save>
<skill>Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4</skill>
<passive>16</passive>
<languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
<cr>7</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>Grazilaxx has advantage on saving throws against spells and other magical effects.</text>
</trait>
<action>
<name>Tentacles</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.</text>
<attack>Tentacles|+7|2d10+4</attack>
</action>
<action>
<name>Extract Brain</name>
<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Grazilaxx. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Grazilaxx kills the target by extracting and devouring its brain.</text>
<attack>Extract Brain|+7|10d10</attack>
</action>
<action>
<name>Mind Blast (Recharge 5-6)</name>
<text>Grazilaxx magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<attack>Mind Blast (Recharge 5-6)||4d8+4</attack>
</action>
<trait>
<name>Innate Spellcasting (Psionics)</name>
<text>Grazilaxx's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
<text>At will: detect thoughts, levitate</text>
<text>1/day each: dominate monster, plane shift (self only)</text>
</trait>
<spells>detect thoughts, levitate, dominate monster, plane shift</spells>
<description>
Source: Out of the Abyss p. 29</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Grisha</name>
<size>M</size>
<type>humanoid (Damaranhuman)</type>
<alignment>Chaotic Evil</alignment>
<ac>18 (chain mail, shield)</ac>
<hp>33 (6d8+6)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>12</dex>
<con>12</con>
<int>11</int>
<wis>14</wis>
<cha>16</cha>
<save>Wis +4, Cha +5</save>
<skill>Persuasion +5, Religion +2</skill>
<passive>12</passive>
<languages>Common, Undercommon</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>Grisha makes two attacks with his +1 flail.</text>
</action>
<action>
<name>+1 Flail</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage</text>
<attack>+1 Flail|+5|1d8+3</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, light, sacred flame, thaumaturgy</text>
<text>• 1st level (4 slots): cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith</text>
<text>• 2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon</text>
<text>• 3rd level (3 slots): bestow curse, dispel magic, spirit guardians</text>
</trait>
<slots>4, 3, 3</slots>
<spells>guidance, light, sacred flame, thaumaturgy, cure wounds, divine favor, inflict wounds, protection from evil and good, shield of faith, continual flame, hold person, magic weapon, spiritual weapon, bestow curse, dispel magic, spirit guardians</spells>
<description>
Source: Out of the Abyss p. 232</description>
<environment></environment>
</monster>
<monster>
<name>Hook Horror Spore Servant</name>
<size>M</size>
<type>plant</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>75 (10d10+10)</hp>
<speed>walk 20 ft., climb 20 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>15</con>
<int>2</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>3</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, frightened, paralyzed</conditionImmune>
<senses>blindsight 30 ft. (blind beyond this radius)</senses>
<action>
<name>Multiattack</name>
<text>The spore servant makes two hook attacks.</text>
</action>
<action>
<name>Hook</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage.</text>
<attack>Hook|+6|2d6+4</attack>
</action>
<description>
Source: Out of the Abyss p. 68</description>
<environment></environment>
</monster>
<monster>
<name>Ilvara Mizzrym</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Neutral Evil</alignment>
<ac>16 (scale mail)</ac>
<hp>71 (13d8+13)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>12</con>
<int>13</int>
<wis>17</wis>
<cha>18</cha>
<save>Con +4, Wis +6, Cha +7</save>
<skill>Insight +6, Perception +6, Religion +4, Stealth +5</skill>
<passive>16</passive>
<languages>Elvish, Undercommon</languages>
<cr>8</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Special Equipment</name>
<text>Ilvara wields a tentacle rod in addition to her scourge.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>Ilvara has advantage on saving throws against being charmed, and magic can't put Ilvara to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Ilvara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Ilvara makes two scourge attacks.</text>
</action>
<action>
<name>Scourge</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.</text>
<attack>Scourge|+5|1d6+2</attack>
</action>
<action>
<name>Summon Demon (1/Day)</name>
<text>Ilvara attempts to magically summon a yochlol with a 30 chance of success. If the attempt fails, Ilvara takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
</action>
<action>
<name>Variant: Drow Magic Armor and Weapons</name>
<text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
<text>A drow priestess of lolth wearing +3 scale mail has AC 19.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>Ilvara's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire, levitate (self only)</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>Ilvara is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Ilvara has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy</text>
<text>• 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness</text>
<text>• 2nd level (3 slots): lesser restoration, protection from poison, web</text>
<text>• 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic</text>
<text>• 4th level (3 slots): divination, freedom of movement</text>
<text>• 5th level (2 slots): insect plague, mass cure wounds</text>
</trait>
<slots>4, 3, 3, 3, 2</slots>
<spells>dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds</spells>
<description>
Source: Out of the Abyss p. 9</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Infant Basilisk</name>
<size>T</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>4 (1d4+2)</hp>
<speed>walk 20 ft.</speed>
<str>16</str>
<dex>8</dex>
<con>15</con>
<int>2</int>
<wis>8</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages></languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Petrifying Gaze</name>
<text>If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.</text>
<text>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.</text>
<text>If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Bite|+5|2d6+3</attack>
</action>
<description>
Source: Out of the Abyss p. 100</description>
<environment>mountain</environment>
</monster>
<monster>
<name>Infant Hook Horror</name>
<size>T</size>
<type>monstrosity</type>
<alignment>Neutral</alignment>
<ac>15 (natural armor)</ac>
<hp>4 (1d4+2)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>15</con>
<int>6</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages>Hook Horror</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Echolocation</name>
<text>The hook horror can't use its blindsight while deafened.</text>
</trait>
<trait>
<name>Keen Hearing</name>
<text>The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The hook horror makes two hook attacks.</text>
</action>
<action>
<name>Hook</name>
<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage.</text>
<attack>Hook|+6|2d6+4</attack>
</action>
<description>
Source: Out of the Abyss p. 34</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Ixitxachitl</name>
<size>S</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>18 (4d6+4)</hp>
<speed>walk 0 ft., swim 30 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>13</con>
<int>12</int>
<wis>13</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>Abyssal, Ixitxachitl</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
<attack>Bite|+3|1d6+1</attack>
</action>
<reaction>
<name>Barbed Tail</name>
<text>When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.</text>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
</reaction>
<description>Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.
Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.
All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.
Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.
Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.
Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots): dispel magic, tongues
Source: Out of the Abyss p. 225</description>
<environment></environment>
</monster>
<monster>
<name>Ixitxachitl Cleric</name>
<size>S</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>18 (4d6+4)</hp>
<speed>walk 0 ft., swim 30 ft.</speed>
<str>12</str>
<dex>16</dex>
<con>13</con>
<int>12</int>
<wis>13</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>Abyssal, Ixitxachitl</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
<attack>Bite|+3|1d6+1</attack>
</action>
<reaction>
<name>Barbed Tail</name>
<text>When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.</text>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
</reaction>
<trait>
<name>Spellcasting</name>
<text>The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, thaumaturgy</text>
<text>• 1st level (4 slots): charm person, create or destroy water</text>
<text>• 2nd level (3 slots): hold person, silence</text>
<text>• 3rd level (2 slots): dispel magic, tongues</text>
</trait>
<slots>4, 3, 2</slots>
<spells>guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues</spells>
<description>Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.
Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.
All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.
Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.
Source: Out of the Abyss p. 225</description>
<environment></environment>
</monster>
<monster>
<name>Jade Giant Spider</name>
<size>L</size>
<type>construct</type>
<alignment>Unaligned</alignment>
<ac>17 (natural armor)</ac>
<hp>250 (17d10+85)</hp>
<speed>walk 30 ft.</speed>
<str>22</str>
<dex>9</dex>
<con>20</con>
<int>3</int>
<wis>11</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages>understands the languages of its creator but can't speak</languages>
<cr>10</cr>
<resist></resist>
<immune>poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
<vulnerable></vulnerable>
<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Immutable Form</name>
<text>The spider is immune to any spell or effect that would alter its form.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>The spider has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Magic Weapons</name>
<text>The spider's weapon attacks are magical.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spider makes two slam attacks.</text>
</action>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
<attack>Slam|+10|3d8+6</attack>
</action>
<action>
<name>Slow (Recharge 5-6)</name>
<text>The spider targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<description>
Source: Out of the Abyss p. 201</description>
<environment></environment>
</monster>
<monster>
<name>Jimjar</name>
<size>S</size>
<type>humanoid (gnome)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>27 (6d8)</hp>
<speed>walk 20 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages, Gnomish, Terran, Undercommon</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, Jimjar can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Jimjar deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jimjar that isn't incapacitated and Jimjar doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>&lt;$title_short_name$&gt; has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Jimjar makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Intelligence (spell save DC &lt;$spell_dc__int$&gt;). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: nondetection (self only)</text>
<text>1/day each: blindness/deafness, blur, disguise self</text>
</trait>
<spells>nondetection, blindness/deafness, blur, disguise self</spells>
<description>
Source: Out of the Abyss p. 6</description>
<environment></environment>
</monster>
<monster>
<name>Juvenile Hook Horror</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Neutral</alignment>
<ac>15 (natural armor)</ac>
<hp>39 (6d8+12)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>15</con>
<int>6</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages>Hook Horror</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Echolocation</name>
<text>The hook horror can't use its blindsight while deafened.</text>
</trait>
<trait>
<name>Keen Hearing</name>
<text>The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The hook horror makes two hook attacks.</text>
</action>
<action>
<name>Hook</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hook|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 34</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Khalessa Draga</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>27 (6d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +1, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages, Undercommon, Elvish</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Special Equipment</name>
<text>Khalessa owns a hat of disguise, which she uses to appear as a female drow while in the company of drow.</text>
</trait>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, Khalessa can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Khalessa deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Khalessa that isn't incapacitated and Khalessa doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put &lt;$title_short_name$&gt; to sleep.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Khalessa makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 149</description>
<environment></environment>
</monster>
<monster>
<name>Kinyel Druu'giir</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any Non-Good Alignment</alignment>
<ac>15 (studded leather armor)</ac>
<hp>78 (12d8+24)</hp>
<speed>walk 30 ft.</speed>
<str>11</str>
<dex>16</dex>
<con>14</con>
<int>13</int>
<wis>11</wis>
<cha>10</cha>
<save>Dex +6, Int +4</save>
<skill>Acrobatics +6, Deception +3, Perception +1, Stealth +9</skill>
<passive>13</passive>
<languages>Thieves' cant plus any two languages, Elvish</languages>
<cr>8</cr>
<resist>poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Assassinate</name>
<text>During its first turn, Kinyel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Kinyel scores against a surprised creature is a critical hit.</text>
</trait>
<trait>
<name>Evasion</name>
<text>If Kinyel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Kinyel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Kinyel deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Kinyel that isn't incapacitated and Kinyel doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Kinyel to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Kinyel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Kinyel makes two shortsword attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
<attack>Shortsword|+6|1d6+3</attack>
<attack>Shortsword||7d6</attack>
</action>
<action>
<name>Light Crossbow</name>
<text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
<attack>Light Crossbow|+6|1d8+3</attack>
<attack>Light Crossbow||7d6</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 11). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 134</description>
<environment></environment>
</monster>
<monster>
<name>Kurr</name>
<size>M</size>
<type>fiend (gnoll)</type>
<alignment>Chaotic Evil</alignment>
<ac>14 (hide armor)</ac>
<hp>65 (10d8+20)</hp>
<speed>walk 30 ft.</speed>
<str>17</str>
<dex>15</dex>
<con>15</con>
<int>10</int>
<wis>11</wis>
<cha>13</cha>
<save>Con +4, Wis +2, Cha +3</save>
<skill></skill>
<passive>10</passive>
<languages>Abyssal, Gnoll</languages>
<cr>4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Rampage</name>
<text>When Kurr reduces a creature to 0 hit points with a melee attack on its turn, Kurr can take a bonus action to move up to half its speed and make a bite attack.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Kurr makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.</text>
<attack>Bite|+5|1d6+3</attack>
<attack>Bite||2d6</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
<attack>Claw|+5|1d8+3</attack>
</action>
<description>
Source: Out of the Abyss p. 179</description>
<environment>grassland, forest, hill, desert</environment>
</monster>
<monster>
<name>Lords' Alliance Guard</name>
<size>M</size>
<type>humanoid (dwarf)</type>
<alignment>Chaotic Good</alignment>
<ac>16 (chain shirt, shield)</ac>
<hp>11 (2d8+2)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>12</dex>
<con>12</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Perception +2</skill>
<passive>12</passive>
<languages></languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Dwarven Resilience</name>
<text>The guard has advantage on saving throws against poison.</text>
</trait>
<action>
<name>Halberd</name>
<text>Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 7 (1d10 + 2) slashing damage.</text>
<attack>Halberd|+4|1d10+2</attack>
</action>
<description>
Source: Out of the Abyss p. 131</description>
<environment></environment>
</monster>
<monster>
<name>Lords' Alliance Spy</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Neutral</alignment>
<ac>13 (leather armor)</ac>
<hp>27 (6d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>Common, Dwarvish</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The spy makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 131</description>
<environment></environment>
</monster>
<monster>
<name>Lorthuun</name>
<size>L</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>180 (19d10+76)</hp>
<speed>walk 0 ft., fly 20 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>18</con>
<int>17</int>
<wis>15</wis>
<cha>17</cha>
<save>Int +8, Wis +7, Cha +8</save>
<skill>Perception +12</skill>
<passive>22</passive>
<languages>Deep Speech, Undercommon</languages>
<cr>13</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>prone</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Antimagic Cone</name>
<text>Lorthuun's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Lorthuun decides which way the cone faces and whether the cone is active. The area works against Lorthuun's own eye rays.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage.</text>
<attack>Bite|+5|4d6</attack>
</action>
<action>
<name>Eye Rays</name>
<text>The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
<text>1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.</text>
<text>2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
<attack>Eye Rays||8d8</attack>
<text>6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.</text>
<text>If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
</action>
<legendary>
<text>Lorthuun can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Lorthuun regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Eye Ray</name>
<text>Lorthuun uses one random eye ray.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
</legendary>
<legendary>
<text>When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:</text>
<text>• A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.</text>
<text>• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.</text>
<text>• An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.</text>
<text>The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
</legendary>
<legendary>
<text>A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:</text>
<text>• Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.</text>
<text>• When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.</text>
<text>If the beholder dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>
Source: Out of the Abyss p. 141</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Narrak</name>
<size>S</size>
<type>humanoid (derro)</type>
<alignment>Chaotic Evil</alignment>
<ac>12 (15 with mage armor)</ac>
<hp>40 (9d6+9)</hp>
<speed>walk 30 ft.</speed>
<str>9</str>
<dex>14</dex>
<con>13</con>
<int>14</int>
<wis>5</wis>
<cha>16</cha>
<save></save>
<skill>Arcana +4, Stealth +4</skill>
<passive>7</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Insanity</name>
<text>Narrak has advantage on saving throws against being charmed or frightened.</text>
</trait>
<trait>
<name>Magic Resistance</name>
<text>Narrak has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Armor of Shadows (Recharges after a Short or Long Rest)</name>
<text>Narrak casts mage armor on himself</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>One with Shadows</name>
<text>While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.</text>
</action>
<trait>
<name>Spellcasting</name>
<text>Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:</text>
<text>Cantrips (at will): eldritch blast, friends, poison spray</text>
<text>• 2nd level (2 slots): armor of Agathys, charm person, hex, hold person, ray of enfeeblement, spider climb</text>
</trait>
<slots>2</slots>
<spells>eldritch blast, friends, poison spray, armor of Agathys, charm person, hex, hold person, ray of enfeeblement, spider climb</spells>
<description>
Source: Out of the Abyss p. 232</description>
<environment></environment>
</monster>
<monster>
<name>Ougalop</name>
<size>M</size>
<type>humanoid (kuo-toa)</type>
<alignment>Neutral Evil</alignment>
<ac>13 (natural armor, shield)</ac>
<hp>18 (4d8)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>13</str>
<dex>10</dex>
<con>11</con>
<int>11</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>Undercommon</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>Ougalop can breathe air and water.</text>
</trait>
<trait>
<name>Otherworldly Perception</name>
<text>Ougalop can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
</trait>
<trait>
<name>Slippery</name>
<text>Ougalop has advantage on ability checks and saving throws made to escape a grapple.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Ougalop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
<attack>Bite|+3|1d4+1</attack>
</action>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|+3|1d6+1</attack>
</action>
<action>
<name>Net</name>
<text>Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.</text>
</action>
<reaction>
<name>Sticky Shield</name>
<text>When a creature misses Ougalop with a melee weapon attack, Ougalop uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Ougalop's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.</text>
</reaction>
<description>
Source: Out of the Abyss p. 142</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Peebles</name>
<size>S</size>
<type>humanoid (gnome)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>27 (6d8)</hp>
<speed>walk 20 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages, Gnomish, Terran, Undercommon</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, Peebles can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Peebles deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Peebles that isn't incapacitated and Peebles doesn't have disadvantage on the attack roll.</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>&lt;$title_short_name$&gt; has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Peebles makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Intelligence (spell save DC &lt;$spell_dc__int$&gt;). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: nondetection (self only)</text>
<text>1/day each: blindness/deafness, blur, disguise self</text>
</trait>
<spells>nondetection, blindness/deafness, blur, disguise self</spells>
<description>
Source: Out of the Abyss p. 134</description>
<environment></environment>
</monster>
<monster>
<name>Prince Derendil</name>
<size>M</size>
<type>humanoid (quaggoth)</type>
<alignment>Chaotic Neutral</alignment>
<ac>13 (natural armor)</ac>
<hp>45 (6d8+18)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>17</str>
<dex>12</dex>
<con>16</con>
<int>6</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Athletics +5</skill>
<passive>11</passive>
<languages>Undercommon</languages>
<cr>2</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Wounded Fury</name>
<text>While it has 10 hit points or fewer, Prince Derendil has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Prince Derendil makes two claw attacks.</text>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
<attack>Claw|+5|1d6+3</attack>
</action>
<description>
Source: Out of the Abyss p. 6</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Princess Ebonmire</name>
<size>L</size>
<type>ooze</type>
<alignment>Unaligned</alignment>
<ac>7</ac>
<hp>85 (10d10+30)</hp>
<speed>walk 20 ft., climb 20 ft.</speed>
<str>16</str>
<dex>5</dex>
<con>16</con>
<int>1</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>4</cr>
<resist></resist>
<immune>acid, cold, lightning, slashing</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
<trait>
<name>Amorphous</name>
<text>Princess Ebonmire can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Corrosive Form</name>
<text>A creature that touches Princess Ebonmire or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits Princess Ebonmire corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to damage rolls. If its penalty drops to 5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits Princess Ebonmire is destroyed after dealing damage. Princess Ebonmire can eat through 2-inch-thick, nonmagical wood or metal in 1 round.</text>
</trait>
<trait>
<name>Spider Climb</name>
<text>Princess Ebonmire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<action>
<name>Pseudopod</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</text>
<attack>Pseudopod|+5|1d6+3</attack>
</action>
<reaction>
<name>Split</name>
<text>When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.</text>
</reaction>
<description>
Source: Out of the Abyss p. 111</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Regenerating Black Pudding</name>
<size>L</size>
<type>ooze</type>
<alignment>Unaligned</alignment>
<ac>7</ac>
<hp>85 (10d10+30)</hp>
<speed>walk 20 ft., climb 20 ft.</speed>
<str>16</str>
<dex>5</dex>
<con>16</con>
<int>1</int>
<wis>6</wis>
<cha>1</cha>
<save></save>
<skill></skill>
<passive>8</passive>
<languages></languages>
<cr>4</cr>
<resist></resist>
<immune>acid, cold, lightning, slashing</immune>
<vulnerable></vulnerable>
<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
<senses>blindsight 60 ft. (blind beyond this radius)</senses>
<trait>
<name>Amorphous</name>
<text>The pudding can move through a space as narrow as 1 inch wide without squeezing.</text>
</trait>
<trait>
<name>Corrosive Form</name>
<text>A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative 1 penalty to damage rolls. If its penalty drops to 5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.</text>
</trait>
<trait>
<name>Spider Climb</name>
<text>The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<trait>
<name>Regeneration</name>
<text>The pudding regains 10 hit points at the start of its turn. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn. The pudding dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
</trait>
<action>
<name>Pseudopod</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</text>
<attack>Pseudopod|+5|1d6+3</attack>
</action>
<reaction>
<name>Split</name>
<text>When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.</text>
</reaction>
<description>
Source: Out of the Abyss p. 211</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Ront</name>
<size>M</size>
<type>humanoid (orc)</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (hide armor)</ac>
<hp>15 (2d8+6)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>12</dex>
<con>16</con>
<int>7</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Intimidation +2</skill>
<passive>10</passive>
<languages>Common, Orc</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Aggressive</name>
<text>As a bonus action, Ront can move up to its speed toward a hostile creature that it can see.</text>
</trait>
<action>
<name>Greataxe</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.</text>
<attack>Greataxe|+5|1d12+3</attack>
</action>
<action>
<name>Javelin</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Javelin|+5|1d6+3</attack>
</action>
<description>
Source: Out of the Abyss p. 7</description>
<environment>underdark, mountain, grassland, forest, swamp, hill, arctic</environment>
</monster>
<monster>
<name>Rumpadump</name>
<size>S</size>
<type>plant</type>
<alignment>Lawful Neutral</alignment>
<ac>10</ac>
<hp>7 (2d6)</hp>
<speed>walk 10 ft.</speed>
<str>8</str>
<dex>10</dex>
<con>10</con>
<int>8</int>
<wis>11</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Distress Spores</name>
<text>When Rumpadump takes damage, all other myconids within 240 feet of it can sense its pain.</text>
</trait>
<trait>
<name>Sun Sickness</name>
<text>While in sunlight, Rumpadump has disadvantage on ability checks, attack rolls, and saving throws. Rumpadump dies if it spends more than 1 hour in direct sunlight.</text>
</trait>
<action>
<name>Fist</name>
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage.</text>
<attack>Fist|+1|1d4-1</attack>
</action>
<action>
<name>Rapport Spores (3/Day)</name>
<text>A 10-foot radius of spores extends from Rumpadump. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
</action>
<description>
Source: Out of the Abyss p. 72</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Rystia Zav</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>12</ac>
<hp>27 (6d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>10</con>
<int>12</int>
<wis>14</wis>
<cha>16</cha>
<save></save>
<skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
<passive>16</passive>
<languages>any two languages</languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Cunning Action</name>
<text>On each of its turns, Rystia can use a bonus action to take the Dash, Disengage, or Hide action.</text>
</trait>
<trait>
<name>Sneak Attack (1/Turn)</name>
<text>Rystia deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rystia that isn't incapacitated and Rystia doesn't have disadvantage on the attack roll.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Rystia makes two melee attacks.</text>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 135</description>
<environment></environment>
</monster>
<monster>
<name>Sarith Kzekarit</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Neutral Evil</alignment>
<ac>15 (chain shirt)</ac>
<hp>13 (3d8)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>10</con>
<int>11</int>
<wis>11</wis>
<cha>12</cha>
<save></save>
<skill>Perception +2, Stealth +4</skill>
<passive>12</passive>
<languages>Elvish, Undercommon</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>Sarith has advantage on saving throws against being charmed, and magic can't put Sarith to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Sarith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.</text>
<attack>Hand Crossbow|+4|1d6+2</attack>
</action>
<action>
<name>Variant: Drow Magic Armor and Weapons</name>
<text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
<text>A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>Sarith's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 7</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Shedrak</name>
<size>M</size>
<type>humanoid (any race)</type>
<alignment>Any alignment</alignment>
<ac>12 (15 with mage armor)</ac>
<hp>40 (9d8)</hp>
<speed>walk 30 ft.</speed>
<str>9</str>
<dex>14</dex>
<con>11</con>
<int>17</int>
<wis>12</wis>
<cha>11</cha>
<save>Int +6, Wis +4</save>
<skill>Arcana +6, History +6</skill>
<passive>11</passive>
<languages>any four languages</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|+5|1d4+2</attack>
</action>
<action>
<name>Variant: Familiars</name>
<text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
</action>
<trait>
<name>Spellcasting</name>
<text>Shedrak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Shedrak has the following wizard spells prepared:</text>
<text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
<text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
<text>• 2nd level (3 slots): misty step, suggestion</text>
<text>• 3rd level (3 slots): counterspell, fireball, fly</text>
<text>• 4th level (3 slots): greater invisibility, ice storm</text>
<text>• 5th level (1 slots): cone of cold</text>
</trait>
<slots>4, 3, 3, 3, 1</slots>
<spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
<description>
Source: Out of the Abyss p. 176</description>
<environment></environment>
</monster>
<monster>
<name>Shuushar the Awakened</name>
<size>M</size>
<type>humanoid (kuo-toa)</type>
<alignment>Neutral Evil</alignment>
<ac>13 (natural armor, shield)</ac>
<hp>18 (4d8)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>13</str>
<dex>10</dex>
<con>11</con>
<int>11</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Perception +4</skill>
<passive>14</passive>
<languages>Undercommon</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>Shuushar can breathe air and water.</text>
</trait>
<trait>
<name>Otherworldly Perception</name>
<text>Shuushar can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
</trait>
<trait>
<name>Slippery</name>
<text>Shuushar has advantage on ability checks and saving throws made to escape a grapple.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Shuushar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
<attack>Bite|+3|1d4+1</attack>
</action>
<action>
<name>Spear</name>
<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
<attack>Spear|+3|1d6+1</attack>
</action>
<action>
<name>Net</name>
<text>Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.</text>
</action>
<reaction>
<name>Sticky Shield</name>
<text>When a creature misses Shuushar with a melee weapon attack, Shuushar uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to Shuushar's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.</text>
</reaction>
<description>
Source: Out of the Abyss p. 7</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Skriss</name>
<size>M</size>
<type>humanoid (troglodyte)</type>
<alignment>Chaotic Evil</alignment>
<ac>11 (natural armor)</ac>
<hp>13 (2d8+4)</hp>
<speed>walk 30 ft.</speed>
<str>14</str>
<dex>10</dex>
<con>14</con>
<int>6</int>
<wis>10</wis>
<cha>6</cha>
<save></save>
<skill>Stealth +2</skill>
<passive>10</passive>
<languages>Troglodyte</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Chameleon Skin</name>
<text>Skriss has advantage on Dexterity (Stealth) checks made to hide.</text>
</trait>
<trait>
<name>Stench</name>
<text>Any creature other than a troglodyte that starts its turn within 5 feet of Skriss must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Skriss has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Skriss makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Bite|+4|1d4+2</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
<attack>Claw|+4|1d4+2</attack>
</action>
<description>
Source: Out of the Abyss p. 29</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Sladis Vadir</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>11 (16 with barkskin)</ac>
<hp>27 (5d8+5)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>12</dex>
<con>13</con>
<int>12</int>
<wis>15</wis>
<cha>11</cha>
<save></save>
<skill>Medicine +4, Nature +3, Perception +1</skill>
<passive>14</passive>
<languages>Druidic plus any two languages, Undercommon, Elvish</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put &lt;$title_short_name$&gt; to sleep.</text>
</trait>
<action>
<name>Quarterstaff</name>
<text>Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.</text>
<attack>Quarterstaff|+2|1d6</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Sladis is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</text>
<text>Cantrips (at will): druidcraft, produce flame, shillelagh</text>
<text>• 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave</text>
<text>• 2nd level (3 slots): animal messenger, barkskin</text>
</trait>
<slots>4, 3</slots>
<spells>druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin</spells>
<description>
Source: Out of the Abyss p. 135</description>
<environment></environment>
</monster>
<monster>
<name>Sloopidoop</name>
<size>M</size>
<type>humanoid (kuo-toa)</type>
<alignment>Neutral Evil</alignment>
<ac>13 (natural armor)</ac>
<hp>97 (13d8+39)</hp>
<speed>walk 30 ft., swim 30 ft.</speed>
<str>16</str>
<dex>14</dex>
<con>16</con>
<int>13</int>
<wis>16</wis>
<cha>14</cha>
<save></save>
<skill>Perception +9, Religion +7</skill>
<passive>19</passive>
<languages>Undercommon</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Amphibious</name>
<text>Sloopidoop can breathe air and water.</text>
</trait>
<trait>
<name>Otherworldly Perception</name>
<text>Sloopidoop can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
</trait>
<trait>
<name>Slippery</name>
<text>Sloopidoop has advantage on ability checks and saving throws made to escape a grapple.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Sloopidoop makes two melee attacks.</text>
</action>
<action>
<name>Scepter</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.</text>
<attack>Scepter|+6|1d6+3</attack>
</action>
<action>
<name>Unarmed Strike</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
<attack>Unarmed Strike|+6|1d4+3</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Sloopidoop has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, sacred flame, thaumaturgy</text>
<text>• 1st level (4 slots): detect magic, sanctuary, shield of faith</text>
<text>• 2nd level (3 slots): hold person, spiritual weapon</text>
<text>• 3rd level (3 slots): spirit guardians, tongues</text>
<text>• 4th level (3 slots): control water, divination</text>
<text>• 5th level (2 slots): mass cure wounds, scrying</text>
</trait>
<slots>4, 3, 3, 3, 2</slots>
<spells>guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying</spells>
<description>
Source: Out of the Abyss p. 29</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Sovereign Basidia</name>
<size>L</size>
<type>plant</type>
<alignment>Lawful Neutral</alignment>
<ac>13 (natural armor)</ac>
<hp>60 (8d10+16)</hp>
<speed>walk 30 ft.</speed>
<str>12</str>
<dex>10</dex>
<con>14</con>
<int>13</int>
<wis>15</wis>
<cha>10</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages></languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Distress Spores</name>
<text>When Basidia takes damage, all other myconids within 240 feet of it can sense its pain.</text>
</trait>
<trait>
<name>Sun Sickness</name>
<text>While in sunlight, Basidia has disadvantage on ability checks, attack rolls, and saving throws. Basidia dies if it spends more than 1 hour in direct sunlight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Basidia uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.</text>
</action>
<action>
<name>Fist</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.</text>
<attack>Fist|+3|3d4+1</attack>
</action>
<action>
<name>Animating Spores (3/Day)</name>
<text>Basidia targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.</text>
</action>
<action>
<name>Hallucination Spores</name>
<text>Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>Pacifying Spores</name>
<text>Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
</action>
<action>
<name>Rapport Spores</name>
<text>A 30-foot radius of spores extends from Basidia. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
</action>
<action>
<name>Variant: Zuggtomoy's Empowerment</name>
<text>Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid sovereigns have all these spore effects.</text>
<text>Caustic Spores (1/Day). Basidia releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of Basidia's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus.</text>
<text>Infestation Spores (1/Day). Basidia releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast.</text>
<text>Euphoria Spores (1/Day). Basidia releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + Basidia's Constitution modifier + Basidia's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.</text>
</action>
<description>
Source: Out of the Abyss p. 88</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Spider King</name>
<size>L</size>
<type>beast</type>
<alignment>Unaligned</alignment>
<ac>14 (natural armor)</ac>
<hp>44 (4d10+4)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>14</str>
<dex>16</dex>
<con>12</con>
<int>2</int>
<wis>11</wis>
<cha>4</cha>
<save>Con +3, Wis +2</save>
<skill>Stealth +7, Perception +4</skill>
<passive>14</passive>
<languages></languages>
<cr>1</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 10 ft., darkvision 60 ft.</senses>
<trait>
<name>Two Heads</name>
<text>Because of its two heads, the Spider King has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
</trait>
<trait>
<name>Spider Climb</name>
<text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
</trait>
<trait>
<name>Web Sense</name>
<text>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</text>
</trait>
<trait>
<name>Web Walker</name>
<text>The spider ignores movement restrictions caused by webbing.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
<attack>Bite|+5|1d8+3</attack>
<attack>Bite||2d8</attack>
</action>
<action>
<name>Web (Recharge 5-6)</name>
<text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
</action>
<description>
Source: Out of the Abyss p. 74</description>
<environment></environment>
</monster>
<monster>
<name>Spiderbait</name>
<size>S</size>
<type>humanoid (goblinoid)</type>
<alignment>Neutral Evil</alignment>
<ac>15 (leather armor, shield)</ac>
<hp>7 (2d6)</hp>
<speed>walk 30 ft.</speed>
<str>8</str>
<dex>14</dex>
<con>10</con>
<int>10</int>
<wis>8</wis>
<cha>8</cha>
<save></save>
<skill>Stealth +6</skill>
<passive>9</passive>
<languages>Common, Goblin</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Nimble Escape</name>
<text>Spiderbait can take the Disengage or Hide action as a bonus action on each of its turns.</text>
</trait>
<action>
<name>Scimitar</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
<attack>Scimitar|+4|1d6+2</attack>
</action>
<action>
<name>Shortbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortbow|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 31</description>
<environment>underdark, grassland, forest, hill</environment>
</monster>
<monster>
<name>Stool</name>
<size>S</size>
<type>plant</type>
<alignment>Lawful Neutral</alignment>
<ac>10</ac>
<hp>7 (2d6)</hp>
<speed>walk 10 ft.</speed>
<str>8</str>
<dex>10</dex>
<con>10</con>
<int>8</int>
<wis>11</wis>
<cha>5</cha>
<save></save>
<skill></skill>
<passive>10</passive>
<languages></languages>
<cr>0</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Distress Spores</name>
<text>When Stool takes damage, all other myconids within 240 feet of it can sense its pain.</text>
</trait>
<trait>
<name>Sun Sickness</name>
<text>While in sunlight, Stool has disadvantage on ability checks, attack rolls, and saving throws. Stool dies if it spends more than 1 hour in direct sunlight.</text>
</trait>
<action>
<name>Fist</name>
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage.</text>
<attack>Fist|+1|1d4-1</attack>
</action>
<action>
<name>Rapport Spores (3/Day)</name>
<text>A 10-foot radius of spores extends from Stool. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
</action>
<description>
Source: Out of the Abyss p. 7</description>
<environment>underdark</environment>
</monster>
<monster>
<name>The Pudding King</name>
<size>S</size>
<type>humanoid (gnome, shapechanger)</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (16 with mage armor)</ac>
<hp>49 (9d6+18)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>16</dex>
<con>14</con>
<int>12</int>
<wis>8</wis>
<cha>17</cha>
<save>Con +6, Cha +7</save>
<skill>Arcana +5, Perception +3, Stealth +7, Survival +3</skill>
<passive>12</passive>
<languages>Abyssal, Gnomish, Terran, Undercommon</languages>
<cr>4</cr>
<resist>acid, poison</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Stone Camouflage</name>
<text>The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
</trait>
<trait>
<name>Gnome Cunning</name>
<text>The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>
</trait>
<trait>
<name>Insanity</name>
<text>The Pudding King has advantage on saving throws against being charmed or frightened.</text>
</trait>
<action>
<name>War Pick</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d8) piercing damage.</text>
<attack>War Pick|+3|1d8</attack>
</action>
<action>
<name>Change Shape</name>
<text>The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.</text>
</action>
<action>
<name>Create Green Slime (Recharges after a Long Rest)</name>
<text>The Pudding King creates a patch of green slime (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.</text>
</action>
<trait>
<name>Innate Spellcasting</name>
<text>The Pudding King's innate spellcasting ability is Intelligence (spell save DC 12). He can innately cast the following spells, requiring no material components:</text>
<text>At will: nondetection (self only)</text>
<text>1/day each: blindness/deafness, blur, disguise self</text>
</trait>
<trait>
<name>Spellcasting</name>
<text>The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Pudding King knows the following sorcerer spells:</text>
<text>Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation</text>
<text>• 1st level (4 slots): false life, mage armor, ray of sickness, shield</text>
<text>• 2nd level (3 slots): crown of madness, misty step</text>
<text>• 3rd level (3 slots): gaseous form, stinking cloud</text>
<text>• 4th level (3 slots): blight, confusion</text>
<text>• 5th level (1 slots): cloudkill</text>
</trait>
<slots>4, 3, 3, 3, 1</slots>
<spells>nondetection, blindness/deafness, blur, disguise self, acid splash, light, mage hand, poison spray, prestidigitation, false life, mage armor, ray of sickness, shield, crown of madness, misty step, gaseous form, stinking cloud, blight, confusion, cloudkill</spells>
<description>
Source: Out of the Abyss p. 233</description>
<environment></environment>
</monster>
<monster>
<name>Themberchaud</name>
<size>H</size>
<type>dragon</type>
<alignment>Chaotic Evil</alignment>
<ac>19 (natural armor)</ac>
<hp>256 (19d12+133)</hp>
<speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
<str>27</str>
<dex>10</dex>
<con>25</con>
<int>16</int>
<wis>13</wis>
<cha>21</cha>
<save>Dex +6, Con +13, Wis +7, Cha +11</save>
<skill>Perception +13, Stealth +6</skill>
<passive>23</passive>
<languages>Common, Draconic</languages>
<cr>17</cr>
<resist></resist>
<immune>fire</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Legendary Resistance (3/Day)</name>
<text>If Themberchaud fails a saving throw, it can choose to succeed instead.</text>
</trait>
<action>
<name>Multiattack</name>
<text>Themberchaud can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.</text>
<attack>Bite|+14|2d10+8</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
<attack>Claw|+14|2d6+8</attack>
</action>
<action>
<name>Tail</name>
<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
<attack>Tail|+14|2d8+8</attack>
</action>
<action>
<name>Frightful Presence</name>
<text>Each creature of Themberchaud's choice that is within 120 feet of Themberchaud and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Themberchaud's Frightful Presence for the next 24 hours.</text>
</action>
<action>
<name>Fire Breath (Recharge 5-6)</name>
<text>Themberchaud exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<attack>Fire Breath (Recharge 5-6)||18d6</attack>
</action>
<legendary>
<text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Detect</name>
<text>Themberchaud makes a Wisdom (Perception) check.</text>
</legendary>
<legendary>
<name>Tail Attack</name>
<text>Themberchaud makes a tail attack.</text>
</legendary>
<legendary>
<name>Wing Attack (Costs 2 Actions)</name>
<text>Themberchaud beats its wings. Each creature within 10 feet of Themberchaud must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Themberchaud can then fly up to half its flying speed.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
</legendary>
<legendary>
<text>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:</text>
<text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
<text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
<text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round 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 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
</legendary>
<legendary>
<text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
<text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
<text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
<text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
<text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>
Source: Out of the Abyss p. 53</description>
<environment>mountain, hill</environment>
</monster>
<monster>
<name>Topsy</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Lawful Evil</alignment>
<ac>12</ac>
<hp>33 (6d8+6)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>12</con>
<int>11</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Perception +2, Stealth +4</skill>
<passive>12</passive>
<languages>Common (can't speak in rat form)</languages>
<cr>2</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft. (rat form only)</senses>
<trait>
<name>Shapechanger</name>
<text>Topsy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<trait>
<name>Keen Smell</name>
<text>Topsy has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Multiattack (Humanoid or Hybrid Form Only)</name>
<text>Topsy makes two attacks, only one of which can be a bite.</text>
</action>
<action>
<name>Bite (Rat or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.</text>
<attack>Bite (Rat or Hybrid Form Only)|+4|1d4+2</attack>
</action>
<action>
<name>Shortsword (Humanoid or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow (Humanoid or Hybrid Form Only)</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Variant: Nonhuman Lycanthropes</name>
<text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
</action>
<description>
Source: Out of the Abyss p. 8</description>
<environment>forest, urban</environment>
</monster>
<monster>
<name>Troglodyte Champion of Laogzed</name>
<size>M</size>
<type>humanoid (troglodyte)</type>
<alignment>Chaotic Evil</alignment>
<ac>14 (natural armor)</ac>
<hp>59 (7d8+28)</hp>
<speed>walk 30 ft.</speed>
<str>18</str>
<dex>12</dex>
<con>18</con>
<int>8</int>
<wis>12</wis>
<cha>12</cha>
<save></save>
<skill>Athletics +6, Intimidation +3, Stealth +3</skill>
<passive>11</passive>
<languages>Troglodyte</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Chameleon Skin</name>
<text>The troglodyte has advantage on Dexterity (Stealth) checks made to hide.</text>
</trait>
<trait>
<name>Stench</name>
<text>Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub.</text>
</action>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage.</text>
<attack>Bite|+6|1d4+4</attack>
</action>
<action>
<name>Claw</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage.</text>
<attack>Claw|+6|1d4+4</attack>
</action>
<action>
<name>Greatclub</name>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage.</text>
<attack>Greatclub|+6|1d8+4</attack>
</action>
<action>
<name>Acid Spray (Recharge 6)</name>
<text>The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.</text>
<attack>Acid Spray (Recharge 6)||3d6</attack>
</action>
<description>The Monster Manual provides statistics for the typical troglodyte. Once in a while, a troglodyte tribe produces an unusually smart and strong specimen that can spew acid-what many troglodytes consider blessings from Laogzed, their demonic god. These hulking troglodyte champions make excellent chieftains.
Source: Out of the Abyss p. 229</description>
<environment></environment>
</monster>
<monster>
<name>Turvy</name>
<size>M</size>
<type>humanoid (human, shapechanger)</type>
<alignment>Lawful Evil</alignment>
<ac>12</ac>
<hp>33 (6d8+6)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>15</dex>
<con>12</con>
<int>11</int>
<wis>10</wis>
<cha>8</cha>
<save></save>
<skill>Perception +2, Stealth +4</skill>
<passive>12</passive>
<languages>Common (can't speak in rat form)</languages>
<cr>2</cr>
<resist></resist>
<immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft. (rat form only)</senses>
<trait>
<name>Shapechanger</name>
<text>Turvy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
</trait>
<trait>
<name>Keen Smell</name>
<text>Turvy has advantage on Wisdom (Perception) checks that rely on smell.</text>
</trait>
<action>
<name>Multiattack (Humanoid or Hybrid Form Only)</name>
<text>Turvy makes two attacks, only one of which can be a bite.</text>
</action>
<action>
<name>Bite (Rat or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.</text>
<attack>Bite (Rat or Hybrid Form Only)|+4|1d4+2</attack>
</action>
<action>
<name>Shortsword (Humanoid or Hybrid Form Only)</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Hand Crossbow (Humanoid or Hybrid Form Only)</name>
<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
</action>
<action>
<name>Variant: Nonhuman Lycanthropes</name>
<text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
</action>
<description>
Source: Out of the Abyss p. 8</description>
<environment>forest, urban</environment>
</monster>
<monster>
<name>Vampiric Ixitxachitl</name>
<size>M</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 0 ft., swim 30 ft.</speed>
<str>14</str>
<dex>18</dex>
<con>13</con>
<int>12</int>
<wis>13</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>Abyssal, Ixitxachitl</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Vampiric Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
<attack>Vampiric Bite|+4|1d8+2</attack>
</action>
<reaction>
<name>Barbed Tail</name>
<text>When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.</text>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
</reaction>
<description>Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.
Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.
All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.
Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.
Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.
Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots): dispel magic, tongues
Source: Out of the Abyss p. 226</description>
<environment></environment>
</monster>
<monster>
<name>Vampiric Ixitxachitl Cleric</name>
<size>M</size>
<type>aberration</type>
<alignment>Chaotic Evil</alignment>
<ac>16 (natural armor)</ac>
<hp>44 (8d8+8)</hp>
<speed>walk 0 ft., swim 30 ft.</speed>
<str>14</str>
<dex>18</dex>
<con>13</con>
<int>12</int>
<wis>13</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>11</passive>
<languages>Abyssal, Ixitxachitl</languages>
<cr>2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<action>
<name>Vampiric Bite</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
<attack>Vampiric Bite|+4|1d8+2</attack>
</action>
<reaction>
<name>Barbed Tail</name>
<text>When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.</text>
<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
</reaction>
<trait>
<name>Spellcasting</name>
<text>The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:</text>
<text>Cantrips (at will): guidance, thaumaturgy</text>
<text>• 1st level (4 slots): charm person, create or destroy water</text>
<text>• 2nd level (3 slots): hold person, silence</text>
<text>• 3rd level (2 slots): dispel magic, tongues</text>
</trait>
<slots>4, 3, 2</slots>
<spells>guidance, thaumaturgy, charm person, create or destroy water, hold person, silence, dispel magic, tongues</spells>
<description>Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their "wings" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname "demon rays." They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.
Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures.
All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory.
Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.
Variant: Ixitxachitl Cleric. Some ixitxachitl and vampiric ixitxachitl are able to cast divine spells. Such a creature gains the following feature.
Spellcasting. The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st Level (4 slots): charm person, create or destroy water
2nd Level (3 slots): hold person, silence
3rd Level (2 slots): dispel magic, tongues
Source: Out of the Abyss p. 226</description>
<environment></environment>
</monster>
<monster>
<name>Veldyskar</name>
<size>M</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>52 (8d8+16)</hp>
<speed>walk 20 ft.</speed>
<str>16</str>
<dex>8</dex>
<con>15</con>
<int>2</int>
<wis>8</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages></languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Petrifying Gaze</name>
<text>If a creature starts its turn within 30 feet of Veldyskar and the two of them can see each other, Veldyskar can force the creature to make a DC 12 Constitution saving throw if Veldyskar isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.</text>
<text>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see Veldyskar until the start of its next turn, when it can avert its eyes again. If it looks at Veldyskar in the meantime, it must immediately make the save.</text>
<text>If Veldyskar sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Bite|+5|2d6+3</attack>
</action>
<description>
Source: Out of the Abyss p. 151</description>
<environment>mountain</environment>
</monster>
<monster>
<name>Veteran of the Gauntlet</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Lawful Good</alignment>
<ac>17 (splint armor)</ac>
<hp>58 (9d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>16</str>
<dex>13</dex>
<con>14</con>
<int>10</int>
<wis>11</wis>
<cha>10</cha>
<save></save>
<skill>Athletics +5, Perception +2</skill>
<passive>12</passive>
<languages>Common, Dwarvish</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<action>
<name>Multiattack</name>
<text>The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</text>
</action>
<action>
<name>Longsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
<attack>Longsword|+5|1d8+3</attack>
</action>
<action>
<name>Shortsword</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
<attack>Shortsword|+5|1d6+3</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
<attack>Heavy Crossbow|+3|1d10+1</attack>
</action>
<description>
Source: Out of the Abyss p. 130</description>
<environment></environment>
</monster>
<monster>
<name>Vizeran DeVir</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>12 (15 with mage armor)</ac>
<hp>99 (18d8+18)</hp>
<speed>walk 30 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>12</con>
<int>20</int>
<wis>15</wis>
<cha>16</cha>
<save>Int +9, Wis +6</save>
<skill>Arcana +13, History +13, Perception +1</skill>
<passive>12</passive>
<languages>any six languages, Elvish</languages>
<cr>12</cr>
<resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>Vizeran has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Vizeran to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|+6|1d4+2</attack>
</action>
<action>
<name>Variant: Familiars</name>
<text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
</action>
<trait>
<name>Spellcasting</name>
<text>Vizeran is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Vizeran can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
<text>At will: disguise self, invisibility</text>
<text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
<text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
<text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
<text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
<text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
<text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
<text>• 6th level (1 slots): globe of invulnerability</text>
<text>• 7th level (1 slots): teleport</text>
<text>• 8th level (1 slots): mind blank*</text>
<text>• 9th level (1 slots): time stop</text>
<text>*Vizeran casts these spells on itself before combat.</text>
</trait>
<slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 15). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 155</description>
<environment></environment>
</monster>
<monster>
<name>Xazax the Eyemonger</name>
<size>L</size>
<type>aberration</type>
<alignment>Lawful Evil</alignment>
<ac>18 (natural armor)</ac>
<hp>180 (19d10+76)</hp>
<speed>walk 0 ft., fly 20 ft.</speed>
<str>10</str>
<dex>14</dex>
<con>18</con>
<int>17</int>
<wis>15</wis>
<cha>17</cha>
<save>Int +8, Wis +7, Cha +8</save>
<skill>Perception +12</skill>
<passive>22</passive>
<languages>Deep Speech, Undercommon</languages>
<cr>13</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune>prone</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Antimagic Cone</name>
<text>Xazax's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Xazax decides which way the cone faces and whether the cone is active. The area works against Xazax's own eye rays.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage.</text>
<attack>Bite|+5|4d6</attack>
</action>
<action>
<name>Eye Rays</name>
<text>Xazax shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
<text>1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Xazax for 1 hour, or until Xazax harms the creature.</text>
<text>2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
<text>5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
<attack>Eye Rays||8d8</attack>
<text>6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or Xazax moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Xazax's next turn or until Xazax is incapacitated.</text>
<text>If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xazax can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
<text>7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.</text>
<text>8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.</text>
<text>9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.</text>
<attack>Eye Rays||10d8</attack>
<text>If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
<text>10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.</text>
<attack>Eye Rays||10d10</attack>
</action>
<legendary>
<text>Xazax can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. Xazax regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Eye Ray</name>
<text>Xazax uses one random eye ray.</text>
</legendary>
<legendary>
<name>Lair Actions</name>
</legendary>
<legendary>
<text>When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:</text>
<text>• A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.</text>
<text>• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.</text>
<text>• An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.</text>
<text>The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.</text>
</legendary>
<legendary>
<name>Regional Effects</name>
</legendary>
<legendary>
<text>A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:</text>
<text>• Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.</text>
<text>• When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.</text>
<text>If the beholder dies, these effects fade over the course of 1d10 days.</text>
</legendary>
<description>
Source: Out of the Abyss p. 142</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Y</name>
<size>S</size>
<type>humanoid (derro)</type>
<alignment>Chaotic Evil</alignment>
<ac>13 (leather armor)</ac>
<hp>36 (8d6+8)</hp>
<speed>walk 30 ft.</speed>
<str>9</str>
<dex>14</dex>
<con>12</con>
<int>11</int>
<wis>5</wis>
<cha>14</cha>
<save></save>
<skill>Stealth +4</skill>
<passive>7</passive>
<languages>Dwarvish, Undercommon</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Magic Resistance</name>
<text>Y has advantage on saving throws against spells and other magical effects.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Y has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Quarterstaff</name>
<text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage.</text>
<attack>Quarterstaff|+1|1d6-1</attack>
</action>
<trait>
<name>Spellcasting</name>
<text>Y is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:</text>
<text>Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost</text>
<text>• 1st level (4 slots): burning hands, chromatic orb, sleep</text>
<text>• 2nd level (3 slots): invisibility, spider climb</text>
<text>• 3rd level (2 slots): lightning bolt</text>
</trait>
<slots>4, 3, 2</slots>
<spells>acid splash, mage hand, message, prestidigitation, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, lightning bolt</spells>
<description>
Source: Out of the Abyss p. 29</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Yestabrod</name>
<size>L</size>
<type>monstrosity</type>
<alignment>Chaotic Evil</alignment>
<ac>15 (natural armor)</ac>
<hp>75 (10d10+20)</hp>
<speed>walk 30 ft.</speed>
<str>12</str>
<dex>10</dex>
<con>14</con>
<int>13</int>
<wis>15</wis>
<cha>10</cha>
<save></save>
<skill></skill>
<passive>12</passive>
<languages>Abyssal, telepathy 60 ft.</languages>
<cr>4</cr>
<resist></resist>
<immune>poison</immune>
<vulnerable></vulnerable>
<conditionImmune>poisoned</conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Legendary Resistance (1/Day)</name>
<text>If Yestabrod fails a saving throw, it can choose to succeed instead.</text>
</trait>
<action>
<name>Slam</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.</text>
<attack>Slam|+3|3d4+1</attack>
</action>
<action>
<name>Caustic Spores (1/Day)</name>
<text>Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.</text>
</action>
<action>
<name>Infestation Spores (1/Day)</name>
<text>Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).</text>
</action>
<legendary>
<text>Yestabrod can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yestabrod regains spent legendary actions at the start of its turn.</text>
</legendary>
<legendary>
<name>Corpse Burst</name>
<text>Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage.</text>
</legendary>
<legendary>
<name>Foul Absorption</name>
<text>Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining 1d8 + 2 hit points</text>
</legendary>
<description>
Source: Out of the Abyss p. 233</description>
<environment></environment>
</monster>
<monster>
<name>Young Basilisk</name>
<size>S</size>
<type>monstrosity</type>
<alignment>Unaligned</alignment>
<ac>15 (natural armor)</ac>
<hp>22 (4d6+8)</hp>
<speed>walk 20 ft.</speed>
<str>16</str>
<dex>8</dex>
<con>15</con>
<int>2</int>
<wis>8</wis>
<cha>7</cha>
<save></save>
<skill></skill>
<passive>9</passive>
<languages></languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Petrifying Gaze</name>
<text>If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.</text>
<text>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.</text>
<text>If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.</text>
</trait>
<action>
<name>Bite</name>
<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
<attack>Bite|+5|2d6+3</attack>
</action>
<description>
Source: Out of the Abyss p. 100</description>
<environment>mountain</environment>
</monster>
<monster>
<name>Young Hook Horror</name>
<size>S</size>
<type>monstrosity</type>
<alignment>Neutral</alignment>
<ac>15 (natural armor)</ac>
<hp>11 (2d6+4)</hp>
<speed>walk 30 ft., climb 30 ft.</speed>
<str>18</str>
<dex>10</dex>
<con>15</con>
<int>6</int>
<wis>12</wis>
<cha>7</cha>
<save></save>
<skill>Perception +3</skill>
<passive>13</passive>
<languages>Hook Horror</languages>
<cr>3</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>blindsight 60 ft., darkvision 120 ft.</senses>
<trait>
<name>Echolocation</name>
<text>The hook horror can't use its blindsight while deafened.</text>
</trait>
<trait>
<name>Keen Hearing</name>
<text>The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The hook horror makes two hook attacks.</text>
</action>
<action>
<name>Hook</name>
<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
<attack>Hook|+3|1d4+1</attack>
</action>
<description>
Source: Out of the Abyss p. 34</description>
<environment>underdark</environment>
</monster>
<monster>
<name>Yuk Yuk</name>
<size>S</size>
<type>humanoid (goblinoid)</type>
<alignment>Neutral Evil</alignment>
<ac>15 (leather armor, shield)</ac>
<hp>7 (2d6)</hp>
<speed>walk 30 ft.</speed>
<str>8</str>
<dex>14</dex>
<con>10</con>
<int>10</int>
<wis>8</wis>
<cha>8</cha>
<save></save>
<skill>Stealth +6</skill>
<passive>9</passive>
<languages>Common, Goblin</languages>
<cr>1/4</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 60 ft.</senses>
<trait>
<name>Nimble Escape</name>
<text>Yuk Yuk can take the Disengage or Hide action as a bonus action on each of its turns.</text>
</trait>
<action>
<name>Scimitar</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
<attack>Scimitar|+4|1d6+2</attack>
</action>
<action>
<name>Shortbow</name>
<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
<attack>Shortbow|+4|1d6+2</attack>
</action>
<description>
Source: Out of the Abyss p. 31</description>
<environment>underdark, grassland, forest, hill</environment>
</monster>
<monster>
<name>Zhentarim Thug</name>
<size>M</size>
<type>humanoid (human)</type>
<alignment>Neutral</alignment>
<ac>11 (leather armor)</ac>
<hp>32 (5d8+10)</hp>
<speed>walk 30 ft.</speed>
<str>15</str>
<dex>11</dex>
<con>14</con>
<int>10</int>
<wis>10</wis>
<cha>11</cha>
<save></save>
<skill>Intimidation +2</skill>
<passive>10</passive>
<languages>Common</languages>
<cr>1/2</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses></senses>
<trait>
<name>Pack Tactics</name>
<text>The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
</trait>
<action>
<name>Multiattack</name>
<text>The thug makes two melee attacks</text>
</action>
<action>
<name>Mace</name>
<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
<attack>Mace|+4|1d6+2</attack>
</action>
<action>
<name>Heavy Crossbow</name>
<text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
<attack>Heavy Crossbow|+2|1d10</attack>
</action>
<description>
Source: Out of the Abyss p. 131</description>
<environment></environment>
</monster>
<monster>
<name>Zilchyn Q'Leptin</name>
<size>M</size>
<type>humanoid (elf)</type>
<alignment>Any alignment</alignment>
<ac>12 (15 with mage armor)</ac>
<hp>40 (9d8)</hp>
<speed>walk 30 ft.</speed>
<str>9</str>
<dex>14</dex>
<con>11</con>
<int>17</int>
<wis>12</wis>
<cha>11</cha>
<save>Int +6, Wis +4</save>
<skill>Arcana +6, History +6, Perception +1</skill>
<passive>11</passive>
<languages>any four languages, Elvish</languages>
<cr>6</cr>
<resist></resist>
<immune></immune>
<vulnerable></vulnerable>
<conditionImmune></conditionImmune>
<senses>darkvision 120 ft.</senses>
<trait>
<name>Fey Ancestry</name>
<text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Zilchyn to sleep.</text>
</trait>
<trait>
<name>Sunlight Sensitivity</name>
<text>While in sunlight, Zilchyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
</trait>
<action>
<name>Dagger</name>
<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
<attack>Dagger|+5|1d4+2</attack>
</action>
<action>
<name>Variant: Familiars</name>
<text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
</action>
<trait>
<name>Spellcasting</name>
<text>Zilchyn is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Zilchyn has the following wizard spells prepared:</text>
<text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
<text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
<text>• 2nd level (3 slots): misty step, suggestion</text>
<text>• 3rd level (3 slots): counterspell, fireball, fly</text>
<text>• 4th level (3 slots): greater invisibility, ice storm</text>
<text>• 5th level (1 slots): cone of cold</text>
</trait>
<slots>4, 3, 3, 3, 1</slots>
<trait>
<name>Innate Spellcasting</name>
<text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 11). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
<text>At will: dancing lights</text>
<text>1/day each: darkness, faerie fire</text>
</trait>
<spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold, dancing lights, darkness, faerie fire</spells>
<description>
Source: Out of the Abyss p. 137</description>
<environment></environment>
</monster>
</compendium>