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0 | Aboleth | The Aboleth is a Large aberration, lawful evil with the following characteristics:
Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.
Eternal Memories: Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
Gods in the Lake: Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods: The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
An Aboleth's Lair: Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 135 (18d10 + 36) - Speed: 10 ft., swim 40 ft. - Skills: History +12, Perception +10- Senses: Darkvision 120 ft., Passive Perception 20- Languages: Deep Speech, Telepathy 120 ft.- Challenge Rating: 10 (5,900 XP)- Strength: 21 - Dexterity: 9 - Constitution: 15 - Intelligence: 18 - Wisdom: 15 - Charisma: 18
The Aboleth has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The aboleth can breathe air and water. </p><p><em><strong>Mucous Cloud.</strong></em> While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. </p><p><em><strong>Probing Telepathy.</strong></em> If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.</p>The Aboleth can take the following actions:
<p><em><strong>Multiattack.</strong></em> The aboleth makes three tentacle attacks. </p><p><em><strong>Tentacle.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft. one target. <em>Hit:</em> 15 (3d6 + 5) bludgeoning damage. </p><p><em><strong>Enslave (3/Day).</strong></em> The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. </p><p>Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.</p>The Aboleth can take the following legendary actions:
<p>The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The aboleth makes a Wisdom (Perception) check. </p><p><em><strong>Tail Swipe.</strong></em> The aboleth makes one tail attack. </p><p><em><strong>Psychic Drain</strong></em> (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.</p> |
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1 | Adult Black Dragon | The Adult Black Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 195 (17d12 + 85) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +11, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 14 (11,500 XP)- Strength: 23 - Dexterity: 14 - Constitution: 21 - Intelligence: 14 - Wisdom: 13 - Charisma: 17
The Adult Black Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Black Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.</p>The Adult Black Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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2 | Adult Blue Dragon | The Adult Blue Dragon is a Huge dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 225 (18d12 + 108) - Speed: 40 ft., burrow 30 ft., fly 80 ft. - Skills: Perception +12, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 16 (15,000 XP)- Strength: 25 - Dexterity: 10 - Constitution: 23 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Adult Blue Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Blue Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d6 + 7) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 16 (2d8 + 7) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</p>The Adult Blue Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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3 | Adult Brass Dragon | The Adult Brass Dragon is a Huge dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 172 (15d12 + 75) - Speed: 40 ft., burrow 30 ft., fly 80 ft. - Skills: History +7, Perception +11, Persuasion +8, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 13 (10,000 XP)- Strength: 23 - Dexterity: 10 - Constitution: 21 - Intelligence: 14 - Wisdom: 13 - Charisma: 17
The Adult Brass Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Brass Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</p>The Adult Brass Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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4 | Adult Bronze Dragon | The Adult Bronze Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 212 (17d12 + 102) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +7, Perception +12, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 15 (13,000 XP)- Strength: 25 - Dexterity: 10 - Constitution: 23 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Adult Bronze Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Bronze Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 18 (2d10 + 7) piercing damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d6 + 7) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 15 ft., one target. <em>Hit:</em> 16 (2d8 + 7) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Adult Bronze Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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5 | Adult Copper Dragon | The Adult Copper Dragon is a Huge dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 184 (16d12 + 80) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Deception +8, Perception +12, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 14 (11,500 XP)- Strength: 23 - Dexterity: 12 - Constitution: 21 - Intelligence: 18 - Wisdom: 15 - Charisma: 17
The Adult Copper Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day)</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Copper Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</p>The Adult Copper Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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6 | Adult Gold Dragon | The Adult Gold Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 256 (19d12 + 133) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24- Languages: Common, Draconic- Challenge Rating: 17 (18,000 XP)- Strength: 27 - Dexterity: 14 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 24
The Adult Gold Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Gold Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Weakening Breath.</strong></em> The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Adult Gold Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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7 | Adult Green Dragon | The Adult Green Dragon is a Huge dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 207 (18d12 + 90) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22- Languages: Common, Draconic- Challenge Rating: 15 (13,000 XP)- Strength: 23 - Dexterity: 12 - Constitution: 21 - Intelligence: 18 - Wisdom: 15 - Charisma: 17
The Adult Green Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Green Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.</p>The Adult Green Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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8 | Adult Red Dragon | The Adult Red Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 256 (19d12 + 133) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Perception +13, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23- Languages: Common, Draconic- Challenge Rating: 17 (18,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 13 - Charisma: 21
The Adult Red Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Red Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</p>The Adult Red Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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9 | Adult Silver Dragon | The Adult Silver Dragon is a Huge dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 243 (18d12 + 126) - Speed: 40 ft., fly 80 ft. - Skills: Arcana +8, History +8, Perception +11, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 16 (15,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 13 - Charisma: 21
The Adult Silver Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult Silver Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 5 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Adult Silver Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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10 | Adult White Dragon | The Adult White Dragon is a Huge dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 200 (16d12 + 96) - Speed: 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. - Skills: Perception +11, Stealth +5- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21- Languages: Common, Draconic- Challenge Rating: 13 (10,000 XP)- Strength: 22 - Dexterity: 10 - Constitution: 22 - Intelligence: 8 - Wisdom: 12 - Charisma: 12
The Adult White Dragon has the following special abilities:
<p><em><strong>Ice Walk.</strong></em> The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Adult White Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 15 ft., one target. <em>Hit:</em> 15 (2d8 + 6) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.</p>The Adult White Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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11 | Air Elemental | The Air Elemental is a Large elemental, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 - Hit Points: 90 (12d10 + 24) - Speed: 0 ft., fly 90 ft. (hover) - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Auran- Challenge Rating: 5 (1,800 XP)- Strength: 14 - Dexterity: 20 - Constitution: 14 - Intelligence: 6 - Wisdom: 10 - Charisma: 6
The Air Elemental has the following special abilities:
<p><em><strong>Air Form.</strong></em> The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</p>The Air Elemental can take the following actions:
<p><em><strong>Multiattack.</strong></em> The elemental makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) bludgeoning damage. </p><p><em><strong>Whirlwind (Recharge 4–6).</strong></em> Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. </p><p>If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</p> |
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12 | Ancient Black Dragon | The Ancient Black Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 367 (21d20 + 147) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +16, Stealth +9- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 21 (33,000 XP)- Strength: 27 - Dexterity: 14 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Ancient Black Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Black Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.</p>The Ancient Black Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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13 | Ancient Blue Dragon | The Ancient Blue Dragon is a Gargantuan dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 481 (26d20 + 208) - Speed: 40 ft., burrow 40 ft., fly 80 ft. - Skills: Perception +17, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 23 (50,000 XP)- Strength: 29 - Dexterity: 10 - Constitution: 27 - Intelligence: 18 - Wisdom: 17 - Charisma: 21
The Ancient Blue Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Blue Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 15 ft., one target. <em>Hit:</em> 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d6 + 9) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 20 ft., one target. <em>Hit:</em> 18 (2d8 + 9) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 120--foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.</p>The Ancient Blue Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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14 | Ancient Brass Dragon | The Ancient Brass Dragon is a Gargantuan dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 20 (Natural Armor)- Hit Points: 297 (17d20 + 119) - Speed: 40 ft., burrow 40 ft., fly 80 ft. - Skills: History +9, Perception +14, Persuasion +10, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24- Languages: Common, Draconic- Challenge Rating: 20 (25,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 25 - Intelligence: 16 - Wisdom: 15 - Charisma: 19
The Ancient Brass Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Brass Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons: </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Ancient Brass Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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15 | Ancient Bronze Dragon | The Ancient Bronze Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 444 (24d20 + 192) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +10, Perception +17, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 22 (41,000 XP)- Strength: 29 - Dexterity: 10 - Constitution: 27 - Intelligence: 18 - Wisdom: 17 - Charisma: 21
The Ancient Bronze Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Bronze Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 15 ft., one target. <em>Hit:</em> 20 (2d10 + 9) piercing damage.</p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d6 + 9) slashing damage.</p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +16 to hit, reach 20 ft., one target. <em>Hit:</em> 18 (2d8 + 9) bludgeoning damage.</p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Ancient Bronze Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check.</p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack.</p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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16 | Ancient Copper Dragon | The Ancient Copper Dragon is a Gargantuan dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 21 (Natural Armor)- Hit Points: 350 (20d20 + 140) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Deception +11, Perception +17, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 21 (33,000 XP)- Strength: 27 - Dexterity: 12 - Constitution: 25 - Intelligence: 20 - Wisdom: 17 - Charisma: 19
The Ancient Copper Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Copper Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Ancient Copper Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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17 | Ancient Gold Dragon | The Ancient Gold Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 546 (28d20 + 252) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Insight +10, Perception +17, Persuasion +16, Stealth +9- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 24 (62,000 XP)- Strength: 30 - Dexterity: 14 - Constitution: 29 - Intelligence: 18 - Wisdom: 17 - Charisma: 28
The Ancient Gold Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Gold Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Weakening Breath.</strong></em> The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Ancient Gold Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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18 | Ancient Green Dragon | The Ancient Green Dragon is a Gargantuan dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 21 (Natural Armor)- Hit Points: 385 (22d20 + 154) - Speed: 40 ft., fly 80 ft., swim 40 ft. - Skills: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27- Languages: Common, Draconic- Challenge Rating: 22 (41,000 XP)- Strength: 27 - Dexterity: 12 - Constitution: 25 - Intelligence: 20 - Wisdom: 17 - Charisma: 19
The Ancient Green Dragon has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Green Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (4d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +15 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Poison Breath (Recharge 5–6).</strong></em> The dragon exhales poisonous gas in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.</p>The Ancient Green Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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19 | Ancient Red Dragon | The Ancient Red Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 546 (28d20 + 252) - Speed: 40 ft., climb 40 ft., fly 80 ft. - Skills: Perception +16, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 24 (62,000 XP)- Strength: 30 - Dexterity: 10 - Constitution: 29 - Intelligence: 18 - Wisdom: 15 - Charisma: 23
The Ancient Red Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Red Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.</p>The Ancient Red Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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20 | Ancient Silver Dragon | The Ancient Silver Dragon is a Gargantuan dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 22 (Natural Armor)- Hit Points: 487 (25d20 + 225) - Speed: 40 ft., fly 80 ft. - Skills: Arcana +11, History +11, Perception +16, Stealth +7- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26- Languages: Common, Draconic- Challenge Rating: 23 (50,000 XP)- Strength: 30 - Dexterity: 10 - Constitution: 29 - Intelligence: 18 - Wisdom: 15 - Charisma: 23
The Ancient Silver Dragon has the following special abilities:
<p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient Silver Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 15 ft., one target. <em>Hit:</em> 21 (2d10 + 10) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d6 + 10) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Cold Breath.</strong></em> The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Paralyzing Breath.</strong></em> The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Change Shape.</strong></em> The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). </p><p>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</p>The Ancient Silver Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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21 | Ancient White Dragon | The Ancient White Dragon is a Gargantuan dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 20 (Natural Armor)- Hit Points: 333 (18d20 + 144) - Speed: 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. - Skills: Perception +13, Stealth +6- Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23- Languages: Common, Draconic- Challenge Rating: 20 (25,000 XP)- Strength: 26 - Dexterity: 10 - Constitution: 26 - Intelligence: 10 - Wisdom: 13 - Charisma: 14
The Ancient White Dragon has the following special abilities:
<p><em><strong>Ice Walk.</strong></em> The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. </p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the dragon fails a saving throw, it can choose to succeed instead.</p>The Ancient White Dragon can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 17 (2d8 + 8) bludgeoning damage. </p><p><em><strong>Frightful Presence.</strong></em> Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. </p><p><em><strong>Cold Breath (Recharge 5–6).</strong></em> The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.</p>The Ancient White Dragon can take the following legendary actions:
<p>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. </p><p><em><strong>Detect.</strong></em> The dragon makes a Wisdom (Perception) check. </p><p><em><strong>Tail Attack.</strong></em> The dragon makes a tail attack. </p><p><em><strong>Wing Attack (Costs 2 Actions).</strong></em> The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</p> |
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22 | Androsphinx | The Androsphinx is a Large monstrosity, lawful neutral with the following characteristics:
An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.
An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.
Sphinxes: In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.
Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.
Magical Tests: The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.
Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.
Extraplanar Beings: Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.
Fallen Sphinxes: Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.
A Sphinx's Lair: A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 199 (19d10 + 95) - Speed: 40 ft., fly 60 ft. - Skills: Arcana +9, Perception +10, Religion +15- Senses: Truesight 120 ft., Passive Perception 20- Languages: Common, Sphinx- Challenge Rating: 17 (18,000 XP)- Strength: 22 - Dexterity: 10 - Constitution: 20 - Intelligence: 16 - Wisdom: 18 - Charisma: 23
The Androsphinx has the following special abilities:
<p><em><strong>Inscrutable.</strong></em> The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. </p><p><em><strong>Magic Weapons.</strong></em> The sphinx's weapon attacks are magical. </p><p><em><strong>Spellcasting.</strong></em> The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: </p><p>Cantrips (at will): sacred flame, spare the dying, thaumaturgy </p><p>1st level (4 slots): command, detect evil and good, detect magic </p><p>2nd level (3 slots): lesser restoration, zone of truth </p><p>3rd level (3 slots): dispel magic, tongues </p><p>4th level (3 slots): banishment, freedom of movement </p><p>5th level (2 slots): flame strike, greater restoration </p><p>6th level (1 slot): heroes' feast</p>The Androsphinx can take the following actions:
<p><em><strong>Multiattack.</strong></em> The sphinx makes two claw attacks. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 5 ft., one target. <em>Hit:</em> 17 (2d10 + 6) slashing damage. </p><p><em><strong>Roar (3/Day).</strong></em> The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. </p><p><em><strong>First Roar.</strong></em> Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Second Roar.</strong></em> Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Third Roar.</strong></em> Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.</p>The Androsphinx can take the following legendary actions:
<p>The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. </p><p><em><strong>Claw Attack.</strong></em> The sphinx makes one claw attack. </p><p><em><strong>Teleport (Costs 2 Actions).</strong></em> The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. </p><p><em><strong>Cast a Spell (Costs 3 Actions).</strong></em> The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</p> |
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23 | Animated Armor | The Animated Armor is a Medium construct, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Natural Armor)- Hit Points: 33 (6d8 + 6) - Speed: 25 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 6- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 14 - Dexterity: 11 - Constitution: 13 - Intelligence: 1 - Wisdom: 3 - Charisma: 1
The Animated Armor has the following special abilities:
<p><em><strong>Antimagic Susceptibility.</strong></em> The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. </p><p><em><strong>False Appearance.</strong></em> While the armor remains motionless, it is indistinguishable from a normal suit of armor.</p>The Animated Armor can take the following actions:
<p><em><strong>Multiattack.</strong></em> The armor makes two melee attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) bludgeoning damage.</p> |
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24 | Ankheg | The Ankheg is a Large monstrosity, unaligned with the following characteristics:
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth: The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest: Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels: As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor), 11 While Prone- Hit Points: 39 (6d10 + 6) - Speed: 30 ft., burrow 10 ft. - Skills: None- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 11 - Constitution: 13 - Intelligence: 1 - Wisdom: 13 - Charisma: 6
The Ankheg has the following special abilities:
NoneThe Ankheg can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. </p><p><em><strong>Acid Spray (Recharge 6).</strong></em> The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.</p> |
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25 | Archmage | The Archmage is a Medium humanoid, any with the following characteristics:
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
. This creatures statististics are as follows:
- Armor Class: 12 (15 With Mage Armor)- Hit Points: 99 (18d8 + 18) - Speed: 30 ft. - Skills: Arcana +13, History +13- Senses: Passive Perception 12- Languages: Any six languages- Challenge Rating: 12 (8,400 XP)- Strength: 10 - Dexterity: 14 - Constitution: 12 - Intelligence: 20 - Wisdom: 15 - Charisma: 16
The Archmage has the following special abilities:
<p><em><strong>Magic Resistance.</strong></em> The archmage has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Spellcasting.</strong></em> The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:</p><p>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</p><p>1st level (4 slots): detect magic, identify, mage armor, magic missile</p><p>2nd level (3 slots): detect thoughts, mirror image, misty step</p><p>3rd level (3 slots): counterspell, fly, lightning bolt</p><p>4th level (3 slots): banishment, fire shield, stoneskin</p><p>5th level (3 slots): cone of cold, scrying, wall of force</p><p>6th level (1 slot): globe of invulnerability</p><p>7th level (1 slot): teleport</p><p>8th level (1 slot): mind blank</p><p>9th level (1 slot): time stop</p><p>*The archmage casts mind blank, stoneskin and mage armor spells on itself before combat.</p>The Archmage can take the following actions:
<p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage.</p> |
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26 | Assassin | The Assassin is a Medium humanoid, any with the following characteristics:
Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
. This creatures statististics are as follows:
- Armor Class: 15 (Studded Leather)- Hit Points: 78 (12d8 + 24) - Speed: 30 ft. - Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9- Senses: Passive Perception 13- Languages: Thieves' cant plus any two languages- Challenge Rating: 8 (3,900 XP)- Strength: 11 - Dexterity: 16 - Constitution: 14 - Intelligence: 13 - Wisdom: 11 - Charisma: 10
The Assassin has the following special abilities:
<p><em><strong>Assassinate.</strong></em> During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. </p><p><em><strong>Evasion.</strong></em> If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. </p><p><em><strong>Sneak Attack.</strong></em> Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</p>The Assassin can take the following actions:
<p><em><strong>Multiattack.</strong></em> The assassin makes two shortsword attacks. </p><p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 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. </p><p><em><strong>Light Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 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.</p> |
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27 | Azer | The Azer is a Medium elemental, lawful neutral with the following characteristics:
Azer: Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.
Made, Not Born: Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.
Volcanic Dwellers: Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire—a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet: Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems: Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Living Fire: An azer doesn't require food, drink, or sleep.
Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.
Made, Not Born: Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.
Volcanic Dwellers: Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet: Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems: Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Living Fire: An azer doesn't require food, drink, or sleep.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor, Shield)- Hit Points: 39 (6d8 + 12) - Speed: 30 ft. - Skills: None- Senses: Passive Perception 11- Languages: Ignan- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 12 - Constitution: 15 - Intelligence: 12 - Wisdom: 13 - Charisma: 10
The Azer has the following special abilities:
<p><em><strong>Heated Body.</strong></em> A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. </p><p><em><strong>Heated Weapons.</strong></em> When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). </p><p><em><strong>Illumination.</strong></em> The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</p>The Azer can take the following actions:
<p><em><strong>Warhammer.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</p> |
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28 | Badger | The Badger is a Tiny beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 10 - Hit Points: 3 (1d4 + 1) - Speed: 20 ft., burrow 5 ft. - Skills: None- Senses: Darkvision 30 ft., Passive Perception 11- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 4 - Dexterity: 11 - Constitution: 12 - Intelligence: 2 - Wisdom: 12 - Charisma: 5
The Badger has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The badger has advantage on Wisdom (Perception) checks that rely on smell.</p>The Badger can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage.</p> |
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29 | Balor | The Balor is a Huge fiend, chaotic evil with the following characteristics:
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.
Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 262 (21d12 + 126) - Speed: 40 ft., fly 80 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 13- Languages: Abyssal, Telepathy 120 ft.- Challenge Rating: 19 (22,000 XP)- Strength: 26 - Dexterity: 15 - Constitution: 22 - Intelligence: 20 - Wisdom: 16 - Charisma: 22
The Balor has the following special abilities:
<p><em><strong>Death Throes.</strong></em> When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. </p><p><em><strong>Fire Aura.</strong></em> At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. </p><p><em><strong>Magic Resistance.</strong></em> The balor has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The balor's weapon attacks are magical.</p>The Balor can take the following actions:
<p><em><strong>Multiattack.</strong></em> The balor makes two attacks: one with its longsword and one with its whip. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. </p><p><em><strong>Whip.</strong></em> <em>Melee Weapon Attack:</em> +14 to hit, reach 30 ft., one target. <em>Hit:</em> 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. </p><p><em><strong>Teleport.</strong></em> The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</p> |
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30 | Bandit Captain | The Bandit Captain is a Medium humanoid, any with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Studded Leather)- Hit Points: 65 (10d8 + 20) - Speed: 30 ft. - Skills: Athletics +4, Deception +4- Senses: Passive Perception 10- Languages: Any two languages- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 16 - Constitution: 14 - Intelligence: 14 - Wisdom: 11 - Charisma: 14
The Bandit Captain has the following special abilities:
NoneThe Bandit Captain can take the following actions:
<p><em><strong>Multiattack.</strong></em> The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. </p><p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) slashing damage. </p><p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +5 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage.</p> |
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31 | Banshee | The Banshee is a Medium undead, chaotic evil with the following characteristics:
When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath: Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound: A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders: The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature: A banshee doesn't require air, food, drink, or sleep.
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 58 (13d8) - Speed: 40 ft., (hover)
, walking 0 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Elvish- Challenge Rating: 4 (1,100 XP)- Strength: 1 - Dexterity: 14 - Constitution: 10 - Intelligence: 12 - Wisdom: 11 - Charisma: 17
The Banshee has the following special abilities:
<p><em><strong>Detect Life.</strong></em> The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.</p><p><em><strong>Incorporeal Movement.</strong></em> The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.</p>The Banshee can take the following actions:
<p><em><strong>Corrupting Touch.</strong></em> <em>Melee Spell Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (3d6 + 2) necrotic damage.</p><p><em><strong>Horrifying Visage.</strong></em> Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.</p><p><em><strong>Wail (1/Day).</strong></em> The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.</p> |
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32 | Barbed Devil | The Barbed Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Natural Armor)- Hit Points: 110 (13d8 + 52) - Speed: 30 ft. - Skills: Deception +5, Insight +5, Perception +8- Senses: Darkvision 120 ft., Passive Perception 18- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 5 (1,800 XP)- Strength: 16 - Dexterity: 17 - Constitution: 18 - Intelligence: 12 - Wisdom: 14 - Charisma: 14
The Barbed Devil has the following special abilities:
<p><em><strong>Barbed Hide.</strong></em> At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. </p><p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Barbed Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage. </p><p><em><strong>Hurl Flame.</strong></em> Ranged Spell Attack: +5 to hit, range 150 ft., one target. <em>Hit:</em> 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</p> |
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33 | Basilisk | The Basilisk is a Medium monstrosity, unaligned with the following characteristics:
Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.
Adaptable Predators: Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.
A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.
Gaze of Stone: Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.
Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.
. This creatures statististics are as follows:
- Armor Class: 15 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: --- Challenge Rating: 3 (700 XP)- Strength: 16 - Dexterity: 8 - Constitution: 15 - Intelligence: 2 - Wisdom: 8 - Charisma: 7
The Basilisk has the following special abilities:
<p><em><strong>Petrifying Gaze.</strong></em> 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.</p><p>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.</p><p>If it looks at the basilisk in the meantime, it must immediately make the save. 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.</p>The Basilisk can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</p> |
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34 | Bat | The Bat is a Tiny beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 1 (1d4 - 1) - Speed: 5 ft., fly 30 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 2 - Dexterity: 15 - Constitution: 8 - Intelligence: 2 - Wisdom: 12 - Charisma: 4
The Bat has the following special abilities:
<p><em><strong>Echolocation.</strong></em> The bat can't use its blindsight while deafened. </p><p><em><strong>Keen Hearing.</strong></em> The bat has advantage on Wisdom (Perception) checks that rely on hearing.</p>The Bat can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +0 to hit, reach 5 ft., one creature. <em>Hit:</em> 1 piercing damage.</p> |
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35 | Bearded Devil | The Bearded Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 3 (700 XP)- Strength: 16 - Dexterity: 15 - Constitution: 15 - Intelligence: 9 - Wisdom: 11 - Charisma: 11
The Bearded Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Steadfast.</strong></em> The devil can't be frightened while it can see an allied creature within 30 feet of it.</p>The Bearded Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes two attacks: one with its beard and one with its glaive. </p><p><em><strong>Beard.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Glaive.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 10 ft., one target. <em>Hit:</em> 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</p> |
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36 | Behir | The Behir is a Huge monstrosity, neutral evil with the following characteristics:
The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.
A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.
Cavern Predators: Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.
Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.
Foes of the Dragons: In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.
A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 168 (16d12 + 64) - Speed: 50 ft., climb 40 ft. - Skills: Perception +6, Stealth +7- Senses: Darkvision 90 ft., Passive Perception 16- Languages: Draconic- Challenge Rating: 11 (7,200 XP)- Strength: 23 - Dexterity: 16 - Constitution: 18 - Intelligence: 7 - Wisdom: 14 - Charisma: 12
The Behir has the following special abilities:
NoneThe Behir can take the following actions:
<p><em><strong>Multiattack.</strong></em> The behir makes two attacks: one with its bite and one to constrict. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (3d10 + 6) piercing damage. </p><p><em><strong>Constrict.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one Large or smaller creature. <em>Hit:</em> 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Swallow.</strong></em> The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. </p><p>If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</p> |
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37 | Black Dragon Wyrmling | The Black Dragon Wyrmling is a Medium dragon, chaotic evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 33 (6d8 + 6) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +4- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 14 - Constitution: 13 - Intelligence: 10 - Wisdom: 11 - Charisma: 13
The Black Dragon Wyrmling has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Black Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.</p><p><em><strong>Acid Breath (Recharge 5–6).</strong></em> The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.</p> |
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38 | Black Pudding | The Black Pudding is a Large ooze, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 7 - Hit Points: 85 (10d10 + 30) - Speed: 20 ft., climb 20 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 4 (1,100 XP)- Strength: 16 - Dexterity: 5 - Constitution: 16 - Intelligence: 1 - Wisdom: 6 - Charisma: 1
The Black Pudding has the following special abilities:
<p><em><strong>Amorphous.</strong></em> The pudding can move through a space as narrow as 1 inch wide without squeezing. </p><p><em><strong>Corrosive Form.</strong></em> 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.</p><p>Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.</p><p>The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. </p><p><em><strong>Spider Climb.</strong></em> The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p>The Black Pudding can take the following actions:
<p><em><strong>Pseudopod.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 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.</p> |
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39 | Blink Dog | The Blink Dog is a Medium fey, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 22 (4d8 + 4) - Speed: 40 ft. - Skills: Perception +3, Stealth +5- Senses: Passive Perception 13- Languages: Blink Dog Understands Sylvan but can't speak it- Challenge Rating: 1/4 (50 XP)- Strength: 12 - Dexterity: 17 - Constitution: 12 - Intelligence: 10 - Wisdom: 13 - Charisma: 11
The Blink Dog has the following special abilities:
<p><em><strong>Keen Hearing and Smell.</strong></em> The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p>The Blink Dog can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage. </p><p><em><strong>Teleport (Recharge 4–6).</strong></em> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.</p> |
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40 | Blue Dragon Wyrmling | The Blue Dragon Wyrmling is a Medium dragon, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 52 (8d8 + 16) - Speed: 30 ft., burrow 15 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 3 (700 XP)- Strength: 17 - Dexterity: 10 - Constitution: 15 - Intelligence: 12 - Wisdom: 11 - Charisma: 15
The Blue Dragon Wyrmling has the following special abilities:
NoneThe Blue Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. </p><p><em><strong>Lightning Breath (Recharge 5–6).</strong></em> The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</p> |
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41 | Bone Devil | The Bone Devil is a Large fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 142 (15d10 + 60) - Speed: 40 ft., fly 40 ft. - Skills: Deception +7, Insight +6- Senses: Darkvision 120 ft., Passive Perception 12- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 9 (5,000 XP)- Strength: 18 - Dexterity: 16 - Constitution: 18 - Intelligence: 13 - Wisdom: 14 - Charisma: 16
The Bone Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Bone Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes three attacks: two with its claws and one with its sting. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 8 (1d8 + 4) slashing damage. </p><p><em><strong>Sting.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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42 | Brass Dragon Wyrmling | The Brass Dragon Wyrmling is a Medium dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 16 (3d8 + 3) - Speed: 30 ft., burrow 15 ft., fly 60 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 10 - Constitution: 13 - Intelligence: 10 - Wisdom: 11 - Charisma: 13
The Brass Dragon Wyrmling has the following special abilities:
NoneThe Brass Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Fire Breath.</strong></em> The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Sleep Breath.</strong></em> The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</p> |
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43 | Bronze Dragon Wyrmling | The Bronze Dragon Wyrmling is a Medium dragon, lawful good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 32 (5d8 + 10) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: Perception +4, Stealth +2- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 2 (450 XP)- Strength: 17 - Dexterity: 10 - Constitution: 15 - Intelligence: 12 - Wisdom: 11 - Charisma: 15
The Bronze Dragon Wyrmling has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon can breathe air and water.</p>The Bronze Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d10 + 3) piercing damage.</p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons.</p><p><em><strong>Lightning Breath.</strong></em> The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.</p><p><em><strong>Repulsion Breath.</strong></em> The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.</p> |
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44 | Bugbear | The Bugbear is a Medium humanoid, chaotic evil with the following characteristics:
Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.
Goblinoids: Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
Followers of Hruggek: Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.
Venal Ambushers: Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.
. This creatures statististics are as follows:
- Armor Class: 16 (Hide Armor, Shield)- Hit Points: 27 (5d8 + 5) - Speed: 30 ft. - Skills: Stealth +6, Survival +2- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common, Goblin- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 14 - Constitution: 13 - Intelligence: 8 - Wisdom: 11 - Charisma: 9
The Bugbear has the following special abilities:
<p><em><strong>Brute.</strong></em> A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). </p><p><em><strong>Surprise Attack.</strong></em> If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</p>The Bugbear can take the following actions:
<p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d8 + 2) piercing damage. </p><p><em><strong>Javelin.</strong></em> <em>Melee or Ranged Weapon Attack:</em> +4 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.</p> |
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45 | Bulette | The Bulette is a Large monstrosity, unaligned with the following characteristics:
Bulette
A bulette is a massive predator that terrorizes any lands it inhabits. Also called a "land shark," it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.
Underground Hunters: Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.
Wandering Monster: A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.
A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.
All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.
Arcane Creation: Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 94 (9d10 + 45) - Speed: 40 ft., burrow 40 ft. - Skills: Perception +6- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16- Languages: --- Challenge Rating: 5 (1,800 XP)- Strength: 19 - Dexterity: 11 - Constitution: 21 - Intelligence: 2 - Wisdom: 10 - Charisma: 5
The Bulette has the following special abilities:
<p><em><strong>Standing Leap.</strong></em> The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.</p>The Bulette can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 30 (4d12 + 4) piercing damage. </p><p><em><strong>Deadly Leap.</strong></em> If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.</p> |
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46 | Centaur | The Centaur is a Large monstrosity, neutral good with the following characteristics:
I hear centaurs make excellent mounts!
Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.
Wilderness Nomads: Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.
Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.
Reluctant Settlers: A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.
Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 45 (6d10 + 12) - Speed: 50 ft. - Skills: Athletics +6, Perception +3, Survival +3- Senses: Passive Perception 13- Languages: Elvish, Sylvan- Challenge Rating: 2 (450 XP)- Strength: 18 - Dexterity: 14 - Constitution: 14 - Intelligence: 9 - Wisdom: 13 - Charisma: 11
The Centaur has the following special abilities:
<p><em><strong>Charge.</strong></em> If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.</p>The Centaur can take the following actions:
<p><em><strong>Multiattack.</strong></em> The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. </p><p><em><strong>Pike.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 9 (1d10 + 4) piercing damage. </p><p><em><strong>Hooves.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 150/600 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage.</p> |
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47 | Chain Devil | The Chain Devil is a Medium fiend, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 85 (10d8 + 40) - Speed: 30 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 8 (3,900 XP)- Strength: 18 - Dexterity: 15 - Constitution: 18 - Intelligence: 11 - Wisdom: 12 - Charisma: 14
The Chain Devil has the following special abilities:
<p><em><strong>Devil's Sight.</strong></em> Magical darkness doesn't impede the devil's darkvision. </p><p><em><strong>Magic Resistance.</strong></em> The devil has advantage on saving throws against spells and other magical effects.</p>The Chain Devil can take the following actions:
<p><em><strong>Multiattack.</strong></em> The devil makes two attacks with its chains. </p><p><em><strong>Chain.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. </p><p><em><strong>Animate Chains (Recharges after a Short or Long Rest).</strong></em> Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. </p><p>Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.</p> |
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48 | Chimera | The Chimera is a Large monstrosity, chaotic evil with the following characteristics:
Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.
Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.
Conflicted Creature: A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.
Servant of Evil: Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 114 (12d10 + 48) - Speed: 30 ft., fly 60 ft. - Skills: Perception +8- Senses: Darkvision 60 ft., Passive Perception 18- Languages: Understands Draconic but can't speak it- Challenge Rating: 6 (2,300 XP)- Strength: 19 - Dexterity: 11 - Constitution: 19 - Intelligence: 3 - Wisdom: 14 - Charisma: 10
The Chimera has the following special abilities:
NoneThe Chimera can take the following actions:
<p><em><strong>Multiattack.</strong></em> The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) piercing damage. </p><p><em><strong>Horns.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (1d12 + 4) bludgeoning damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 11 (2d6 + 4) slashing damage. </p><p><em><strong>Fire Breath (Recharge 5–6).</strong></em> The dragon head exhales fire in a 15--foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.</p> |
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49 | Chuul | The Chuul is a Large aberration, chaotic evil with the following characteristics:
Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.
Primeval Relics: In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.
Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.
Tireless Guardians: Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.
Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.
Waiting Servants: Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 93 (11d10 + 33) - Speed: 30 ft., swim 30 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Understands Deep Speech but can't speak- Challenge Rating: 4 (1,100 XP)- Strength: 19 - Dexterity: 10 - Constitution: 16 - Intelligence: 5 - Wisdom: 11 - Charisma: 5
The Chuul has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The chuul can breathe air and water.</p><p><em><strong>Sense Magic.</strong></em> The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.</p>The Chuul can take the following actions:
<p><em><strong>Multiattack.</strong></em> The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.</p><p><em><strong>Pincer.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one target. <em>Hit:</em> 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.</p><p><em><strong>Tentacles.</strong></em> One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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50 | Clay Golem | The Clay Golem is a Large construct, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 133 (14d10 + 56) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 9 (5,000 XP)- Strength: 20 - Dexterity: 9 - Constitution: 18 - Intelligence: 3 - Wisdom: 8 - Charisma: 1
The Clay Golem has the following special abilities:
<p><em><strong>Acid Absorption.</strong></em> Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. </p><p><em><strong>Berserk.</strong></em> Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. </p><p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form. </p><p><em><strong>Magic Resistance.</strong></em> The golem has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The golem's weapon attacks are magical.</p>The Clay Golem can take the following actions:
<p><em><strong>Multiattack.</strong></em> The golem makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. </p><p><em><strong>Haste (Recharge 5–6).</strong></em> Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.</p> |
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51 | Cloaker | The Cloaker is a Large aberration, chaotic neutral with the following characteristics:
Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.
Camouflaged Lurkers: Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.
When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.
Opportunistic Predators: When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.
Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.
Haunting Moan: Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.
Cloaker Conclaves: Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 78 (12d10 + 12) - Speed: 10 ft., fly 40 ft. - Skills: Stealth +5- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Deep Speech, Undercommon- Challenge Rating: 8 (3,900 XP)- Strength: 17 - Dexterity: 15 - Constitution: 12 - Intelligence: 13 - Wisdom: 12 - Charisma: 14
The Cloaker has the following special abilities:
<p><em><strong>Damage Transfer.</strong></em> While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half. </p><p><em><strong>False Appearance.</strong></em> While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. </p><p><em><strong>Light Sensitivity.</strong></em> While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.</p>The Cloaker can take the following actions:
<p><em><strong>Multiattack.</strong></em> The cloaker makes two attacks: one with its bite and one with its tail. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one creature. <em>Hit:</em> 7 (1d8 + 3) slashing damage. </p><p><em><strong>Moan.</strong></em> Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. </p><p><em><strong>Phantasms (Recharges after a Short or Long Rest).</strong></em> The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.</p><p>Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.</p><p>A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.</p> |
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52 | Cloud Giant | The Cloud Giant is a Huge giant, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 200 (16d12 + 96) - Speed: 40 ft. - Skills: Insight +7, Perception +7- Senses: Passive Perception 17- Languages: Common, Giant- Challenge Rating: 9 (5,000 XP)- Strength: 27 - Dexterity: 10 - Constitution: 22 - Intelligence: 12 - Wisdom: 16 - Charisma: 16
The Cloud Giant has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The giant has advantage on Wisdom (Perception) checks that rely on smell. </p><p><em><strong>Innate Spellcasting.</strong></em> The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: </p><p>At will: detect magic, fog cloud, light </p><p>3/day each: feather fall, fly, misty step, telekinesis </p><p>1/day each: control weather, gaseous form</p>The Cloud Giant can take the following actions:
<p><em><strong>Multiattack.</strong></em> The giant makes two morningstar attacks. </p><p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 21 (3d8 + 8) piercing damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +12 to hit, range 60/240 ft., one target. <em>Hit:</em> 30 (4d10 + 8) bludgeoning damage.</p> |
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53 | Cockatrice | The Cockatrice is a Small monstrosity, unaligned with the following characteristics:
The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury.
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 27 (6d6 + 6) - Speed: 20 ft., fly 40 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/2 (100 XP)- Strength: 6 - Dexterity: 12 - Constitution: 12 - Intelligence: 2 - Wisdom: 13 - Charisma: 5
The Cockatrice has the following special abilities:
NoneThe Cockatrice can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.</p> |
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54 | Copper Dragon Wyrmling | The Copper Dragon Wyrmling is a Medium dragon, chaotic good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 16 (Natural Armor)- Hit Points: 22 (4d8 + 4) - Speed: 30 ft., climb 30 ft., fly 60 ft. - Skills: Perception +4, Stealth +3- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14- Languages: Draconic- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 12 - Constitution: 13 - Intelligence: 14 - Wisdom: 11 - Charisma: 13
The Copper Dragon Wyrmling has the following special abilities:
NoneThe Copper Dragon Wyrmling can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d10 + 2) piercing damage. </p><p><em><strong>Breath Weapons (Recharge 5–6).</strong></em> The dragon uses one of the following breath weapons. </p><p><em><strong>Acid Breath.</strong></em> The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. </p><p><em><strong>Slowing Breath.</strong></em> The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</p> |
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55 | Couatl | The Couatl is a Medium celestial, lawful good with the following characteristics:
Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.
Divine Caretakers: Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.
Ancient and Few: A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.
The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 97 (13d8 + 39) - Speed: 30 ft., fly 90 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 15- Languages: All, Telepathy 120 ft.- Challenge Rating: 4 (1,100 XP)- Strength: 16 - Dexterity: 20 - Constitution: 17 - Intelligence: 18 - Wisdom: 20 - Charisma: 18
The Couatl has the following special abilities:
<p><em><strong>Innate Spellcasting.</strong></em> The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: </p><p>At will: detect evil and good, detect magic, detect thoughts </p><p>3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield </p><p>1/day each: dream, greater restoration, scrying </p><p><em><strong>Magic Weapons.</strong></em> The couatl's weapon attacks are magical. </p><p><em><strong>Shielded Mind.</strong></em> The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.</p>The Couatl can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one creature. <em>Hit:</em> 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. </p><p><em><strong>Constrict.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 10 ft., one Medium or smaller creature. <em>Hit:</em> 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target. </p><p><em><strong>Change Shape.</strong></em> The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).</p><p>In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.</p> |
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56 | Cult Fanatic | The Cult Fanatic is a Medium humanoid, any with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 (Leather Armor)- Hit Points: 33 (6d8 + 6) - Speed: 30 ft. - Skills: Deception +4, Persuasion +4, Religion +2- Senses: Passive Perception 11- Languages: Any one language (usually Common)- Challenge Rating: 2 (450 XP)- Strength: 11 - Dexterity: 14 - Constitution: 12 - Intelligence: 10 - Wisdom: 13 - Charisma: 14
The Cult Fanatic has the following special abilities:
<p><em><strong>Dark Devotion.</strong></em> The fanatic has advantage on saving throws against being charmed or frightened. </p><p><em><strong>Spellcasting.</strong></em> The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: </p><p>Cantrips (at will): light, sacred flame, thaumaturgy </p><p>1st level (4 slots): command, inflict wounds, shield of faith </p><p>2nd level (3 slots): hold person, spiritual weapon</p>The Cult Fanatic can take the following actions:
<p><em><strong>Multiattack.</strong></em> The fanatic makes two melee attacks. </p><p><em><strong>Dagger.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 20/60 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) piercing damage.</p> |
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57 | Cultist | The Cultist is a Medium humanoid, any with the following characteristics:
Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
. This creatures statististics are as follows:
- Armor Class: 12 (Leather Armor)- Hit Points: 9 (2d8) - Speed: 30 ft. - Skills: Deception +2, Religion +2- Senses: Passive Perception 10- Languages: Any one language (usually Common)- Challenge Rating: 1/8 (25 XP)- Strength: 11 - Dexterity: 12 - Constitution: 10 - Intelligence: 10 - Wisdom: 11 - Charisma: 10
The Cultist has the following special abilities:
<p><em><strong>Dark Devotion.</strong></em> The cultist has advantage on saving throws against being charmed or frightened.</p>The Cultist can take the following actions:
<p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d6 + 1) slashing damage.</p> |
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58 | Cyclops | The Cyclops is a Huge giant, chaotic neutral with the following characteristics:
Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory.
Nonreligious: Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains.
Unsophisticated: Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn.
A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don't use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal.
Unwise: Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a "god" is a mere mortal.
. This creatures statististics are as follows:
- Armor Class: 14 Natural Armor- Hit Points: 138 (12d12 + 60) - Speed: 30 ft. - Skills: None- Senses: Passive Perception 8- Languages: Giant- Challenge Rating: 6 (2,300 XP)- Strength: 22 - Dexterity: 11 - Constitution: 20 - Intelligence: 8 - Wisdom: 6 - Charisma: 10
The Cyclops has the following special abilities:
<p><em><strong>Poor Depth Perception.</strong></em> The cyclops has disadvantage on any attack roll against a target more than 30 feet away.</p>The Cyclops can take the following actions:
<p><em><strong>Multiattack.</strong></em> The cyclops makes two greatclub attacks.</p><p><em><strong>Greatclub.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (3d8 + 6) bludgeoning damage.</p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +9 to hit, range 30/120 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage.</p> |
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59 | Darkmantle | The Darkmantle is a Small monstrosity, unaligned with the following characteristics:
A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.
Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 22 (5d6 + 5) - Speed: 10 ft., fly 30 ft. - Skills: Stealth +3- Senses: Blindsight 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 1/2 (100 XP)- Strength: 16 - Dexterity: 12 - Constitution: 13 - Intelligence: 2 - Wisdom: 10 - Charisma: 5
The Darkmantle has the following special abilities:
<p><em><strong>Echolocation.</strong></em> The darkmantle can't use its blindsight while deafened. </p><p><em><strong>False Appearance.</strong></em> While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.</p>The Darkmantle can take the following actions:
<p><em><strong>Crush.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one creature. <em>Hit:</em> 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.</p><p>While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.</p><p>A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. </p><p><em><strong>Darkness Aura (1/Day).</strong></em> A 15--foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.</p> |
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60 | Death Dog | The Death Dog is a Medium monstrosity, neutral evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 39 (6d8 + 12) - Speed: 40 ft. - Skills: Perception +5, Stealth +4- Senses: Darkvision 120 ft., Passive Perception 15- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 15 - Dexterity: 14 - Constitution: 14 - Intelligence: 3 - Wisdom: 13 - Charisma: 6
The Death Dog has the following special abilities:
<p><em><strong>Two-Headed.</strong></em> The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</p>The Death Dog can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dog makes two bite attacks. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.</p> |
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61 | Deep Gnome (Svirfneblin) | The Deep Gnome (Svirfneblin) is a Small humanoid, neutral good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Chain Shirt)- Hit Points: 16 (3d6 + 6) - Speed: 20 ft. - Skills: Investigation +3, Perception +2, Stealth +4- Senses: Darkvision 120 ft., Passive Perception 12- Languages: Gnomish, Terran, Undercommon- Challenge Rating: 1/2 (100 XP)- Strength: 15 - Dexterity: 14 - Constitution: 14 - Intelligence: 12 - Wisdom: 10 - Charisma: 9
The Deep Gnome (Svirfneblin) has the following special abilities:
<p><em><strong>Stone Camouflage.</strong></em> The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p><p><em><strong>Gnome Cunning.</strong></em> The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</p><p><em><strong>Innate Spellcasting.</strong></em> The gnome’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:</p><p>At will: nondetection (self only)</p><p>1/day each: blindness/deafness, blur, disguise self</p>The Deep Gnome (Svirfneblin) can take the following actions:
<p><em><strong>War Pick.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</p><p><em><strong>Poisoned Dart.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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62 | Deva | The Deva is a Medium celestial, lawful good with the following characteristics:
An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine: Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Fallen Angels: An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
Immortal Nature: An angel doesn't require food, drink, or sleep.
Deva: Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.
Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 136 (16d8 + 64) - Speed: 30 ft., fly 90 ft. - Skills: Insight +9, Perception +9- Senses: Darkvision 120 ft., Passive Perception 19- Languages: All, Telepathy 120 ft.- Challenge Rating: 10 (5,900 XP)- Strength: 18 - Dexterity: 18 - Constitution: 18 - Intelligence: 17 - Wisdom: 20 - Charisma: 20
The Deva has the following special abilities:
<p><em><strong>Angelic Weapons.</strong></em> The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). </p><p><em><strong>Innate Spellcasting.</strong></em> The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: </p><p>At will: detect evil and good </p><p>1/day each: commune, raise dead </p><p><em><strong>Magic Resistance.</strong></em> The deva has advantage on saving throws against spells and other magical effects.</p>The Deva can take the following actions:
<p><em><strong>Multiattack.</strong></em> The deva makes two melee attacks. </p><p><em><strong>Mace.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. </p><p><em><strong>Healing Touch (3/Day).</strong></em> The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. </p><p><em><strong>Change Shape.</strong></em> The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).</p><p>In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</p> |
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63 | Dire Wolf | The Dire Wolf is a Large beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 (Natural Armor)- Hit Points: 37 (5d10 + 10) - Speed: 50 ft. - Skills: Perception +3, Stealth +4- Senses: Passive Perception 13- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 17 - Dexterity: 15 - Constitution: 15 - Intelligence: 3 - Wisdom: 12 - Charisma: 7
The Dire Wolf has the following special abilities:
<p><em><strong>Keen Hearing and Smell.</strong></em> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p><em><strong>Pack Tactics.</strong></em> The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Dire Wolf can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p> |
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64 | Djinni | The Djinni is a Large elemental, chaotic good with the following characteristics:
Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.
Airy Aesthetes: Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.
Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.
Masters of the Wind: Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air.
Accepting Servitors: The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.
A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.
Genies: Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements: A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled: Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility: Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship: Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 161 (14d10 + 84) - Speed: 30 ft., fly 90 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 13- Languages: Auran- Challenge Rating: 11 (7,200 XP)- Strength: 21 - Dexterity: 15 - Constitution: 22 - Intelligence: 15 - Wisdom: 16 - Charisma: 20
The Djinni has the following special abilities:
<p><em><strong>Elemental Demise.</strong></em> If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. </p><p><em><strong>Innate Spellcasting.</strong></em> The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: </p><p>At will: detect evil and good, detect magic, thunderwave </p><p>3/day each: create food and water (can create wine instead of water) , tongues, wind walk </p><p>1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift</p>The Djinni can take the following actions:
<p><em><strong>Multiattack.</strong></em> The djinni makes three scimitar attacks. </p><p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 5 ft., one target. <em>Hit:</em> 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). </p><p><em><strong>Create Whirlwind.</strong></em> A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.</p><p>A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.</p> |
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65 | Doppelganger | The Doppelganger is a Medium monstrosity, neutral with the following characteristics:
Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.
Stealing Secrets: A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically.
Hedonistic Swindlers: Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches.
Changelings: Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them.
. This creatures statististics are as follows:
- Armor Class: 14 - Hit Points: 52 (8d8 + 16) - Speed: 30 ft. - Skills: Deception +6, Insight +3- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Common- Challenge Rating: 3 (700 XP)- Strength: 11 - Dexterity: 18 - Constitution: 14 - Intelligence: 11 - Wisdom: 12 - Charisma: 14
The Doppelganger has the following special abilities:
<p><em><strong>Shapechanger.</strong></em> The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><em><strong>Ambusher.</strong></em> The doppelganger has advantage on attack rolls against any creature it has surprised. </p><p><em><strong>Surprise Attack.</strong></em> If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.</p>The Doppelganger can take the following actions:
<p><em><strong>Multiattack.</strong></em> The doppelganger makes two melee attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) bludgeoning damage. </p><p><em><strong>Read Thoughts.</strong></em> The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</p> |
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66 | Dragon Turtle | The Dragon Turtle is a Gargantuan dragon, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 20 (Natural Armor)- Hit Points: 341 (22d20 + 110) - Speed: 20 ft., swim 40 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 11- Languages: Aquan, Draconic- Challenge Rating: 17 (18,000 XP)- Strength: 25 - Dexterity: 10 - Constitution: 20 - Intelligence: 10 - Wisdom: 12 - Charisma: 12
The Dragon Turtle has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The dragon turtle can breathe air and water.</p>The Dragon Turtle can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit:</em> 26 (3d12 + 7) piercing damage. </p><p><em><strong>Claw.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 16 (2d8 + 7) slashing damage. </p><p><em><strong>Tail.</strong></em> <em>Melee Weapon Attack:</em> +13 to hit, reach 15 ft., one target. <em>Hit:</em> 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. </p><p><em><strong>Steam Breath (Recharge 5–6).</strong></em> The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.</p> |
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67 | Dretch | The Dretch is a Small fiend, chaotic evil with the following characteristics:
Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.
Demons: Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.
Spawn of Chaos: The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation: Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions: Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption: Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil: Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence: A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults: Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning: Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons: The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession: No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords: The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders: Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control: The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet: The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon: The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt: The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex: The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth: The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus: Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu: Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords: No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demon True Names: Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
Variant: Demon Summoning: Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
. This creatures statististics are as follows:
- Armor Class: 11 (Natural Armor)- Hit Points: 18 (4d6 + 4) - Speed: 20 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 9- Languages: Abyssal, Telepathy 60 ft.- Challenge Rating: 1/4 (50 XP)- Strength: 11 - Dexterity: 11 - Constitution: 12 - Intelligence: 5 - Wisdom: 8 - Charisma: 3
The Dretch has the following special abilities:
NoneThe Dretch can take the following actions:
<p><em><strong>Multiattack.</strong></em> The dretch makes two attacks: one with its bite and one with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (2d4) slashing damage. </p><p><em><strong>Fetid Cloud (1/Day).</strong></em> A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.</p> |
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68 | Drider | The Drider is a Large monstrosity, chaotic evil with the following characteristics:
When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.
Scarred for Life: Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.
On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen.
. This creatures statististics are as follows:
- Armor Class: 19 (Natural Armor)- Hit Points: 123 (13d10 + 52) - Speed: 30 ft., climb 30 ft. - Skills: Perception +5, Stealth +9- Senses: Darkvision 120 ft., Passive Perception 15- Languages: Elvish, Undercommon- Challenge Rating: 6 (2,300 XP)- Strength: 16 - Dexterity: 16 - Constitution: 18 - Intelligence: 13 - Wisdom: 14 - Charisma: 12
The Drider has the following special abilities:
<p><em><strong>Fey Ancestry.</strong></em> The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. </p><p><em><strong>Innate Spellcasting.</strong></em> The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: </p><p>At will: dancing lights </p><p>1/day each: darkness, faerie fire </p><p><em><strong>Spider Climb.</strong></em> The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. </p><p><em><strong>Web Walker.</strong></em> The drider ignores movement restrictions caused by webbing.</p>The Drider can take the following actions:
<p><em><strong>Multiattack.</strong></em> The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one creature. <em>Hit:</em> 2 (1d4) piercing damage plus 9 (2d8) poison damage. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +6 to hit, range 150/600 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.</p> |
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69 | Drow | The Drow is a Medium humanoid, neutral evil with the following characteristics:
Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Children of Lolth: The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness: The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities: The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Drow Magic: Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor: Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics: Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.
Matriarchal Rule: Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.
Poison Predilection: Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Variant: Drow Magic Armor and Weapons: 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.
. This creatures statististics are as follows:
- Armor Class: 15 (Chain Shirt)- Hit Points: 13 (3d8) - Speed: 30 ft. - Skills: Perception +2, Stealth +4- Senses: Darkvision 120 ft., Passive Perception 12- Languages: Elvish, Undercommon- Challenge Rating: 1/4 (50 XP)- Strength: 10 - Dexterity: 14 - Constitution: 10 - Intelligence: 11 - Wisdom: 11 - Charisma: 12
The Drow has the following special abilities:
<p><em><strong>Fey Ancestry.</strong></em> The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.</p><p><em><strong>Innate Spellcasting.</strong></em> The drow’s spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</p><p>At will: dancing lights</p><p>1/day each: darkness, faerie fire</p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>The Drow can take the following actions:
<p><em><strong>Shortsword.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage.</p><p><em><strong>Hand Crossbow.</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.</p> |
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70 | Druid | The Druid is a Medium humanoid, any with the following characteristics:
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
. This creatures statististics are as follows:
- Armor Class: 11 (16 With Barkskin)- Hit Points: 27 (5d8 + 5) - Speed: 30 ft. - Skills: Medicine +4, Nature +3, Perception +4- Senses: Passive Perception 14- Languages: Druidic plus any two languages- Challenge Rating: 2 (450 XP)- Strength: 10 - Dexterity: 12 - Constitution: 13 - Intelligence: 12 - Wisdom: 15 - Charisma: 11
The Druid has the following special abilities:
<p><em><strong>Spellcasting.</strong></em> The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: </p><p>Cantrips (at will): druidcraft, produce flame, shillelagh </p><p>1st level (4 slots): entangle, longstrider, speak with animals, thunderwave </p><p>2nd level (3 slots): animal messenger, barkskin</p>The Druid can take the following actions:
<p><em><strong>Quarterstaff.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. <em>Hit:</em> 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.</p> |
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71 | Dryad | The Dryad is a Medium fey, neutral with the following characteristics:
Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows. Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.
A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.
Reclusive Fey: Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed.
Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home.
Woodland Magic: Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells.
. This creatures statististics are as follows:
- Armor Class: 11 (16 With Barkskin)- Hit Points: 22 (5d8) - Speed: 30 ft. - Skills: Perception +4, Stealth +5- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Elvish, Sylvan- Challenge Rating: 1 (200 XP)- Strength: 10 - Dexterity: 12 - Constitution: 11 - Intelligence: 14 - Wisdom: 15 - Charisma: 18
The Dryad has the following special abilities:
<p><em><strong>Innate Spellcasting.</strong></em> The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: </p><p>At will: druidcraft </p><p>3/day each: entangle, goodberry </p><p>1/day each: barkskin, pass without trace, shillelagh </p><p><em><strong>Magic Resistance.</strong></em> The dryad has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Speak with Beasts and Plants.</strong></em> The dryad can communicate with beasts and plants as if they shared a language. </p><p><em><strong>Tree Stride.</strong></em> Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</p>The Dryad can take the following actions:
<p><em><strong>Club.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. <em>Hit:</em> 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh. </p><p><em><strong>Fey Charm.</strong></em> The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.</p><p>Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. </p><p>The dryad can have no more than one humanoid and up to three beasts charmed at a time.</p> |
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72 | Duergar | The Duergar is a Medium humanoid, lawful evil with the following characteristics:
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
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.
. This creatures statististics are as follows:
- Armor Class: 16 (Scale Mail, Shield)- Hit Points: 26 (4d8 + 8) - Speed: 25 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 10- Languages: Dwarvish, Undercommon- Challenge Rating: 1 (200 XP)- Strength: 14 - Dexterity: 11 - Constitution: 14 - Intelligence: 11 - Wisdom: 10 - Charisma: 9
The Duergar has the following special abilities:
<p><em><strong>Duergar Resilience.</strong></em> The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. </p><p><em><strong>Sunlight Sensitivity.</strong></em> While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p>The Duergar can take the following actions:
<p><em><strong>Enlarge (Recharges after a Short or Long Rest).</strong></em> 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. </p><p><em><strong>War Pick.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. </p><p><em><strong>Javelin.</strong></em> <em>Melee or <em>Ranged Weapon Attack:</em></em> +4 to hit, reach 5 ft. or range 30/120 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. </p><p><em><strong>Invisibility (Recharges after a Short or Long Rest).</strong></em> 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.</p> |
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73 | Dust Mephit | The Dust Mephit is a Small elemental, neutral evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 17 (5d6) - Speed: 30 ft., fly 30 ft. - Skills: Perception +2, Stealth +4- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Auran, Terran- Challenge Rating: 1/2 (100 XP)- Strength: 5 - Dexterity: 14 - Constitution: 10 - Intelligence: 9 - Wisdom: 11 - Charisma: 10
The Dust Mephit has the following special abilities:
<p><em><strong>Death Burst.</strong></em> When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. </p><p><em><strong>Innate Spellcasting.</strong></em>(1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.</p>The Dust Mephit can take the following actions:
<p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 4 (1d4 + 2) slashing damage. </p><p><em><strong>Blinding Breath (Recharge 6).</strong></em> The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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74 | Eagle | The Eagle is a Small beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 3 (1d6) - Speed: 10 ft., fly 60 ft. - Skills: Perception +4- Senses: Passive Perception 14- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 6 - Dexterity: 15 - Constitution: 10 - Intelligence: 2 - Wisdom: 14 - Charisma: 7
The Eagle has the following special abilities:
<p><em><strong>Keen Sight.</strong></em> The eagle has advantage on Wisdom (Perception) checks that rely on sight.</p>The Eagle can take the following actions:
<p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d4 + 2) slashing damage. </p> |
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75 | Earth Elemental | The Earth Elemental is a Large elemental, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 126 (12d10 + 60) - Speed: 30 ft., burrow 30 ft. - Skills: None- Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10- Languages: Terran- Challenge Rating: 5 (1,800 XP)- Strength: 20 - Dexterity: 8 - Constitution: 20 - Intelligence: 5 - Wisdom: 10 - Charisma: 5
The Earth Elemental has the following special abilities:
<p><em><strong>Earth Glide.</strong></em> The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. </p><p><em><strong>Siege Monster.</strong></em> The elemental deals double damage to objects and structures.</p>The Earth Elemental can take the following actions:
<p><em><strong>Multiattack.</strong></em> The elemental makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 14 (2d8 + 5) bludgeoning damage.</p> |
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76 | Efreeti | The Efreeti is a Large elemental, lawful evil with the following characteristics:
Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.
Haughty and Cruel: The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.
Spiteful Slavers: Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line.
Planar Raiders: Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.
On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races.
Genies: Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements: A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled: Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility: Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship: Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 200 (16d10 + 112) - Speed: 40 ft., fly 60 ft. - Skills: None- Senses: Darkvision 120 ft., Passive Perception 12- Languages: Ignan- Challenge Rating: 11 (7,200 XP)- Strength: 22 - Dexterity: 12 - Constitution: 24 - Intelligence: 16 - Wisdom: 15 - Charisma: 16
The Efreeti has the following special abilities:
<p><em><strong>Elemental Demise.</strong></em> If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. </p><p><em><strong>Innate Spellcasting.</strong></em> The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: </p><p>At will: detect magic </p><p>3/day: enlarge/reduce, tongues </p><p>1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire</p>The Efreeti can take the following actions:
<p><em><strong>Multiattack.</strong></em> The efreeti makes two scimitar attacks or uses its Hurl Flame twice. </p><p><em><strong>Scimitar.</strong></em> <em>Melee Weapon Attack:</em> +10 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. </p><p><em><strong>Hurl Flame.</strong></em> Ranged Spell Attack: +7 to hit, range 120 ft., one target. <em>Hit:</em> 17 (5d6) fire damage.</p> |
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77 | Erinyes | The Erinyes is a Medium fiend, lawful evil with the following characteristics:
The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.
Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.
Variant: Rope of Entanglement Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.
Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Lords of Tyranny: Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition: In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers: Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
Archdevils: The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils: The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils: The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures: The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion: When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
The Nine Hells: The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Devil True Names and Talismans: Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
Variant: Devil Summoning: Some devils can have an action option that allows them to summon other devils.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Summon Devil (1/Day): The devil chooses what to summon and attempts a magical summoning.
. This creatures statististics are as follows:
- Armor Class: 18 (Plate)- Hit Points: 153 (18d8 + 72) - Speed: 30 ft., fly 60 ft. - Skills: None- Senses: Truesight 120 ft., Passive Perception 12- Languages: Infernal, Telepathy 120 ft.- Challenge Rating: 12 (8,400 XP)- Strength: 18 - Dexterity: 16 - Constitution: 18 - Intelligence: 14 - Wisdom: 14 - Charisma: 18
The Erinyes has the following special abilities:
<p><em><strong>Hellish Weapons.</strong></em> The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). </p><p><em><strong>Magic Resistance.</strong></em> The erinyes has advantage on saving throws against spells and other magical effects.</p>The Erinyes can take the following actions:
<p><em><strong>Multiattack.</strong></em> The erinyes makes three attacks. </p><p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +8 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. </p><p><em><strong>Longbow.</strong></em> <em>Ranged Weapon Attack:</em> +7 to hit, range 150/600 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.</p> |
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78 | Ettercap | The Ettercap is a Medium monstrosity, neutral evil with the following characteristics:
Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.
Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.
Quiet Killers: When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.
Sylvan Despoilers: Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims.
Enemies of the Fey: Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves.
. This creatures statististics are as follows:
- Armor Class: 13 (Natural Armor)- Hit Points: 44 (8d8 + 8) - Speed: 30 ft., climb 30 ft. - Skills: Perception +3, Stealth +4, Survival +3- Senses: Darkvision 60 ft., Passive Perception 13- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 14 - Dexterity: 15 - Constitution: 13 - Intelligence: 7 - Wisdom: 12 - Charisma: 8
The Ettercap has the following special abilities:
<p><em><strong>Spider Climb.</strong></em> The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</p><p><em><strong>Web Sense.</strong></em> While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.</p><p><em><strong>Web Walker.</strong></em> The ettercap ignores movement restrictions caused by webbing.</p>The Ettercap can take the following actions:
<p><em><strong>Multiattack.</strong></em> The ettercap makes two attacks: one with its bite and one with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d4 + 2) slashing damage. </p><p><em><strong>Web (Recharge 5–6).</strong></em> <em>Ranged Weapon Attack:</em> +4 to hit, range 30/60 ft., one Large or smaller creature. <em>Hit:</em> The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.</p> |
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79 | Ettin | The Ettin is a Large giant, chaotic evil with the following characteristics:
An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.
Dual Personality: The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.
When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.
Solitary Lives: As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.
An ettin's twin heads are always the same gender, with a body to match.
Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.
Two Heads are Better than One: When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.
Orcish Ties: In ancient dialects of Common, the word "ettin" translates as "ugly giant." Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.
Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.
. This creatures statististics are as follows:
- Armor Class: 12 (Natural Armor)- Hit Points: 85 (10d10 + 30) - Speed: 40 ft. - Skills: Perception +4- Senses: Darkvision 60 ft., Passive Perception 14- Languages: Giant, Orc- Challenge Rating: 4 (1,100 XP)- Strength: 21 - Dexterity: 8 - Constitution: 17 - Intelligence: 6 - Wisdom: 10 - Charisma: 8
The Ettin has the following special abilities:
<p><em><strong>Two Heads.</strong></em> The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. </p><p><em><strong>Wakeful.</strong></em> When one of the ettin's heads is asleep, its other head is awake.</p>The Ettin can take the following actions:
<p><em><strong>Multiattack.</strong></em> The ettin makes two attacks: one with its battleaxe and one with its morningstar. </p><p><em><strong>Battleaxe.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) slashing damage. </p><p><em><strong>Morningstar.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 14 (2d8 + 5) piercing damage.</p> |
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80 | Fire Elemental | The Fire Elemental is a Large elemental, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 102 (12d10 + 36) - Speed: 50 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Ignan- Challenge Rating: 5 (1,800 XP)- Strength: 10 - Dexterity: 17 - Constitution: 16 - Intelligence: 6 - Wisdom: 10 - Charisma: 7
The Fire Elemental has the following special abilities:
<p><em><strong>Fire Form.</strong></em> The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. </p><p><em><strong>Illumination.</strong></em> The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. </p><p><em><strong>Water Susceptibility.</strong></em> For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.</p>The Fire Elemental can take the following actions:
<p><em><strong>Multiattack.</strong></em> The elemental makes two touch attacks. </p><p><em><strong>Touch.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</p> |
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81 | Fire Giant | The Fire Giant is a Huge giant, lawful evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 18 (Plate)- Hit Points: 162 (13d12 + 78) - Speed: 30 ft. - Skills: Athletics +11, Perception +6- Senses: Passive Perception 16- Languages: Giant- Challenge Rating: 9 (5,000 XP)- Strength: 25 - Dexterity: 9 - Constitution: 23 - Intelligence: 10 - Wisdom: 14 - Charisma: 13
The Fire Giant has the following special abilities:
NoneThe Fire Giant can take the following actions:
<p><em><strong>Multiattack.</strong></em> The giant makes two greatsword attacks. </p><p><em><strong>Greatsword.</strong></em> <em>Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 28 (6d6 + 7) slashing damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +11 to hit, range 60/240 ft., one target. <em>Hit:</em> 29 (4d10 + 7) bludgeoning damage.</p> |
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82 | Flameskull | The Flameskull is a Tiny undead, neutral evil with the following characteristics:
Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.
Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Legacy of Life: A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ.
Eternally Bound: Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull's master must craft its instructions with care to ensure that the creature carries out its tasks properly.
Wreathed in Flame: The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets.
Eldritch Rejuvenation: A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous.
Undead Nature: A flameskull doesn't require air, food, drink, or sleep
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 40 (9d4 + 18) - Speed: 0 ft., fly 40 ft. (hover) - Skills: Arcana +5, Perception +2- Senses: Darkvision 60 ft., Passive Perception 12- Languages: Common- Challenge Rating: 4 (1,100 XP)- Strength: 1 - Dexterity: 17 - Constitution: 14 - Intelligence: 16 - Wisdom: 10 - Charisma: 11
The Flameskull has the following special abilities:
<p><em><strong>Illumination.</strong></em> The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.</p><p><em><strong>Magic Resistance.</strong></em> The flameskull has advantage on saving throws against spells and other magical effects.</p><p><em><strong>Rejuvenation.</strong></em> If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a <em>dispel magic</em> or <em>remove curse</em> spell is cast on them.</p><p><em><strong>Spellcasting.</strong></em> The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:</p><ul>
<li>Cantrip (at will): mage hand</li>
<li>1st level (3 slots): magic missile, shield</li>
<li>2nd level (2 slots): blur, flaming sphere</li>
<li>3rd level (1 slot): fireball</li>
</ul><p> </p>The Flameskull can take the following actions:
<p><em><strong>Multiattack.</strong></em> The flameskull uses Fire Ray twice.</p><p><em><strong>Fire Ray.</strong></em> <em>Ranged Spell Attack:</em> +5 to hit, range 30 ft., one target. <em>Hit:</em> 10 (3d6) fire damage.</p> |
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83 | Flesh Golem | The Flesh Golem is a Medium construct, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 9 - Hit Points: 93 (11d8 + 44) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Understands the languages of its creator but can't speak- Challenge Rating: 5 (1,800 XP)- Strength: 19 - Dexterity: 9 - Constitution: 18 - Intelligence: 6 - Wisdom: 10 - Charisma: 5
The Flesh Golem has the following special abilities:
<p><em><strong>Berserk.</strong></em> Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.</p><p>The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. </p><p><em><strong>Aversion of Fire.</strong></em> If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. </p><p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form.</p><p> <em><strong>Lightning Absorption.</strong></em> Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</p><p> <em><strong>Magic Resistance.</strong></em> The golem has advantage on saving throws against spells and other magical effects. </p><p><em><strong>Magic Weapons.</strong></em> The golem's weapon attacks are magical.</p>The Flesh Golem can take the following actions:
<p><em><strong>Multiattack.</strong></em> The golem makes two slam attacks. </p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 13 (2d8 + 4) bludgeoning damage.</p> |
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84 | Flying Snake | The Flying Snake is a Tiny beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 14 - Hit Points: 5 (2d4) - Speed: 30 ft., fly 60 ft., swim 30 ft. - Skills: None- Senses: Blindsight 10 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/8 (25 XP)- Strength: 4 - Dexterity: 18 - Constitution: 11 - Intelligence: 2 - Wisdom: 12 - Charisma: 5
The Flying Snake has the following special abilities:
<p><em><strong>Flyby.</strong></em> The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.</p>The Flying Snake can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 1 piercing damage plus 7 (3d4) poison damage.</p> |
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85 | Flying Sword | The Flying Sword is a Small construct, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 17 (Natural Armor)- Hit Points: 17 (5d6) - Speed: 0 ft., fly 50 ft. (hover) - Skills: None- Senses: Blindsight 60 ft., Passive Perception 7- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 12 - Dexterity: 15 - Constitution: 11 - Intelligence: 1 - Wisdom: 5 - Charisma: 1
The Flying Sword has the following special abilities:
<p><em><strong>Antimagic Susceptibility.</strong></em> The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. </p><p><em><strong>False Appearance.</strong></em> While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.</p>The Flying Sword can take the following actions:
<p><em><strong>Longsword.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d8 + 1) slashing damage.</p> |
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86 | Frog | The Frog is a Tiny beast, unaligned with the following characteristics:
A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 1 (1d4 - 1) - Speed: 20 ft., swim 20 ft. - Skills: Perception +1, Stealth +3- Senses: Darkvision 30 ft., Passive Perception 11- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 1 - Dexterity: 13 - Constitution: 8 - Intelligence: 1 - Wisdom: 8 - Charisma: 3
The Frog has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The frog can breathe air and water. </p><p><em><strong>Standing Leap.</strong></em> The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.</p>The Frog can take the following actions:
None |
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87 | Frost Giant | The Frost Giant is a Huge giant, neutral evil with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 15 (Patchwork Armor)- Hit Points: 138 (12d12 + 60) - Speed: 40 ft. - Skills: Athletics +9, Perception +3- Senses: Passive Perception 13- Languages: Giant- Challenge Rating: 8 (3,900 XP)- Strength: 23 - Dexterity: 9 - Constitution: 21 - Intelligence: 9 - Wisdom: 10 - Charisma: 12
The Frost Giant has the following special abilities:
NoneThe Frost Giant can take the following actions:
<p><em><strong>Multiattack.</strong></em> The giant makes two greataxe attacks. </p><p><em><strong>Greataxe.</strong></em> <em>Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 25 (3d12 + 6) slashing damage. </p><p><em><strong>Rock.</strong></em> <em>Ranged Weapon Attack:</em> +9 to hit, range 60/240 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage.</p> |
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88 | Gargoyle | The Gargoyle is a Medium elemental, chaotic evil with the following characteristics:
The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.
Animate Stone: Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.
Deadly Reputation: Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.
Cruel Servants: Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.
Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A gargoyle doesn't require air, food, drink, or sleep.
Shards of Elemental Evil: As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.
On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.
. This creatures statististics are as follows:
- Armor Class: 15 (Natural Armor)- Hit Points: 52 (7d8 + 21) - Speed: 30 ft., fly 60 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Terran- Challenge Rating: 2 (450 XP)- Strength: 15 - Dexterity: 11 - Constitution: 16 - Intelligence: 6 - Wisdom: 11 - Charisma: 7
The Gargoyle has the following special abilities:
<p><em><strong>False Appearance.</strong></em> While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.</p>The Gargoyle can take the following actions:
<p><em><strong>Multiattack.</strong></em> The gargoyle makes two attacks: one with its bite and one with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d6 + 2) slashing damage.</p> |
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89 | Gelatinous Cube | The Gelatinous Cube is a Large ooze, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 6 - Hit Points: 84 (8d10 + 40) - Speed: 15 ft. - Skills: None- Senses: Blindsight 60 ft., Passive Perception 8- Languages: --- Challenge Rating: 2 (450 XP)- Strength: 14 - Dexterity: 3 - Constitution: 20 - Intelligence: 1 - Wisdom: 6 - Charisma: 1
The Gelatinous Cube has the following special abilities:
<p><em><strong>Ooze Cube.</strong></em> The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. </p><p>Creatures inside the cube can be seen but have total cover.</p><p>A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.</p><p>The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. </p><p><em><strong>Transparent.</strong></em> Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.</p>The Gelatinous Cube can take the following actions:
<p><em><strong>Pseudopod.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one creature. <em>Hit:</em> 10 (3d6) acid damage. </p><p><em><strong>Engulf.</strong></em> The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.</p><p>On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.</p><p>On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.</p><p>An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.</p> |
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90 | Ghast | The Ghast is a Medium undead, chaotic evil with the following characteristics:
Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh: Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 36 (8d8) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common- Challenge Rating: 2 (450 XP)- Strength: 16 - Dexterity: 17 - Constitution: 10 - Intelligence: 11 - Wisdom: 10 - Charisma: 8
The Ghast has the following special abilities:
<p><em><strong>Stench.</strong></em> Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. </p><p><em><strong>Turning Defiance.</strong></em> The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</p>The Ghast can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one creature. <em>Hit:</em> 12 (2d8 + 3) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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91 | Ghost | The Ghost is a Medium undead, any with the following characteristics:
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
Unfinished Business: A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.
Ghostly Manifestations: Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.
Undead Nature: A ghost doesn't require air, food, drink, or sleep.
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 45 (10d8) - Speed: 0 ft., fly 40 ft. (hover) - Skills: None- Senses: Darkvision 60 ft., Passive Perception 11- Languages: Any languages it knew in life- Challenge Rating: 4 (1,100 XP)- Strength: 7 - Dexterity: 13 - Constitution: 10 - Intelligence: 10 - Wisdom: 12 - Charisma: 17
The Ghost has the following special abilities:
<p><em><strong>Ethereal Sight.</strong></em> The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</p><p><em><strong>Incorporeal Movement.</strong></em> The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</p>The Ghost can take the following actions:
<p><em><strong>Withering Touch.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 17 (4d6 + 3) necrotic damage.</p><p><em><strong>Etherealness.</strong></em> The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</p><p><em><strong>Horrifying Visage.</strong></em> Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.</p><p><em><strong>Possession (Recharge 6).</strong></em> One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</p><p>The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</p> |
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92 | Ghoul | The Ghoul is a Medium undead, chaotic evil with the following characteristics:
Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh: Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 22 (5d8) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: Common- Challenge Rating: 1 (200 XP)- Strength: 13 - Dexterity: 15 - Constitution: 10 - Intelligence: 7 - Wisdom: 10 - Charisma: 6
The Ghoul has the following special abilities:
NoneThe Ghoul can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +2 to hit, reach 5 ft., one creature. <em>Hit:</em> 9 (2d6 + 2) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p> |
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93 | Giant Badger | The Giant Badger is a Medium beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 10 - Hit Points: 13 (2d8 + 4) - Speed: 30 ft., burrow 10 ft. - Skills: None- Senses: Darkvision 30 ft., Passive Perception 11- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 13 - Dexterity: 10 - Constitution: 15 - Intelligence: 2 - Wisdom: 12 - Charisma: 5
The Giant Badger has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The badger has advantage on Wisdom (Perception) checks that rely on smell.</p>The Giant Badger can take the following actions:
<p><em><strong>Multiattack.</strong></em> The badger makes two attacks: one with its bite and one with its claws. </p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage. </p><p><em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (2d4 + 1) slashing damage.</p> |
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94 | Giant Eagle | The Giant Eagle is a Large beast, neutral good with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 - Hit Points: 26 (4d10 + 4) - Speed: 10 ft., fly 80 ft. - Skills: Perception +4- Senses: Passive Perception 14- Languages: Giant Eagle understands Common and Auran but can't speak them- Challenge Rating: 1 (200 XP)- Strength: 16 - Dexterity: 17 - Constitution: 13 - Intelligence: 8 - Wisdom: 14 - Charisma: 10
The Giant Eagle has the following special abilities:
<p><em><strong>Keen Sight.</strong></em> The eagle has advantage on Wisdom (Perception) checks that rely on sight.</p>The Giant Eagle can take the following actions:
<p><em><strong>Multiattack.</strong></em> The eagle makes two attacks: one with its beak and one with its talons. </p><p><em><strong>Beak.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 6 (1d6 + 3) piercing damage.</p><p> <em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 10 (2d6 + 3) slashing damage.</p> |
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95 | Giant Fire Beetle | The Giant Fire Beetle is a Small beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 13 (Natural Armor)- Hit Points: 4 (1d6 + 1) - Speed: 30 ft. - Skills: None- Senses: Blindsight 30 ft., Passive Perception 8- Languages: --- Challenge Rating: 0 (10 XP)- Strength: 8 - Dexterity: 10 - Constitution: 12 - Intelligence: 1 - Wisdom: 7 - Charisma: 3
The Giant Fire Beetle has the following special abilities:
<p><em><strong>Illumination.</strong></em> The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</p>The Giant Fire Beetle can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +1 to hit, reach 5 ft., one target. <em>Hit:</em> 2 (1d6 − 1) slashing damage.</p> |
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96 | Giant Frog | The Giant Frog is a Medium beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 18 (4d8) - Speed: 30 ft., swim 30 ft. - Skills: Perception +2, Stealth +3- Senses: Darkvision 30 ft., Passive Perception 12- Languages: --- Challenge Rating: 1/4 (50 XP)- Strength: 12 - Dexterity: 13 - Constitution: 11 - Intelligence: 2 - Wisdom: 10 - Charisma: 3
The Giant Frog has the following special abilities:
<p><em><strong>Amphibious.</strong></em> The frog can breathe air and water. </p><p><em><strong>Standing Leap.</strong></em> The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</p>The Giant Frog can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target. </p><p><em><strong>Swallow.</strong></em> The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</p> |
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97 | Giant Octopus | The Giant Octopus is a Large beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 11 - Hit Points: 52 (8d10 + 8) - Speed: 10 ft., swim 60 ft. - Skills: Perception +4, Stealth +5- Senses: Darkvision 60 ft., Passive Perception 14- Languages: --- Challenge Rating: 1 (200 XP)- Strength: 17 - Dexterity: 13 - Constitution: 13 - Intelligence: 4 - Wisdom: 10 - Charisma: 4
The Giant Octopus has the following special abilities:
<p><em><strong>Hold Breath.</strong></em> While out of water, the octopus can hold its breath for 1 hour. </p><p><em><strong>Underwater Camouflage.</strong></em> The octopus has advantage on Dexterity (Stealth) checks made while underwater.</p><p><em><strong>Water Breathing.</strong></em> The octopus can breathe only underwater.</p>The Giant Octopus can take the following actions:
<p><em><strong>Tentacles.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 15 ft., one target. <em>Hit:</em> 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. </p><p><em><strong>Ink Cloud (Recharges after a Short or Long Rest).</strong></em> 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.</p> |
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98 | Giant Owl | The Giant Owl is a Large beast, neutral with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 19 (3d10 + 3) - Speed: 5 ft., fly 60 ft. - Skills: Perception +5, Stealth +4- Senses: Darkvision 120 ft., Passive Perception 15- Languages: Elvish, Giant Owl and Sylvan but can't speak them- Challenge Rating: 1/4 (50 XP)- Strength: 13 - Dexterity: 15 - Constitution: 12 - Intelligence: 8 - Wisdom: 13 - Charisma: 10
The Giant Owl has the following special abilities:
<p><em><strong>Flyby.</strong></em> The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. </p><p><em><strong>Keen Hearing and Sight.</strong></em> The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.</p>The Giant Owl can take the following actions:
<p><em><strong>Talons.</strong></em> <em>Melee Weapon Attack:</em> +3 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (2d6 + 1) slashing damage.</p> |
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99 | Giant Rat | The Giant Rat is a Small beast, unaligned with the following characteristics:
. This creatures statististics are as follows:
- Armor Class: 12 - Hit Points: 7 (2d6) - Speed: 30 ft. - Skills: None- Senses: Darkvision 60 ft., Passive Perception 10- Languages: --- Challenge Rating: 1/8 (25 XP)- Strength: 7 - Dexterity: 15 - Constitution: 11 - Intelligence: 2 - Wisdom: 10 - Charisma: 4
The Giant Rat has the following special abilities:
<p><em><strong>Keen Smell.</strong></em> The rat has advantage on Wisdom (Perception) checks that rely on smell. </p><p><em><strong>Pack Tactics.</strong></em> The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.</p>The Giant Rat can take the following actions:
<p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit</em>: 4 (1d4 + 2) piercing damage.</p> |