Monster Manual (11th Print)
Monster Manual (11th Print)
Monster Manual (11th Print)
C R E D ITS
D&D Lead Designers: M ike M ea rls, Jeremy Crawford Additional Contributors: B ruce R. Cord e l l , Kim M o h a n , C h ri s
D u p u i s , Tom La P i l l e , M i randa Horner, Jennifer Clarke Wilkes,
Monster Manual Lead: Ch ristopher Perkins Steve Wi nter, Chris You ngs, Ben Petrisor, Tom Olsen,
Stat Block Development: Chris Sims, Rod ney Thompson, R . A . Salvatore
Peter Lee
Story Development: Robert J. Schwalb, M att Sernett, Project Management: Neil S h i n k le, Kim Graham, Joh n H ay
Steve Townshend, James Wyatt Production Services: Cynda Callaway, Brian Dumas,
Managing Editor: Jeremy Crawford Jefferson D u n lap, David Gershman, M att Kna n n l e i n ,
Editing: Scott Fitzgera ld G ray A n i t a Williams
Producer: G reg Bilsland
Brand and Marketing: N athan Stewart, Liz Sch u h ,
Art Directors: Kate I rwin, Dan Gelon, Jon Schindehette, C h r i s Lindsay, Shelly Mazzanoble, H i lary Ross,
M ari Kolkowsky, Melissa Rapier, Shauna N a rciso Laura Tommervik, Kim Lundstro m , Trevor Kidd
Graphic Designers: Bree Heiss, Emi Tanj i , Barry Craig
Cover Illustrator: Raymond Swan land Based on the original game created by
Interior Illustrators: Tom Babbey, Daren Bader, Joh n-Paul E. G a ry Gygax and Dave Arneson ,
Balmet, Mark Behm, Eric Belisle, M ichael Berube, Zoltan with Brian Blume, R o b Ku ntz, James Ward, and Don Kaye
Boros, C hristopher B radley, Aleksi Briclot, F i l i p Burburan, Drawing from further development by
C h ristopher B u rd ett, Sam Burley, M ike Burns, Wesley B u rt, J. Eric Holmes, Tom Moldvay, Fra n k Mentzer, Aaron Allston,
M i livoj <'.:era n , Jedd Chevrier, Conceptopolis, Adam Da nger H a rold Johnson, David "Zeb" Cook, Ed G reenwood ,
Cook, Ju lie Dillon, Dave Dorma n , Jesper Ejsi n g, Emrah Keith Bake r, Tracy Hickman, M a rgaret Weis, Douglas N i les,
Elmas l i , Wayne England, M i ke Faille, Toma Feizo Gas, Jeff G rubb, Jonathan Tweet, Monte Cook, Skip Williams,
Emily Fiegensch u h , Tomas G iorello, E . M . G ist, Lars G rant Richard Baker, Peter Adkison, Bill Slavicsek, Andy Col l i n s ,
West, E.W. Hekaton , j D, Jon Hodgson, Ralph Horsley, K u rt and R o b Heinsoo
H uggi ns and Zelda Devon, Lake H u rwitz, Tyler Jacobson,
Vance Kovacs, Daniel Landerman, Lindsey Look, Daniel Playtesting provided by
Lj unggre n , Raphael Lubke, Titus Lunter, Slawomir Man iak, over 1 75,000 fans of D&D. Thank you!
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Ned Rogers, Scott Roller, Jasper Sandner, M ike Sass, M a rc Lommel, Jonathan Longstaff, Rory Madden, M att Maranda,
Sasso, llya Shkipin, Carmen Sinek, Craig J Spearing, Annie Paul Melamed, M i ke M i halas, David M i lman, Daren M itch e l l ,
Stegg, Zack Stella, M att Stewart, Raymond Swan land, C l a u d i o Pozas, J o h n Proudfoot, K a r l Resch, M . S e a n Molley,
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Vargo, Franz Vohwin kel, Richard Whitters, Sam Wood, Ben
Wootten, Kiera n Yanner, Min Yu m , Mark Zug
ON THE COVER
Raymond Swan land illustrates the Xanathar
ambushing explorers i n the da rkest depths
of U ndermou ntai n , proving that the beholder
crime lord's interests run deep beneath the
city ofWaterdeep.
620A9218000001 EN
ISBN: 978-0-7869-6561-8
First Printing: September 2014 (This printing includes corrections.) CE
131211
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CONTE NTS
Introduction . . . . . . .4 Gnome, Deep (Svirfneblin) . . 164
. . . . . . . . . . . . . . . . . . Revenant .
. . . . . . . . . . . 259 . . . . . . . . . .
Aarakocra . . . . . . . . 1 2 Goblins
. . . . .. . . . . . . . . .
. . 165 . . . . . . . . . . . . . . . . . . . . Roe . . . . . . . . . . . . . . . . . . . . 260 . . . . . . .
Aboleth . . . . . . . . . . . 1 3 Golems .
. . . . . . . . . . . . . . 1 67 . . . . . . . . . . . . . . . . . . . . . Roper .
. . . . . . . 261
. . . . . . . . . . . . . . . . .
Ankheg . . . . . . . . . . . . . . 21 Grick . . . . . . . . .
. . . . . 17 3 . . . . . . . . . . . . . . . . . . . . . Salamanders . . . . . . . 265
. . . . . . . . . . .
Azer . . . . . . . . . . . . . . 22 Griffon
. . . . . . . . . . ... . . . 174 . . . . . . . . . . . . . . . . . . . . . Satyr . . .. . . .. .
. . . . . . . . . . 267 . . . . . .
Basilisk .
. . . . . 24 Hags
. . . . . . . . . . . . . . . . . . 176 . . . . . . . . . . . . . . . . . . . . . . . . . . Shadow . .
. . . . . . . . .. 269
. . . . . . . . . . .
Behir . . . . . .
. . . . . . .. 25 Half-Dragon
. . . . . . . . . . . . . 1 80 . . . . . . . . . . . . . . . . . . Shambling Mound . . .. 27 0. . . . . . . . .
Blights . . . . . . . . . .
. . . 31 Hell Hound
. . . . . .. . . ..
. . . . 1 82 . . . . . . . . . . . . . . . . . Skeletons . . . . . . . . . 27 2. . . . . . . . . . . .
Bugbears . . . . .
. . . . . . . . 33 Helmed Horror
. . . .
. . . . . . . . . 183 . . . . . . . . . . . . . Slaadi . .
. . . . . . . . . . 274
. . . . . . . . . . . .
Bulette .
. . . . . . . . . . . . 34 Hippogriff
. . . . . . . .. . . . . 1 84 . . . . . . . . . . . . . . . . . . . . Specter . . . . . .. . . . . . 27 9
. . . . . . . . . . .
Bullywug . . . . . . . . . 35 Hobgoblins .
. . . . . . . . .. . . . . . 185 . . . . . . . . . . . . . . . . . . Sphinxes .
. . . . . . . . . . . . . . 280 . . . . . . .
Cambion .
. . . . . . . 36 Homunculus
. . . . . . . . . .. .
. . . . . 1 88 . . . . . . . . . . . . . . . . . Sprite . ..
. . . . . . . . . . . . 283 . . . . . . . . . .
Chimera . .
. . . . . . . . . . . . . 39 Intellect Devourer .
. . . . . . . . . . . . . . . . . . . Tarrasque . . . . . . . . 286
. . . . . . . . . . . . .
Chuul .
. . . . . . . . . . . . . 40 Invisible Stalker
. . . . . . . . . . . . 1 92 . . . . . . . . . . . . . . . Thri-kreen . . . . . . .. . . 288 . . . . . . . . . . .
the other two being the Player's Handbook and the There is no greater dungeon than the Underdark, the
Dungeon Master's Guide. The Monster Manual, like underworld beneath the surface world. It is a vast
the Dungeon Master's Guide, is a book for DMs. Use it subterranean realm where monsters accustomed to
to populate your D&D adventures with pesky goblins, darkness dwell. It is a place filled with lightless caverns
stinky troglodytes, savage ores, mighty dragons, and a connected by tunnels that wind ever downward. One
veritable horde of creepy crawlies. could spend a lifetime (however brief!) exploring the
Guidelines for creating encounters with monsters can Underdark and find such places as the following:
be found in the Dungeon Master's Guide. That book also A mind flayer prison or asylum, filled with mindless
contains wandering monster tables and other goodies thralls and raving lunatics
to help you use the monsters in this book in interesting A lost dwarven necropolis containing row after row of
ways, as well as advice for modifying monsters and dusty tombs waiting to be plundered
creating your own. • A fortified outpost bristling with armaments, guarding
If you've never run a D&D adventure before, we the way to a magnificent drow city
recommend that you pick up the DUNGEONS & DRAGONS A subterranean rift filled with giant fungi and ruled by
Starter Set, which demonstrates how to take a bunch of a megalomaniacal beholder or mad fomorian king
monsters and build an exciting adventure around them. A chain of rocky islands on a vast, sunless sea that's
home to aboleths and insane kuo-toa
INTRODUCT[QN
1·
THE WILDERN E S S
Not all monsters lurk underground. Many o f them
inhabit deserts, mountains, swamps, canyons, forests,
and other natural settings. The wilderness can be just
as dangerous as any dungeon, particularly when there's
nowhere to hide! Some wilderness locations are just as
memorable as any dungeon:
A roe's nest made of shattered ship hulls, built atop a
lonely mountain or rocky hill
A vast arctic tundra that serves as a hunting ground
for berserkers and yeti
• A primeval forest protected by treants or corrupted by
demon-worshiping gnolls
A fog-shrouded swamp haunted by lizardfolk that
worship a vile black dragon
• A jungle island inhabited by dinosaurs and human
tribal warriors
UNDERWATE R
Not all adventures take place on land. This book casts
light on several creatures that haunt the oceans of the
world, from the devilish sahuagin to the peaceful aquatic
elves who loathe them. Within this aquatic domain are
many surprising adventure locations:
A graveyard of sunken ships haunted by sharks,
aquatic ghouls, and angry ghosts
A storm giant's coral castle, beautiful yet foreboding
• A lost city on the sea floor, encased in a magic bubble
of air and ruled by a medusa queen
• A kraken's cave or bronze dragon's cavernous lair,
filled with ancient treasures
A sunken temple of Sekolah, evil god of the sahuagin
6
INTRODUCTION
summon fiends to the material world to do their bidding. ALIGNMENT
If an evil celestial is a rarity, a good fiend is almost
inconceivable. Fiends include demons, devils, hell A monster's alignment provides a clue to its disposition
hounds, rakshasas, and yugoloths. and how it behaves in a roleplaying or combat situation.
Giants tower over humans and their kind. They are
For example, a chaotic evil monster might be diffi cult
to reason with and might attack characters on sight,
humanlike in shape, though some have multiple heads
(ettins) or deformities (fomorians). The six varieties of whereas a neutral monster might be willing to negotiate.
true giant are hill giants, stone giants, frost giants, fire See the Player's Handbook for descriptions of the
giants, cloud giants, and storm giants. Besides these, different alignments.
creatures such as ogres and trolls are giants. The alignment specified in a monster's stat block is
Humanoids are the main peoples of the D&D
the default. Feel free to depart from it and change a
world, both civilized and savage, including humans monster' s alignment to suit the needs of your campaign.
and a tremendous variety of other species. They have If you want a good-aligned green dragon or an evil storm
language and culture, few if any innate magical abilities giant, there's nothing stopping you.
(though most humanoids can learn spellcasting), and a Some creatures can have any alignment. In other
bipedal form. The most common humanoid races are words, you choose the monster's alignment. Some
the ones most suitable as player characters: humans, monster' s alignment entry indicates a tendency or
dwarves, elves, and halflings. Almost as numerous but aversion toward law, chaos, good, or evil. For example,
fa r more savage and brutal, and almost uniformly evil, a berserker can be any chaotic alignment (chaotic good,
are the races of goblinoids (goblins, hobgoblins, and chaotic neutral, or chaotic evil), as befits its wild nature.
bugbears), ores, gnolls, lizardfolk, and kobolds. Many creatures of low intelligence have no
A variety of humanoids appear throughout this book, comprehension of law or chaos, good or evil. They don't
but the races detailed in the Player's Handbook-with make moral or ethical choices, but rather act on instinct.
the exception of draw- are dealt with in appendix B. These creatures are unaligned, which means they don't
That appendix gives you a number of stat blocks that have an alignment.
you can use to make various members of those races.
Monstrosities are monsters in the strictest sense
ARMOR C LASS
fr ightening creatures that are not ordinary, not truly A monster that wears armor or carries a shield has
natural, and almost never benign. Some are the an Armor Class (AC) that takes its armor, shield, and
results of magical experimentation gone awry (such Dexterity into account. Otherwise, a monster's AC is
as owlbears), and others are the product of terrible based on its Dexterity modifier and natural armor
curses (including minotaurs and yuan-ti). They defy if any. If a monster has natural armor, wears arm r,�
categorization, and in some sense serve as a catch-all or carries a shield, this is noted in parentheses after
category for creatures that don' t fit into any other type. its AC value.
Oozes are gelatinous creatures that rarely have a
fixed shape. They are mostly subterranean, dwelling H IT POINTS
in caves and dungeons and feeding on refuse, carrion, A monster usually dies o r i s destroyed when it
or creatures unlucky enough to get in their way. Black drops to 0 hit points. For more on hit points, see the
puddings and gelatinous cubes are among the most Player's Handbook.
recognizable oozes. A monster's hit points are presented both as a die
Plants in this context are vegetable creatures, not expression and as an average number. For example,
ordinary flora. Most of them are ambulatory, and some a monster with 2d8 hit points has 9 hit points on
are carnivorous. The quintessential plants are the average (2 x 4V2).
shambling mound and the treant. Fungal creatures A monster's size determines the die used to calculate
such as the gas spore and the myconid also fall into its hit points, as shown in the Hit Dice by Size table.
this category.
Undead are once-living creatures brought to a HIT DICE BY SIZE
horrifying state of undeath through the practice of
necromantic magic or some unholy curse. Undead Monster Size Hit Die Average HP per Die
include walking corpses, such as vampires and zombies, Tiny d4 21/2
as well as bodiless spirits, such as ghosts and specters. Small d6 31/2
Medium d8 41/2
TAGS La rge dlO Sl/2
A monster might have one or more tags appended to H uge dl2 61/2
its type, in parentheses. For example, an ore has the Gargantuan d20 1 01/z
humanoid (ore) type. The parenthetical tags provide
additional categorization for certain creatures. The tags
A monster's Constitution modifier also affects the
have no rules of their own, but something in the game,
number of hit points it has. Its Constitution modifier is
such as a magic item, might refer to them. For instance,
multiplied by the number of Hit Dice it possesses, and
a spear that is especially effective at fighting demons
the result is added to its hit points. For example, if a
would work against any monster that has the demon tag.
monster has a Constitution of 1 2 (+1 modifier) and 2d8
Hit Dice, it has 2d8 + 2 hit points (average 1 1).
7
INTRODUCTIO N
SPEED P ROFI C I ENCY BONUS BY CH A L L ENGE RAT I NG
A monster's speed tells you how far i t can move on Proficiency Proficiency
its turn. For more information on speed, see the Challenge Bonus Challenge Bonus
Player's Handbook. 0 +2 14 +5
All creatures have a walking speed, simply called the 1/8 +2 15 +5
monster's speed. Creatures that have no form of ground 1/4 +2 16 +5
based locomotion have a walking speed of 0 feet. 1/2 +2 17 +6
Some creatures have one or more of the following +2 18 +6
additional movement modes. 2 +2 19 +6
3 +2 20 +6
BURROW
4 +2 21 +7
A monster that has a burrowing speed can use that
speed to move through sand, earth, mud, or ice. A 5 +3 22 +7
monster can't burrow through solid rock unless it has a 6 +3 23 +7
special trait that allows it to do so. 7 +3 24 +7
8 +3 25 +8
C LIMB 9 +4 26 +8
A monster that has a climbing speed can use all or 10 +4 27 +8
part of its movement to move on vertical surfaces. The 11 +4 28 +8
monster doesn't need to spend extra movement to climb.
12 +4 29 +9
F LY 13 +5 30 +9
A monster that has a flying speed can use all or part
of its movement to fly. Some monsters have the ability SKILLS
to hover, which makes them hard to knock out of the The Skills entry i s reserved for monsters that are
air (as explained in the rules on flying in the Player's proficient in one or more skills. For example, a monster
Handbook). Such a monster stops hovering when it dies. that is very perceptive and stealthy might have bonuses
to Wisdom (Perception) and Dexterity (Stealth) checks.
SWIM
A skill bonus is the sum of a monster's relevant ability
A monster that has a swimming speed doesn't need to
modifier and its proficiency bonus, which is determined
spend extra movement to swim.
by the monster's challenge rating (as shown in the Pro
ficiency Bonus by Challenge Rating table). Other mod
ABILITY SCORES ifiers might apply. For instance, a monster might have
Every monster has six ability scores (Strength, a larger-than-expected bonus (usually double its profi
Dexterity, Constitution, Intelligence, Wisdom, and ciency bonus) to account for its heightened expertise.
Charisma) and corresponding modifiers. For more
information on ability scores and how they're used in VULNE RABILITIE S, RESISTANCE S,
play, see the Player's Handbook.
AND IMMUNITIES
SAVING THROWS Some creatures have vulnerability, resistance, or immu
nity to certain types of damage. Particular creatures are
The Saving Throws entry is reserved for creatures
even resistant or immune to damage from nonmagical
that are adept at resisting certain kinds of effects.
attacks (a magical attack is an attack delivered by a
For example, a creature that isn't easily charmed or
spell, a magic item, or another magical source). In addi
frightened might gain a bonus on its Wisdom saving
tion, some creatures are immune to certain conditions.
throws. Most creatures don't have special saving throw
bonuses, in which case this section is absent.
A saving throw bonus is the sum of a monster's relevant
SENSES
ability modifier and its proficiency bonus, which is The Senses entry notes a monster's passive
determined by the monster's challenge rating (as shown Wisdom (Perception) score, as well as any special
in the Proficiency Bonus by Challenge Rating table). senses the monster might have. Special senses are
described below.
BLIND SIGHT
A monster with blindsight can perceive its surroundings
without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray
oozes, typically have this special sense, as do creatures
with echolocation or heightened senses, such as bats
and true dragons.
If a monster is naturally blind, it has a parenthetical
note to this effect, indicating that the radius of its blind
sight defi nes the maximum range of its perception.
8
INTRODUCTION
A R M O R, WEAPON, A N D TOO L PROFI C I E N C I E S A creature within the area of an antimagic field or in
Assume that a creature is proficient with its armor, weapons, any other location where magic doesn't function can' t
and tools. If you swap them out, you decide whether the send o r receive telepathic messages.
creature i s proficient with its new equipment.
For exam ple, a h i l l giant typically wears h ide a rmor and C HALLENGE
wields a greatcl ub. You cou l d equip a hill giant with chain
mail and a greataxe instea d , and assume the giant is A monster's challenge rating tells you how great a
proficient with both, one or the other, or neither. threat the monster is, according to the encounter
See the Player's Handbook for rules on using a rmor or building guidelines in chapter 3 of the Dungeon
weapons without proficiency. Master's Guide. Those guidelines specify the number
of adventurers of a certain level that should be able to
DARK V I S I O N
defeat a monster of a particular challenge rating without
suffering any deaths.
A monster with darkvision can see in the dark within a
Monsters that are significantly weaker than 1 st- level
specific radius. The monster can see in dim light within
characters have a challenge rating lower than 1.
the radius as if it were bright light, and in darkness as
Monsters with a challenge rating of 0 are insignificant
if it were dim light. The monster can't discern color in
except in large numbers; those with no effective attacks
darkness, only shades of gray. Many creatures that live
are worth no experience points, while those that have
underground have this special sense.
attacks are worth 10 XP each.
TRE MORSENSE Some monsters present a greater challenge than
A monster with tremorsense can detect and pinpoint even a typical 20th-level party can handle. These
the origin of vibrations within a specific radius, monsters have a challenge rating of 2 1 or higher and are
provided that the monster and the source of the specifically designed to test player skill.
vibrations are in contact with the same ground or
E X P E R I E NC E POINTS
substance. Tremorsense can't be used to detect flying or
The number of experience points (XP) a monster is
incorporeal creatures. Many burrowing creatures, such
worth is based on its challenge rating. Typically, XP is
as ankhegs and umber hulks, have this special sense.
awarded for defeating the monster, although the DM
T RUE SIGHT may also award XP for neutralizing the threat posed by
A monster with truesight can, out to a specific range, see the monster in some other manner.
in normal and magical darkness, see invisible creatures Unless something tells you otherwise, a monster
and objects, automatically detect visual illusions and summoned by a spell or other magical ability is worth
succeed on saving throws against them, and perceive the XP noted in its stat block.
the original form of a shapechanger or a creature that The Dungeon Master's Guide explains how to create
is transformed by magic. Furthermore, the monster can encounters using XP budgets, as well as how to adjust
see into the Ethereal Plane within the same range. an encounter's diffi culty.
The languages that a monster can speak are listed Challenge XP Challenge XP
in alphabetical order. Sometimes a monster can 0 0 or 1 0 14 1 1 , 500
understand a language but can't speak it, and this is 1/8 25 15 1 3 ,000
noted in its entry. A"-" indicates that a creature neither 1/4 50 16 1 5 ,000
speaks nor understands any language. 1/2 1 00 17 1 8,000
200 18 20,000
TELEPATHY
2 450 19 22,000
Telepathy is a magical ability that allows a monster to
3 700 20 25,000
communicate mentally with another creature within a
4 1 ,1 00 21 33,000
specified range. The contacted creature doesn't need
to share a language with the monster to communicate 5 1 , 800 22 41 ,000
in this way with it, but it must be able to understand at 6 2 , 300 23 50,000
least one language. A creature without telepathy can 7 2,900 24 62,000
receive and respond to telepathic messages but can't 8 3 ,900 25 75,000
initiate or terminate a telepathic conversation. 9 5 ,000 26 90,000
A telepathic monster doesn't need to see a contacted 10 5 ,900 27 1 05 ,000
creature and can end the telepathic contact at any time. 11 7,200 28 1 20,000
The contact is broken as soon as the two creatures are 12 8 ,400 29 1 3 5,000
no longer within range of each other or if the telepathic
13 1 0,000 30 1 55,000
monster contacts a different creature within range. A
telepathic monster can initiate or terminate a telepathic
conversation without using an action, but while the
monster is incapacitated, it can't initiate telepathic
contact, and any current contact is terminated.
INTRODUCTION
9
SPECIAL TRAITS
Special traits (which appear after a monster's challenge
rating but before any actions or reactions) are
characteristics that are likely to be relevant in a combat
encounter and that require some explanation.
I NNATE SPELLCASTING
A monster with the innate ability to cast spells has the
Innate Spellcasting special trait. Unless noted other
wise, an innate spell of 1st level or higher is always cast
at its lowest possible level and can't be cast at a higher
level. If a monster has a cantrip where its level matters
and no level is given, use the monster's challenge rating.
An innate spell can have special rules or restrictions.
For example, a drow mage can innately cast the levitate
spell, but the spell has a "self only" restriction, which
means that the spell affects only the drow mage.
A monster's innate spells can't be swapped out with
other spells. If a monster's innate spells don't require
attack rolls, no attack bonus is given for them.
SPELLCASTING
A monster with the Spellcasting special trait has a
spellcaster level and spell slots, which it uses to cast its
spells of 1 st level and higher (as explained in the Play
er's Handbook). The spellcaster level is also used for any
cantrips included in the feature.
The monster has a list of spells known or prepared
from a specific class. The list might also include spells
from a feature in that class, such as the Divine Domain
feature of the cleric or the Druid Circle feature of the
druid. The monster is considered a member of that class
when attuning to or using a magic item that requires
membership in the class or access to its spell list.
A monster can cast a spell from its list at a higher level
if it has the spell slot to do so. For example, a drow mage
with the 3rd-level lightning bolt spell can cast it as a Sth
level spell by using one of its 5th-level spell slots.
You can change the spells that a monster knows or
has prepared, replacing any spell on its spell list with a
spell of the same level and from the same class list. If
you do so, you might cause the monster to be a greater
or lesser threat than suggested by its challenge rating.
PSIONIC S
A monster that casts spells using only the power of its
mind has the psionics tag added to its Spellcasting or
Innate Spellcasting special trait. This tag carries no
special rules of its own, but other parts of the game
might refer to it. A monster that has this tag typically
doesn't require any components to cast its spells.
ACTIONS
When a monster takes its action, i t can choose from the
options in the Actions section of its stat block or use one
of the actions available to all creatures, such as the Dash
or Hide action, as described in the Player's Handbook.
INTRODUCTION
II
AA RA KO C RA
Aarakocra range the Howling Gyre, an endless storm
of mighty winds and lashing rains that surrounds the
tranquil realm of Aaqa in the Elemental Plane of Air.
Making aerial patrols, these birdlike humanoids guard
the windy borders of their home against invaders from
the Elemental Plane of Earth, such as gargoyles, their
sworn enemies.
Enemies ofElemental Evil. In service to the Wind
Dukes of Aaqa, aarakocra scout the planes in search
of temples of Elemental Evil. They spy on malign
elemental creatures and then either take the fight to
those creatures or report back to the Wind Dukes.
On the Material Plane, aarakocra create aeries atop
the highest mountains, especially peaks near portals
to the Elemental Plane of Air. From such heights,
aarakocra watch for signs of elemental incursions,
as well as for nascent threats to their home plane.
Aarakocra prefer to live their lives like the wind
unburdened and ever moving-yet they watch over a
region for years if that's what it takes to guard against
the incursions of Elemental Evil.
Aarakocra have no concept of political borders or
property ownership, and the value of gems, gold, and
other precious materials means little to aarakocra. In
their eyes, a creature should use what is necessary and
then cast what is left on the wind for others to use.
Search for the Seven Shards. The Wind Dukes of
Aaqa come from a race of elemental beings called the
vaati, which once ruled many worlds. A creature known
as the Queen of Chaos arose and initiated an interplanar
war against vaati rule. To combat the threat, seven vaati
Medium humanoid (aarakocra), neutral good heroes combined their powers to create the mighty Rod
ofLaw. In a battle against the queen's greatest general,
Armor Class 1 2 Miska the Wolf Spider, a vaati killed Miska by thrusting
Hit Points 1 3 (3d8) the rod into him like a spear. The rod shattered into
Speed 20 ft., fly 50 ft. seven shards that scattered across the multiverse.
Aarakocra seek signs of the pieces' locations in order to
STR DEX CON INT WIS CHA
10 (+O) 14 (+2) 1 0 (+O) 11 (+O) 12 (+l) 1 1 (+O)
rebuild what is now known as the Rod of Seven Parts.
•
Hit: 4 ( l d 4 + 2) slashing damage. When the elemental retu rns to the Elemental Plane of Air, any
aarakocra with i n 5 feet of it can return with it.
Javelin. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft. or
range 30/ 1 20 ft., one target. Hit: 5 (ld6 + 2) piercing d a m age.
c==:
====
:::=::= ====
= ========
=== =i
AARAKOCRA
12
ABO LETH can be removed by any magic that cures disease. After 1 minute,
Large aberration, lawful evil
the diseased creature's skin becomes transl ucent and slimy, the
creature can't regai n hit points u n less it is underwater, a n d the
Armor Class 1 7 (natural a rmor)
Hit Points 1 35 (l 8dl 0 + 36) d isease can be removed only by heal or another d isease-cu ring
Speed 1 0 ft., swim 40 ft. spell of 6th level o r h igher. When the c reature is outside a body
of water, it takes 6 ( l d l 2) acid damage every 1 0 m i n utes un less
STR DEX CON INT WIS CHA moisture is applied to the skin before 1 0 m i nutes have passed.
21 (+5) 9 (-1 ) 1 5 (+2) 1 8 (+4) 1 5 (+2) 1 8 (+4) Tail. Melee Weapon Attack: +9 to h it, reach 1 0 ft. one target.
Hit: 1 5 (3d6 + 5) b l udgeoning damage.
Saving Throws Con +6, I n t +8, Wis +6
Skills H i story + 1 2, Perception + 1 0 Enslave (3/Day). The aboleth targets one creature it can see
Senses darkvision 1 20 ft., passive Perception 20 within 30 feet of it. The target m ust succeed on a DC 14
Languages Deep Speech, telepathy 1 20 ft. Wisdom saving throw o r be magically charmed by the aboleth
Challenge 10 (5,900 XP) until the aboleth dies o r u nti l 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
Amphibious. The aboleth can breathe air and water.
the target can com m u n icate telepath ical ly with each other over
Mucous Cloud. While underwater, the aboleth is s u rrounded any d i stance.
by tran sformative mucus. A creature that touches the aboleth Whenever the charmed target takes d a m age, the target can
or that h its it with a me lee attack while with i n 5 feet of it m ust repeat the savi ng th row. O n a success, the effect ends. No
make a DC 14 Constitution saving th row. On a fa i l u re, the more than once every 24 hours, the target can also repeat the
creature is d i seased fo r ld4 hours . The diseased creature can saving throw when it i s at least 1 mile away from the aboleth.
b reathe o n ly u n derwater.
LEG E N DA RY ACTI O N S
Probing Telepathy. If a creature com m u n icates telepathically
with the aboleth, the a boleth learns the creature's greatest The aboleth can take 3 legendary actions, choosing from the
desi res if the aboleth can see the creature. options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
ACTI O N S a boleth regains spent legendary actions at the start of its turn.
Multiattack. The aboleth makes three tentacle attacks. Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The a boleth m akes one tail attack.
Tentacle. Melee Weapon Attack: +9 to h it, reach 10 ft. , one Psychic Drain (Costs 2 Actions). One creature charmed by the
target. Hit: 12 (2d6 + 5) bl udgeo n i n g damage. If the target is a
41
aboleth takes 1 0 (3d6) psychic damage, and the aboleth
creature, it must succeed on a DC 14 Constitution saving throw rega ins hit points equal to the damage the creature takes.
c::::=::::=====:==S
A B O LETH
r3
"CouL O IT BE THAT ABOL ETHS ARE OLDE R THAN AN ABOLETH's LAI R
THE GOO S ··· THAT BEFO RE THE DIVIN E ONE S C.hNIE
?
Aboleths lair i n subterranean lakes or the rocky depths
T0BE SUCH HOR ROR
I
S SHAP ED THE NIULT IVER SE.
II
of the ocean, often surrounded by the ruins of an
Now THER E'S A CHIL LING THOU GHT. ancient, fallen aboleth city. An aboleth spends most of
-VAQ.IR lEKH 'R, GITH l.ERA I: PHIL OSO PHER AND its existence underwater, surfacing occasionally to treat
REA L YET U N R E A L
AUTH OR OF T l1 E FA R R E A L M with visitors or deranged worshipers.
LAIR ACTION S
When fighting inside its lair, an aboleth can invoke the
ambient magic to take lair actions. On initiative count 20
(losing initiative ties), the aboleth takes a lair action to
cause one of the following effects:
• The aboleth casts phantasmal force (no components
required) on any number of creatures it can see within
60 feet of it. While maintaining concentration on this
effect, the aboleth can't take other lair actions. If a tar
get succeeds on the saving throw or if the effect ends
for it, the target is immune to the aboleth's phantasmal
force lair action for the next 24 hours, although such a
AB O LETH •
creature can choose to be affected.
Pools of water within 90 feet of the aboleth surge out
Before the coming o f the gods, aboleths lurked i n ward in a grasping tide. Any creature on the ground
primordial oceans and underground lakes. They within 20 feet of such a pool must succeed on a DC 14
reached out with their minds and seized control of the Strength saving throw or be pulled up to 20 feet into
burgeoning life-forms of the mortal realm, making those the water and knocked prone. The aboleth can't use
creatures their slaves. Their dominance made them this lair action again until it has used a different one.
like gods. Then the true gods appeared, smashing the Water in the aboleth's lair magically becomes a con
aboleths' empire and freeing their slaves. duit for the creature's rage. The aboleth can target any
Aboleths have never forgotten. number of creatures it can see in such water within 90
Eternal Memories. Aboleths have flawless memories. feet of it. A target must succeed on a DC 14 Wisdom
They pass on their knowledge and experience from saving throw or take 7 (2d6) psychic damage. The
generation to generation. Thus, the injury of their defeat aboleth can't use this lair action again until it has used
by the gods remains perfectly preserved in their minds. a different one.
Aboleths' minds are treasure troves of ancient lore,
recalling moments from prehistory with perfect clarity. R E GIONAL E F F E CTS
They plot patiently and intricately across eons. Few The region containing an aboleth's lair is warped by the
creatures can conceive of the extent of an aboleth's plan. creature's presence, which creates one or more of the
Gods in the Lake. Aboleths dwell in watery following effects:
environments, including ocean abysses, deep lakes,
Underground surfaces within 1 mile of the aboleth's
and the Elemental Plane of Water. In these domains
lair are slimy and wet and are difficult terrain.
and the lands that adjoin them, aboleths are like gods,
Water sources within 1 mile of the lair are supernat
demanding worship and obedience from their subjects.
•
•
gods and regaining control of the world. Aboleths have
had untold eons to plot and to prepare their plans for
perfect execution.
A B O LETH
14
ANGELS
A n angel i s 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 ofthe 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.
Fa/Jen 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 Shadowfe!l, 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.
DEVA Magic Resistance. The deva has advantage on saving th rows
aga i nst spel ls and other magical effects.
Medium celestial, lawful good
ACT I O N S
Armor Class 1 7 (natu ral armor)
Hit Points 1 3 6 (l 6d8 + 64) Multiattack. The deva makes two melee attacks.
Speed 30 ft. , fly 90 ft.
Mace. Melee Weapon Attack: +8 to h it, reach 5 ft. , one
target. Hit: 7 ( l d 6 + 4) bludgeoning damage plus 18 (4d8)
STR DEX CON INT WIS CHA
rad iant dam age.
1 8 (+4) 18 (+4) 1 8 (+4) 1 7 (+3) 20 (+5) 20 (+5)
Healing Touch (3/Day). The deva touches a nother creature.
Saving Throws Wis +9, Cha +9 The target m agically regains 20 (4d8 + 2) h it points and is freed
Skills Insight +9, Perception +9 from any cu rse, d i sease, poison , b l i n d ness, or d eafness.
Damage Resistances radiant; bludgeoni ng, piercing, and
slashing from nonmagical attacks Change Shape. The deva magica lly polymorphs into a
Condition Immunities charmed, exhaustion, frightened h u m anoid or beast that has a chal lenge rating equal to or
Senses darkvision 1 20 ft., passive Perception 1 9 less than its own, or back into its true form. It reverts to its
Languages a l l , telepathy 1 20 ft. true form if it dies. Any equipment it i s wearing or carrying is
Challenge 1 0 (5 ,900 XP) absorbed or borne by the n ew form (the d eva's choice).
In a new form, the deva retains its game statistics and a b i l ity
to speak, but its AC, movement modes, Strength, Dexterity,
Angelic Weapons. The deva's weapon attacks a re magica l .
and special senses a re replaced by those of the new form, and
W h e n t h e deva h i t s with any weapon, t h e weapon d e a l s an
it gains any statistics and capabilities (except class features,
extra 4d8 rad iant d a mage (included i n the attack).
legendary actions, and lair actions) that the new form has but
Innate Spellcasting. The deva's spellcasting a b i l ity is Charisma that it lacks.
(s pell save DC 1 7) . The deva can i n n ately cast the fol lowing
•
spells, req u i ring only verbal com ponents:
At will: detect evil and good
l /d ay each: commune, raise dead
t=::::====:;:=�===i
16
ANG E LS
PLANETAR
Planetars act a s the weapons o f the gods they serve,
presenting a tangible representation of their deities'
might. A planetar can call down rain to relieve a
drought, or can loose an insect plague to devour crops.
A planetar's celestial ears detect every falsehood, and its
radiant eyes see through every deception.
Planetars are muscular and hairless and have
opalescent green skin and white-feathered wings. They
tower over most humanoids, brandishing immense
swords with grace. Sometimes sent to aid powerful
mortals on important tasks for good, planetars are
especially fond of missions that involve battling fiends.
e xt r a S d 8 r ad i a nt d a m a ge (in c l ud e d in t h e a tt a c k) �
C=============================
.
=====�==================== = ===�=====================�::::� : �= = ======== �
\'°' G E LS
S OLAR
A solar is godlike in its glory and power.
On the battlefield, the solar's sword flies into the
fray on its own, and a single arrow from a solar's bow
can strike a target dead on contact. So great is a solar's
celestial might that even demon princes shrink at its
resonant commands.
It is said that only twenty-four solars exist. The few
solars that are known are stewards of specific deities.
The others rest in a state of contemplation, waiting for
the time when their services are needed to stave off
some cosmic threat to the cause of good.
LEG E N DA R Y ACTI O N S
Angelic Weapons. The solar's weapon attacks are magical.
The solar can take 3 legendary actions, choosing from the
When the solar h its with a ny weapon, the weapon deals an
options below. Only one legenda ry action option can be used
extra 6d8 radiant d a m age (included i n the attack) .
at a time and only at the end of a nother creature's turn. The
Divine Awareness. The solar knows if it hears a lie. solar regains spent lege ndary actions at the start of its turn.
Innate Spellcasting. The solar's spellcasting ability is Charisma Teleport. The solar magica l ly teleports, along with any
(spell save DC 2S). It can i n nately cast the following spells, equipment it is wea ri ng or carrying, up to 1 20 feet to an
At will: detect evil and good, invisibility (self only) energy. Each creature of its choice i n a 1 0-foot radius m ust
3/day each: blade barrier, dispel evil and good, resurrection make a DC 23 Dexterity saving th row, taking 14 (4d6) fi re
l/day each: commune, control weather damage plus 14 (4d6) radiant d a m age on a failed save, or half
•
or be b l i nd ed u ntil magic such as the lesser restoration spell
Multiattack. The solar makes two greatsword attacks. removes the blind ness.
c=:=::=:=:=::::====::J
AN I MATED O BJ E CTS
Animated objects are crafted with potent magic to follow
the commands of their creators. When not commanded,
they follow the last order they received to the best of
their ability, and can act independently to fulfill simple
instructions. Some animated objects (including many of
those created in the Feywild) might converse fluently or
adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't
require air, food, drink, or sleep.
The magic that animates an object is dispelled when
the construct drops to 0 hit points. An animated object
reduced to 0 hit points becomes inanimate and is too
damaged to be of much use or value to anyone.
ANIMATED ARMOR
This empty steel shell clamors a s i t moves, heavy
plates banging and grinding against one another like
the vengeful spirit of a fallen knight. Ponderous but
persistent, this magical guardian is almost always a suit
of plate armor.
To add to its menace, animated armor is frequently
enchanted with scripted speech, so the armor can utter
warnings, demand passwords, or deliver riddles. Rare
suits of animated armor are able to carry on an actual
conversation.
FLYING SWORD
A flying sword dances through the air, fighting with the
confidence of a warrior that can't be injured. Swords
are the most common weapons animated with magic.
Axes, clubs, daggers, maces, spears, and even self ANIMATED ARMOR
loading crossbows are also known to exist in animated Medium construct, unaligned
object form.
Armor Class 1 8 (natural armor)
RuG OF SMOTHERING Hit Points 33 (6d8 + 6)
Speed 25 ft.
Would-be thieves and careless heroes arrive at the
doorsteps of an enemy's abode, eyes and ears alert for STR DEX CON INT WIS CHA
traps, only to end their quest prematurely as the rugs 14 (+2) 1 1 (+O) 1 3 (+l) 1 (-5) 3 (-4) 1 (-5)
beneath their feet animate and smother them to death.
A rug of smothering can be made in many different Damage Immunities poison , psych ic
forms, from a finely woven carpet fit for a queen to Condition Immunities blinded, charmed, deafened, exhaustion ,
a coarse mat in a peasant's hovel. Creatures with frightened, paralyzed, petrified, poisoned
the ability to sense magic detect the rug's false Senses b l i ndsight 60 ft. (blind beyond this radius) ,
magical aura. passive Perception 6
Languages -
In some cases, a rug of smothering is disguised as
Challenge 1 (200 XP)
a carpet offlying or another beneficial magic item.
However, a character who stands or sits on the rug, or
Antimagic Susceptibility. The armor is incapacitated while in
the a rea of an antimagicfield. If targeted by dispel magic, the
who attempts to utter a word of command, is quickly
trapped as the rug of smothering rolls itself tightly
armor must succeed on a Constitution saving th row against the
caster's spell save D C or fa ll u n conscious fo r 1 minute.
around its victim.
ACTI O N S
41
Multiattack. The a rmor makes two melee attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 ( l d 6 + 2) bl udgeoning damage.
=======
F LE W F RO MT l-IE c AR·"
ST l l..I. GO T LE VITsY Q u1cKST ITC,..' \-IAl.. Fl.. I NG R O G UE
-
RUG OF SMOTHERING
Large construct, unaligned
Armor Class 1 2
Hit Points 33 (6dl 0)
Speed 10 ft.
•
another target. In addition, at the start of each of the target's
target. Hit: S ( l d 8 + 1 ) slashing damage. turns, the target takes 10 (2d6 + 3) bl udgeo n i n g dam age.
. c:::====
:=:==== ====
== ==:::;
== ====i
;:::;::
A N I M ATED O BJ E CTS
20
AN K H E G
An ankheg resembles a n 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 ofField 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.
ANKHEG
Large monstrosity, unaligned
ACT I O N S
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing d amage plus 3 (l d6) acid damage. If
the target is a Large or smaller creature, it is grappled (escape
DC 1 3). U ntil this grapple ends, the ankheg can bite only the
grappled creature and has advantage on attack rolls to do so.
A N KHEG
AZ E R
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 ofthe 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
AZER the secrets of the city. Despite occasional raids and
Medium elemental, lawful neutral skirmishes, however, the two sides have so far refrained
from all-out conflict. The azers believe that only the
Armor Class 1 7 (natural armor, shield)
threat of them revealing the hidden ways into the City of
Hit Points 39 (6d8 + 1 2)
Speed 30 ft. Brass keeps the efreet in check.
Masters ofMetal and Gems. Azers are masterful
STR DEX CON INT WIS CHA artisans, and create beautiful works from the gems and
1 7 (+3) 12 (+l) 15 (+2) 1 2 (+l) 1 3 (+l) 1 0 (+O) precious metals found in their volcanic habitat. They
rate the value of such treasures above all other things,
Saving Throws Con +4 sometimes dispatching parties across the planes to seek
Damage Immunities fire, poison out rare metals and gemstones.
Condition Immunities poisoned When azers are called by magic to the Material Plane,
Senses passive Perception 1 1 it is typically to help forge an elaborate magic item or
Languages lgnan work of art, for it is said that their skill in such craft
Challenge 2 (450 X P)
knows no equal.
Living Fire. An azer doesn't require food,
Heated Body. A creature that touches the azer or hits it with a drink, or sleep.
melee attack while within 5 feet of it takes 5 ( l d l O) fi re damage.
ACTI O N S
Warhammer. Melee Weapon Attack: + 5 to h it, reach 5 ft. , one
target. Hit: 7 ( l d 8 + 3) bl udgeoning damage, or 8 ( l d l O + 3)
•
bl udgeoning damage if used with two hands to make a melee
attack, plus 3 ( l d 6) fi re damage.
c=::=:::=::::====�=
22
BANSHEE
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 jewelry, 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.
2 '3
B A N SH F F
•" N o
FRI GHT ENE D
ONE Cll R VES ST/ITUE S OF, KEEP
WllRRIOR S. lF YOU SEE ONE YOUR EVES
S OPE N."
C. L. OSE D ANO YOU R EARTHE Mv TJc' s 4TH RUL E OF
-X s
DUN GEO N 5UR VIVll L
BASILISK
Medium monstrosity, unaligned
BA SILISK
Armor Class 1 5 (natu ral a rmor) Travelers sometimes find objects that look like pieces of
Hit Points 52 (8d8 + 1 6) remarkably lifelike stone carvings of wildlife. Missing
Speed 20 ft. parts appear to have been bitten off. Seasoned explorers
regard such relics as warnings, knowing that the
STR DEX CON I NT WIS CHA basilisk that created them is likely to be nearby.
1 6 (+3) 8 (-1 ) 1 5 (+2) 2 (-4) 8 (-1) 7 (-2)
Adaptable Predators. Basilisks thrive in arid,
temperate, or tropical climates. They lair in caves
Senses d arkvision 60 ft. , passive Perception 9
Languages - or other sheltered sites. Most often, basilisks are
Challenge 3 (700 XP) encountered underground.
A basilisk born and raised in captivity can be
domesticated and trained. Such a trained basilisk
Petrifying Gaze. I f a creature starts its turn within 30 feet of the knows how to avoid meeting the eyes of those its master
basilisk and the two of them can see each other, the basilisk
wishes to protect from its gaze, but it makes a daunting
can force the creature to make a DC 1 2 Constitution saving
guardian beast. Because of this use, basilisk eggs are
th row if the basilisk isn 't incapacitated . On a fai led save, the
highly prized.
creature magically begins to turn to stone and is restrained. It
Gaze ofStone. Basilisks are ponderous for hunting
must repeat the saving th row at the end of its next turn. On a
creatures, but they needn't chase prey. Meeting a
success, the effect ends. On a failure, the creature is petrified
until freed by the greater restoration spell or other magic. basilisk's supernatural gaze can be enough to affect a
A creature that isn't su rprised can avert its eyes to avoid the rapid transformation, transforming a victim into porous
saving throw at the start of its turn. If it does so, it can't see stone. Basilisks, with their strong jaws, are able to
the basilisk u ntil the start of its next turn, when it can avert its consume the stone. The stone returns to organic form in
eyes aga i n . If it looks at the basil isk i n the meantime, it must the basilisk's gullet.
i m m ed i ately make the save. Some alchemists are said to know how to process
If the basilisk sees its reflection within 30 feet of it i n bright the basilisk's gullet and the fluids contained within.
light, it mistakes itself fo r a rival and targets itself with its gaze. Properly handled, the gullet produces an oil that can
return petrified creatures to flesh and life. Unfortunately
ACT I O N S for such a victim, any parts lost in stone form remain
absent if the creature revives. Revivification using the
•
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target.
H it: 10 (2d 6 + 3) piercing damage plus 7 (2d6) poison damage. oil is impossible if a vital part of the petrified creature,
. i::=:=====
=::= ====
== � == =====i such as its head, is detached.
BASILISK
24
BEHIR
Huge monstrosity, neutral evil
25
BEHIR
BEHOLDERS
One glance a t a beholder i s enough t o assess its foul
and otherworldly nature. Aggressive, hateful, and
greedy, these aberrations dismiss all other creatures as
lesser beings, toying with them or destroying them as
they choose.
A beholder's spheroid body levitates at all times, and
its great bulging eye sits above a wide, toothy maw, while
the smaller eyestalks that crown its body twist and turn
to keep its foes in sight. When a beholder sleeps, it closes
its central eye but leaves its smaller eyes open and alert.
Xenophobic Isolationists. Enemies abound, or
so every beholder believes. Beholders are convinced
that other creatures resent them for their brilliance
and magical power, even as they dismiss those lesser
creatures as crude and disgusting. Beholders always
suspect others of plotting against them, even when no
other creatures are around.
The disdain a beholder has for other creatures
extends to other beholders. Each beholder believes its
form to be an ideal, and that any deviation from that
form is a flaw in the racial purity of its kind. Beholders
vary greatly in their physical forms, making conflict
between them inevitable. Some beholders are protected
by overlapping chitinous plates. Some have smooth
hides. Some have eyestalks that writhe like tentacles,
while others' stalks bear crustacean-like joints. Even
slight differences of coloration in hide can turn two
beholders into lifelong enemies.
Eye Tyrant. Some beholders manage to channel
their xenophobic tendencies into a terrible despotism.
Rather than live in isolation, the aptly named eye tyrants
enslave those other creatures, founding and controlling
vast empires. An eye tyrant sometimes carves out a
domain within or under a major city, commanding
networks of agents that operate on their master's behalf.
Alien Lairs. Because they refuse to share territory
with others, most beholders withdraw to frigid hills,
abandoned ruins, and deep caverns to scheme. A
beholder's lair is carved out by its disintegration eye ray,
emphasizing vertical passages connecting chambers
stacked on top of each other. Such an environment
allows a beholder to move freely, even as it prevents
intruders from easily creeping about. When intruders
do break in, the height of its open ceilings allows a
beholder to float up and harry foes on the floor.
As alien as their creator, the rooms in a beholder's lair
reflect the creature's arrogance. It festoons its chambers
with trophies from the battles it has won, including
petrified adventurers standing frozen in their horrified
final moments, pieces of other beholders, and magic
items wrested from powerful foes. A beholder judges
its own worth by its acquisitions, and it never willingly
parts with its treasures.
A BEHOLDER'S LAIR
A beholder's central lair is typically a large, spacious
cavern with high ceilings, where it can attack without
fear of closing to melee range. A beholder encountered
in its lair has a challenge rating of 14 (1 1 , 500 XP).
LAIR ACTIONS Acting as bait for traps or as combat fodder, zombies
When fighting inside its lair, a beholder can invoke the keep powerful enemies distracted while the death tyrant
ambient magic to take lair actions. On initiative count moves into position and prepares to destroy them.
20 (losing initiative ties), the beholder can take one lair Armies ofthe Dead. A death tyrant that embraces
action to cause one of the following effects: undeath becomes an engine of destruction. Driven by
a hunger for power and security, it advances against
A 50-foot square area of ground within 1 2 0 feet of the
humanoid settlements, using its eye rays to destroy
beholder becomes slimy; that area is difficult terrain
every creature it encounters, then building an army of
until initiative count 20 on the next round.
undead. If left unchecked, a death tyrant might wipe out
Walls within 120 feet of the beholder sprout grasping
the population of a city in weeks, then set its undead eye
•
B E H O LD E RS
'0 EVERV BEHOLDER THINKS IT IS THE EPITOME
OF BEHOLDERKINO, ANO THE ONLY THING IT
FEARS IS THAT IT MIGHT BE WRONG."
-VALK/IRA lRONFELl, DWARF SAGE
action on its turn, not both. The creature can repeat the saving
Large aberration, lawful evil th row at the end of each of its turns, ending the effect on itself
on a success.
5. Enervation Ray. The targeted creature m u st make a DC 1 6
Armor Class 1 8 (natural armor)
Hit Points 180 ( 1 9d l 0 + 76) Constitution saving throw, taking 3 6 (8d8) necrotic damage o n
a failed save, or half as much damage on a successfu l one.
6. Telekinetic Ray. If the target is a creature, it must succeed
Speed 0 ft., fly 20 ft. (hover)
STR DEX CON I NT WIS CHA on a DC 1 6 Strength saving throw or the beholder moves
1 0 (+O) 14 (+2) 1 8 (+4) 1 7 (+3) lS (+2) 17 (+3) it up to 30 feet in any direction. It is restrai ned by the ray's
teleki netic grip u ntil the start of the beholder's next turn or
Saving Throws I nt +8, Wis +7, Cha +8 until the beholder is i ncapacitated.
Skills Perception + 1 2 I f the target i s an object weighi n g 300 pounds or less that
Condition Immunities prone isn't being worn or carried, it is moved up to 30 feet i n a ny
Senses darkvision 1 20 ft., passive Perception 22 direction. The beholder can also exert fi n e control on objects
Languages Deep Speech, U ndercommon with this ray, such as manipu lating a simple tool or opening a
Challenge 13 ( 1 0,000 XP) door or a contai n e r.
7. Sleep Ray. The targeted creature must succeed on a DC 1 6
Wisdom saving th row o r fal l asleep and remain u nconscious
Antimagic Cone. The beholder's central eye creates an area of
for 1 m i nute. The ta rget awakens if it takes damage or another
a nti magic, as in the anti magic field spel l , in a 1 SO-foot cone. At
creature takes a n action to wake it. This ray has no effect on
the start of each of its turns, the beholder decides which way
constructs and u ndead.
8. Petrification Ray. The targeted creature must make a DC
the con e faces and whether the cone is active. The area works
agai nst the beholder's own eye rays.
16 Dexterity saving th row. On a fai led save, the creature begins
ACTI O N S to turn to stone and is restrained. It m ust repeat the saving
throw at the end of its next turn. On a success, the effect ends.
Bite. Melee Weapon Attack: +S to h it, reach S ft., one target. On a failure, the creature is petrified u ntil freed by the greater
Hit: 14 (4d6) piercing d amage. restoration spell or other magic.
Eye Rays. The beholder shoots three of the fol lowing magical 9. Disintegration Ray. I f the target is a creature, it must
eye rays at random (reroll duplicates), choosing one to three succeed on a DC 16 Dexterity saving t h row or take 4S (1 0d8)
targets it can see within 1 20 feet of it: force dam age. I f this damage reduces the creature to 0 hit
B E H OLDERS
DC 17 Dexterity saving th row. On a failed save, the target's
DEATH TYRANT speed is halved for l m i n ute. In addition , the creature can't
Large undead, lawful evil
take reactions, and it can take either a n action or a bonus
Armor Class 19 (natural armor) action on its turn, not both. The creature can repeat the savi n g
Hit Points 1 87 (25dl0 + 50) throw a t t h e e n d of each o f i t s t u r n s , ending t h e effect on itself
on a success.
5. Enervation Ray. The ta rgeted creature must make a DC 1 7
Speed 0 ft. , fly 20 ft. (hover)
STR DEX CON INT WIS CHA Constitution savi n g th row, taking 3 6 (8d8) necrotic da mage o n
a failed save, or half as m u c h damage on a successful one.
6. Telekinetic Ray. If the target i s a creature, it must succeed
10 (+O) 14 (+2) 14 (+2) 19 (+4) 15 (+2) 19 (+4)
Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9 on a DC 1 7 Strength saving th row or the tyrant moves it up to
Skills Perception + 1 2 30 feet in any d i rection. The target is restrai ned by the ray's
Damage Immunities poison telekinetic grip until the start of the tyrant's next turn or until
Condition Immunities charmed, exhaustion, paralyzed, the tyrant is inca pacitated.
petrified, poisoned, prone I f the target is an object weighing 300 pounds or less that
Senses da rkvision 1 20 ft. , passive Perception 22 isn't being worn or carried, it is moved up to 30 feet i n any
Languages Deep Speech, U ndercommon d i rection. The tyrant can also exert fine control on objects with
Challenge 1 4 ( 1 1 , 500 X P) this ray, such as manipu lati n g a simple tool or ope n i ng a door
or a container.
7. Sleep Ray. The targeted creature m ust succeed on a DC 1 7
Negative Energy Cone. The death tyrant's central eye emits an
Wisdom saving th row o r fal l asleep a n d remain u n con scious
invisible, magical 1 50-foot cone of negative energy. At the start
for l m i n ute. The target awakens ifit takes damage or another
of each of its turns, the tyrant decides wh ich way the cone faces
creature takes an action to wake it. This ray has no effect on
and whether the cone is active.
constructs and u ndead.
8. Petrification Ray. The ta rgeted creature must make a DC
Any creature in that a rea can't regain hit points. Any
hu manoid that dies there becomes a zombie under the tyrant's
17 Dexterity savi ng th row. On a fai led save, the creature begi ns
command. The dead h u ma noid retains its place i n the in itiative
to turn to stone and is restrained. It must repeat the saving
order and a n i m ates at the start of its next turn, provided that
throw at the end of its next turn. On a success, the effect ends.
its body hasn't been com pletely destroyed.
On a fa i l u re, the creature is petrified u ntil freed by the greater
restoration spell or other magic.
9. Disintegration Ray. I f the target is a creature, it must
ACT I O N S
Bite. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. succeed on a DC 1 7 Dexterity saving throw or take 45 (1 0d8)
Hit: 14 (4d6) piercing damage. force damage. I f this damage reduces the creature to 0 hit
Eye Rays. The death tyrant shoots th ree of the following points, its body becomes a pile of fi n e gray dust.
magical eye rays at random (reroll duplicates), choosing one to I f the target is a Large or smaller nonmagical object or
th ree targets it can see within 1 20 feet of it: creation of magical force, it is disi ntegrated without a saving
..
ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a Eye Ray. The death tyrant uses one random eye ray.
B E H O LD l! RS
29
SPECTATOR
A spectator i s a lesser beholder that i s summoned
from another plane of existence by a magical ritual, the
components of which include four beholder eyestalks
that are consumed by the ritual's magic. Appropriately,
a spectator has four eyestalks, two on each side of the
wide eye at the center of its four-foot diameter body.
Magical Guardians. A summoned spectator guards
a location or a treasure of its summoner's choice
for 101 years, allowing no creature but its
summoner to enter the area or access the item,
unless the summoner instructed otherwise. If
the item is stolen or destroyed before the years
have all passed, a summoned spectator vanishes.
It otherwise never abandons its post.
Glimmers ofMadness. Though it can speak, a
spectator communicates primarily by way of telepathy. It
is civil while on guard, openly discussing its orders and
its summoner. However, even a brief conversation with
a spectator is enough to reveal quirks in its personality
brought on by its years of isolation. It might invent
imaginary enemies, refer to itself in the third person, or
try to adopt the voice of its summoner.
Like any beholder, a spectator views itself as the
epitome of its kind, and it has an intense hatred of other
spectators. If two spectators encounter one another,
they almost always fight to the death.
Freed from Service. When a spectator has fulfilled
its service, it is free to do as it pleases. Many take
up residence in the places they previously guarded,
especially if their summoners have died. With the
spectator's loss of purpose, the flickers of madness it
displayed during its servitude flourish.
Bite. Melee Weapon Attack: +l to hit, reach 5 ft. , one target. R E ACT I O N S
Hit: 2 ( l d 6 - l) p iercing d amage.
Spell Reflection. I f the spectator makes a successfu l saving
Eye Rays. The spectator shoots up to two of the fol lowing th row aga i n st a spell, or a spell attack m isses it, the spectator
magical eye rays at one or two creatures it can see within 90 can choose another creature (including the spellcaster) it can
feet of it. It can use each ray only once on a turn. see withi n 30 feet of it. The s pell targets the chosen creature
•
Wisdom saving throw, or it can't take reactions until the end
the attack rol l is rerol led against the chosen creature.
of its next turn. On its turn, the target can't move, a n d it uses
. t::=====
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== �====:
== :i
B E H O L D E RS
30
BLIGHTS
Awakened plants gifted with the powers of
intelligence and mobility, blights plague
lands contaminated by darkness. Drinking
that darkness from the soil, a blight carries
out the will of ancient evil and attempts to
spread that evil wherever it can.
Roots ofthe Gulthias Tree. Legends
tell of a vampire named Gulthias who
worked terrible magic and raised up
an abominable tower called Nightfang
Spire. Gulthias was undone when a
hero plunged a wooden stake through
his heart, but as the vampire was
destroyed, his blood infused the stake
with a dreadful power. In time, tendrils
of new growth sprouted from the wood,
growing into a sapling infused with the
vampire's evil essence. It is said that
a mad druid discovered the sapling,
transplanting it to an underground grotto
where it could grow. From this Gulthias
tree came the seeds from which the first
blights were sown.
Dark Conquest. Wherever a tree or plant
is contaminated by a fragment of an evil mind
or power, a Gulthias tree can rise to infest and
corrupt the surrounding forest. Its evil spreads
through root and soil to other plants, which perish
or transform into blights. As those blights spread,
they poison and uproot healthy plants, replacing them
with brambles, toxic weeds, and others of their kind.
In time, an infestation of blights can turn any land or
forest into a place of corruption.
In forests infested with blights, trees and
plants grow with supernatural speed. Vines and
undergrowth rapidly spread through buildings and
overrun trails and roads. After blights have killed
or driven off their inhabitants, whole villages can
disappear in the space of days.
Controlled by Evil. Blights are independent
creatures, but most act under a Gulthias tree's control,
often displaying the habits and traits of the life force or
spirit that spawned them. By attacking their progenitor's
old foes or seeking out treasures valuable to it, they
carry on the legacy of long-lost evil.
NEEDLE BLIGHT
In the shadows of a forest, needle blights might
be taken at a distance for shuffling, hunched
humanoids. Up close, these creatures reveal
themselves as horrid plants whose conifer-like
needles grow across their bodies in quivering
clumps. A needle blight lashes out with these
needles or launches them as an aerial assault that
can punch through armor and flesh.
When needle blights detect a threat, they loose a
pollen that the wind carries to other needle blights
throughout the forest. Alerted to their foes' location,
needle blights converge from all sides to drench their
roots in blood.
TwIG BLIGHT
Small plant, neutral evil
GULTHIAS THE VAMPIRE: PLANTS
WITH A TASTE FOR BLOOD. Armor Class 1 3 (natural a rmor)
Hit Points 4 (ld6 + 1 )
Speed 2 0 ft.
Skills Stealth +3
Damage Vulnerabilities fi re
Condition Immunities blinded, deafened
TWIG BLIGHT Senses b l i ndsight 60 ft. ( b l i n d beyond this radius),
passive Perception 9
Twig blights can root in soil, which they d o when living
Languages u nderstands Common but can't speak
prey are scarce. While rooted, they resemble woody Challenge 1/8 (25 XP)
shrubs. When it pulls its roots free of the ground to
move, a twig blight's branches twist together to form a
humanoid-looking body with a head and limbs. False Appearance. While the bl ight remains motionless, it i s
Twig blights seek out campsites and watering holes, indistinguishable from a dead shrub.
rooting there to set up ambushes for potential victims
ACTI O N S
coming to drink or rest. Huddled together in groups,
twig blights blend in with an area's natural vegetation or Claws. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
with piles of debris or firewood. Hit: 3 ( l d 4 + 1) piercing damage.
Given how dry they are, twig blights are particularly
susceptible to fire.
VINE BLIGHT
VINE BLIGHT Medium plant, neutral evil
Appearing as masses of slithering creepers, vine blights
hide in undergrowth and wait for prey to draw near. By Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
animating the plants around them, vine blights entangle
Speed 1 0 ft.
and hinder their foes before attacking.
Vine blights are the only blights capable of speech.
STR DEX CON I NT WIS CHA
Through its connection to the evil spirit of the Gulthias 1 5 (+2) 8 (-1 ) 14 (+2) 5 (-3) 10 (+0) 3 (-4)
tree it serves, a vine blight speaks in a fractured version
of its dead master's voice, taunting victims or bargaining Skills Stealth +1
with powerful foes. Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 1 0
NEEDLE BLIGHT Languages Common
Medium plant, neutral evil Challenge 1/2 ( 1 00 XP)
STR ACTI O N S
DEX CON I NT WIS CHA
1 2 (+l) 12 (+l) 13 (+l) 4 (-3) 8 (-1 ) 3 (-4) Constrict. Melee Weapon Attack: +4 to hit , reach 1 0 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning d a m age, and a Large or
Condition Immunities blinded, deafened smaller target i s grappled (escape DC 1 2) . Until this grapple
Senses blindsight 6 0 ft. (blind beyond this radius), ends, the target is restrained, and the blight can't constrict
passive Perception 9 another target.
Languages u nderstands Common but can't speak
Challenge 1 /4 (50 XP) Entangling Plants (Recharge 5-6). G rasping roots and vines
sprout i n a 1 5 -foot radius centered on the blight, withering
away after 1 m i n ute. For the d u ration, that a rea i s d ifficult
ACTI O N S terrain for non plant creatures. I n addition, each creature
of the blight's choice in that area when the plants appear
Claws. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
must succeed on a DC 12 Strength saving throw or become
Hit: 6 (2d4 + 1) piercing damage.
restrained. A creature can use its action to make a DC 12
Needles. Ranged Weapon Attack: +3 to h it, range 30/60 ft . , one
•
Strength c h eck, freeing itself or another entangled creature
target. Hit: 8 (2d6 + 1) pierci ng dam age. wit h i n reach on a success.
c=::=:=::::====:::i
B LI GHTS
32
BUGBEARS
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.
FoJJowers ofHruggek. 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
Medium humanoid (goblinoid), chaotic evil
pursuers track down its former companions if doing so
saves its life. Armor Class 1 7 (chain s h i rt, shield)
Hit Points 6 5 (10d8 + 20)
BUGBEAR Speed 30 ft.
Medium humanoid (goblinoid), chaotic evil
STR DEX CON INT WIS CHA
1 7 (+3) 14 (+2) 1 4 (+2) 11 (+O) 12 (+l ) 11 (+O)
Armor Class 1 6 (hide a rmor, s hield)
Hit Points 27 (5d8 + 5)
Speed 30 ft. Skills I ntimidation +2, Stealth +6, Survival +3
Senses d arkvision 60 ft., passive Perception 1 1
STR DEX CON INT WIS CHA Languages Common, Goblin
1 5 (+2) 1 4 (+2) 13 (+ l ) 8 (-1 ) 11 (+O) 9 (-1 ) Challenge 3 (700 X P)
Skills Stealth + 6 , Survival +2 Brute. A melee weapon deals one extra die of its damage when the
Senses darkvision 60 ft., passive Perception 1 0 bugbear hits with it (incl uded in the attack) .
Languages Common, G o b l i n
Challenge 1 (200 XP) Heart of Hruggek. The bugbear has advantage on savi ng
throws against being charmed, frightened, paralyzed,
poisoned, stunned, or put to sleep.
Brute. A me lee weapon deals one extra die of its damage when the
bugbear hits with it (incl uded in the attack). Surprise Attack. If the bugbear su rprises a creature and hits it
with an attack d u ring the fi rst round of combat, the target takes
Surprise Attack. If the bugbear surprises a creature a n d hits it an extra 7 (2d6) damage from the attack.
with an attack d u ring the fi rst rou n d of com bat, the target takes
an extra 7 (2d6) damage from the attack. ACTI O N S
ACTI O N S Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +4 to h it, reach 5 ft. , one Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. target. Hit: 12 (2d8 + 3) piercing d amage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Javelin. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft. or
range 30/ 1 20 ft. , one target. Hit: 9 (2d6 + 2) piercing damage range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage
i n melee or 5 ( l d 6 + 2) piercing d amage at range. in melee or 6 ( l d 6 + 3) piercing damage at range. �
�
B U G B E A RS
33
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
Large monstrosity, unaligned
landslides in loose slopes, and leave sinkholes
behind them. When vibrations in the soil and rock alert Armor Class 1 7 (natural armor)
a bulette to movement, it shoots to the surface, its jaws Hit Points 94 (9d l 0 + 45)
spread wide as it attacks. Speed 40 ft., b urrow 40 ft.
Wandering Monster. A bulette ranges across
temperate lands, feeding on any animals and STR DEX CON I NT WIS CHA
humanoids it comes across. These creatures dislike 1 9 (+4) 1 1 (+O) 21 (+5) 2 (-4) 10 (+O) 5 (-3)
dwarf and elf flesh, although they often kill them before
realizing what they are. A bulette loves halfling meat the Skills Perception +6
most, and it is never happier than when chasing plump Senses darkvision 60 ft., tremorsense 60 ft.,
halflings across an open field. passive Perception 1 6
A bulette has no lair, but roams a hunting territory Languages -
Challenge 5 (l ,800 XP)
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 Standing Leap. The b u lette's long j u m p is up to 30 feet and its
home in on humanoid settlements, terrorizing them high j u m p is u p to 15 feet, with or without a running start.
until their panicked residents have fled, or until the
bulette is slain. ACTI O N S
All creatures shun bulettes, which treat anything Bite. Mefee Weapon Attack: +7 to h it, reach 5 ft., one target.
that moves as food-even other predators and bulettes. Hit: 30 (4dl 2 + 4) pierci ng damage.
Bulettes come together only to mate, resulting in a
Deadly Leap. If the bu lette j u m ps at least 15 feet as part of
bloody act of claws and teeth that usually ends with the its movement, it can then use this action to land on its feet
male's death and consumption. in a s pace that contai n s one or more other creatures. Each of
Arcane Creation. Some sages believe the bulette those creatures must succeed on a DC 1 6 Strength or Dexterity
is the result of a mad wizard's experiments at saving th row (target's choice) or be knocked prone and take
crossbreeding snapping turtles and armadillos, with 14 (3d6 + 4) bludgeon ing damage plus 14 (3d6 + 4) slashing
infusions of demon ichor. Bulettes have been thought damage. On a successful save, the creature takes only half
to be extinct at different times, but after years without the d amage, isn't knocked prone, a n d is pushed 5 feet out of
a sighting, the creatures inevitably reappear. Because the bulette's s pace i nto an u noccupied s pace of the creature's
their young are almost never seen, some sages suspect choice. If no u noccupied space is within range, the creature
that bulettes maintain secret nesting grounds from i nstead falls prone in the bulette's space.
which adults strike out into the world.
BULETIE
BULLYWUG
Life as a bullywug is nasty, brutish, and wet. These frog
headed amphibious humanoids must stay constantly
moist, dwelling in rainy forests, marshes, and damp
caves. Always hungry and thoroughly evil, bullywugs
overwhelm opponents with superior numbers when
they can, but they flee from serious threats to search for
easier prey.
Bullywugs have green, gray, or mottled yellow skin
that shifts through shades of gray, green, and brown,
allowing them to blend in with their surroundings. They
wear crude armor and wield simple weapons, and can
deliver a powerful bite to foes that press too close.
Foul Aristocracy. Bullywugs consider themselves
the right and proper rulers of the swamps. They follow
an etiquette of sorts when dealing with outsiders and
each other, subject to the whims and fancies of their
leader-a self-styled lord of the muck. Bullywugs introduce
themselves with grand-sounding titles, make great shows
of bowing and debasing themselves before their superiors,
and endlessly vie to win their superiors' favor.
A bullywug has two ways to advance among its kind.
It can either murder its rivals, though it must take
pains to keep its criminal deeds secret, or it can find
a treasure or magic item and present it as tribute or a
token of obeisance to its liege. A bullywug that murders
its rivals without cunning is likely to be executed, so
it's more common for bullywugs to stage raids against BuLLYWUG
caravans and settlements, with the goal of securing Medium humanoid (bullywug), neutral e�il
precious baubles to impress their lords and win their
good graces. Invariably, such fine goods are reduced Armor Class 1 5 ( h id e a rmor, shield)
to filthy tatters through abuse and neglect. Once a gift Hit Points 11 (2d8 + 2)
loses its sheen, a bullywug lord invariably demands that Speed 20 ft. , swim 40 ft.
its subjects bring it more treasure as tribute.
STR DEX CON I NT WIS CHA
Unruly Diplomacy. Bullywugs love nothing more than
1 2 (+l ) 12 (+l) 13 (+l ) 7 (-2) 10 (+O) 7 (- 2)
lording over those who trespass on their territories.
Their warriors attempt to capture intruders rather than
Skills Stealth +3
simply slaying them. Senses passive Perception 1 0
Captives are dragged before the king or queen-a Languages Bullywug
bullywug of unusually large size-and forced to beg Challenge 1/4 (50 XP)
for mercy. Bribes, treasure, and flattery can trick the
bullywug ruler into letting its captives go, but not before
Amphibious. The bul lywug can breathe air and water.
it tries to impress its "guests" with the majesty of its
treasure and its realm. Struck with a deep inferiority Speak with Frogs and Toads. The bul lywug can com m u n icate
complex, bullywug lords fancy themselves as kings s i m p l e concepts to frogs and toads when it speaks in Bu llywug.
and queens, but desperately crave the fear and respect
Swamp Camouflage. The bul lywug has advantage on Dexterity
of outsiders.
(Stealth) checks made to hide in swam py terrain.
Amphibian Allies. Bullywugs speak a language
that allows them to communicate over large areas by Standing Leap. The bul lywug's long j u m p is u p to 20 feet and
croaking like frogs. News of intruders or other events its high j u m p is u p to 1 0 feet, with or without a running start.
in the swamp spread within minutes across this crude
communication system. ACT I O N S
Simple concepts in the language are understandable Multiattack. The bul lywug m a kes two melee attacks: one with
to frogs and toads. Bullywugs use this capability to its bite and one with its spear.
form strong bonds with giant frogs, which they train
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
as guardians and hunters. Larger specimens are
Hit: 3 (ld4 + l) b l udgeoning damage.
sometimes used as mounts as well. The frogs' ability
to swallow creatures whole provides a bullywug Spear. Melee or Ranged Weapon Attack: +3 to h it, reach 5 ft. or
range 20/60 ft. , one target. Hit: 4 (ld6 + l) piercing damage, or
�
hunting band an easy means of carrying prey back to
their villages. 5 ( l d 8 + l) piercing d amage if u sed with two hands to make a
m e l ee a ttac k .
c:::=================================::::== ::: =======::l �
35
BULLYWUG
''TH E Y C R A W L F"
R O M T H E I R M OT
H ERS'
W O M B S TO S P R
E A D C O RR U P T I O
N
T H RO U G MOU T
T H E M U LT I Y E R S E .
W H A T ' S N O T TO
LOV E ? "
CAMBI O N
A cambion i s the offspring o f a fiend (usually a succubus
or incubus) and a humanoid (usually a human).
Cambions inherit aspects of both parents, but their
horns, leathery wings, and sinewy tails are hallmarks of
their otherworldly parentage.
Born to Be Bad. Cambions grow into ruthless adults
whose wickedness and perversion horrifies even the
most devoted mortal parent. Even as a youth, a cambion
identifies its rightful place as an overlord of mortals. It
might orchestrate uprisings in towns and cities, gathering
gangs of humanoids and lesser devils to serve it.
Pawns ofthe Mighty. A cambion forced to serve its
fiendish parent does so out of admiration and dread, but
also with the expectation that it will one day rise to a
place of prominence. Cambions raised in the Nine Hells
serve as soldiers, envoys, and personal attendants to
greater devils. In the Abyss, a cambion carries only as
much authority as it can muster through sheer strength
and force of will.
Spawn ofGraz'zt. The demon lord Graz'zt is fond of
procreating with humanoids who have made pacts with
fiends, and he has sired many cambions who help him
sow chaos across the multiverse. These cambions are
characterized by charcoal-black skin, cloven hooves, six
fingered hands, and unearthly beauty.
CAMB ION
C A RRION C RAWLER
Carrion crawlers scour putrid flesh from carcasses and Large monstrosity, unaligned
gobble the slimy bones that remain. They aggressively
attack any creature that trespasses on their territory or Armor Class 13 (natu ral armor)
disturbs their feasting. Hit Points 51 (6dl0 + 1 8)
Carrion Eaters. A carrion crawler follows the Speed 30 ft. , c l i m b 30 ft.
scent of death to its food, but it prefers not to compete
STR CON INT WIS CHA
l (-5)
with other scavengers. These foul creatures thus DEX
hunker down in territories where death is plentiful 1 4 (+2) 1 3 (+l} 16 (+3) 12 (+l ) 5 (-3)
and other carrion eaters have limited mobility. Caves,
sewers, dungeons, and forested marshes are their Skills Perception +3
Senses darkvision 60 ft., passive Perception 1 3
favored lairs, but carrion crawlers are also drawn to
Languages -
battlefields and cemeteries. Challenge 2 (450 XP)
A carrion crawler roams on the hunt, its tentacles
probing the air for the scent of blood or decay. In tunnels
or ruins, carrion crawlers scurry across the ceiling as Keen Smell. The carrion crawler has advantage on Wisdom
they move toward food. In this way, they avoid contact (Perception) checks that rely on smell.
with oozes, otyughs, and other dangerous inhabitants Spider Climb. The carrion crawler can c l i m b difficult su rfaces,
of the darkness, even as they surprise potential meals including u pside down on ceilings, without needing to make an
that don't think to look up. ability check.
Patient Predators. Whether in subterranean
darkness or while hunting at night, light signals a ACT I O N S
potential meal. A carrion crawler might follow a light Multiattack. The carrion crawler makes two attacks: one with
source from a distance for hours, hoping to pick up the its tentacles and one with its bite.
scent of blood. Despite their great size, carrion crawlers
can also easily set up ambushes by waiting around blind Tentacles. Melee Weapon Attack: +8 to h it, reach 10 ft., one
corners for prey to come to them. creature. Hit: 4 (1 d4 + 2) poison damage, and the target must
succeed on a D C 1 3 Constitution saving throw or be poisoned
When facing potential prey or intruders, a carrion
for l m i nute. U ntil this poison ends, the target is paralyzed.
crawler lets its poison do the work. Once a victim goes
The target can repeat the saving throw at the end of each of its
rigid with paralysis, the carrion crawler wraps it with
turns, ending the poison on itself on a success.
its tentacles and drags it away to a high ledge or isolated
passageway, where it can be killed safely. The monster Bite. Mefee Weapon Attack : +4 to h it, reach 5 ft. , one target.
then resumes patrolling its territory while waiting for its H it : 7 ( 2 d 4 + 2) p i erc i n g d a m ag e . �
meal to ripen. c:===========================================:::::l �
37
CARRION C RAWLER
I"
OUN TS.
S M AKE ElC.C ELLFLENTIN GMAD
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110 0 VES F F U R
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CENTAUR C E NTAUR
Large monstrosity, neutral good Reclusive wanderers and omen-readers of the wild,
centaurs avoid conflict but fight fiercely when pressed.
Armor Class 1 2 They roam the vast wilderness, keeping far from
Hit Points 45 (6d l 0 + 1 2) borders, laws, and the company of other creatures.
Speed 50 ft. Wilderness Nomads. Centaur tribes range across
lands with mild to hot climates, where a centaur
STR DEX CON INT WIS CHA requires only light furs or oiled skins to deal with
18 (+4) 14 (+2) 14 (+2) 9 (-1 ) l3 (+l ) ll (+O)
inclement weather. They are hunter-gatherers and rarely
build shelters or even use tents.
Skills Ath l etics +6, Perception +3, Su rvival +3
Senses passive Perception 1 3 Centaur migrations span continents and take decades
Languages Elvish, Sylvan to repeat, so that a centaur tribe might not retread
Challenge 2 (450 X P) the same path for generations. These long-ranging
patterns can lead to conflict when centaurs encounter
settlements of other creatures built along their
Charge. If the centaur moves at least 30 feet straight toward a traditional routes.
target and then h its it with a pike attack on the same turn, the
Reluctant Settlers. A centaur that can't keep pace
target takes an extra 1 0 (3d6) piercing damage.
with the rest of its tribe is left behind. Some such
ACT I O N S centaurs vanish into the wilderness and are never
seen again. Those that can bear the loss of their tribe
Multiattack. The centau r makes two attacks: one with its pike
might take up residence among other races. Frontier
and one with its hooves or two with its longbow.
settlements value the nature knowledge of their centaur
Pike. Melee Weapon Attack: +6 to h it, reach 10 ft. , one target. residents. Many such communities owe their survival to
Hit: 9 ( l d l O + 4) piercing damage. the insight and acumen of a centaur.
Despite their reclusive nature, centaurs trade with
Hooves. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target.
elves and with the caravans of other benevolent
Hit: ll (2d6 + 4) b l udgeoning damage.
humanoids they meet during their wanderings. A trader
•
Longbow. Ranged Weapon Attack: +4 to h it, range 1 50/600 ft. , might save the life of a wounded or an elderly centaur
one target. Hit: 6 ( l d 8 + 2) piercing damage. unfit for long travel, escorting it to a settlement where it
c=:===
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C H I ME RA
Chimeras were created after mortals summoned
Demogorgon to the world. The Prince of Demons,
CHIMERA unimpressed with the creatures that surrounded
it, transformed them into horrific, multi-headed
Large monstrosity, chaotic evil
monstrosities. This act gave rise to the first chimeras.
Armor Class 1 4 (natural armor) Gifted with demonic cruelty, a chimera serves as a
Hit Points 1 1 4 ( 1 2 d l 0 + 48) grim reminder of what happens when demon princes
Speed 30 ft., fly 60 ft. find their way to the Material Plane. A typical specimen
has the hindquarters of a large goat, the forequarters of
STR DEX CON I NT WIS CHA a lion, and the leathery wings of a dragon, along with the
1 9 (+4) 11 (+O) 1 9 (+4) 3 (-4) 1 4 (+2) 10 (+O) heads of all three of those creatures. The monster likes
to surprise its victims, swooping down from the sky and
Skills Perception +8 engulfing prey with its fiery breath before landing.
Senses darkvision 60 ft., passive Perception 1 8 Conflicted Creature. A chimera combines the worst
Languages understands Draconic but can't speak
aspects of its three parts. Its dragon head drives it to
Challenge 6 (2, 300 X P)
raid, plunder, and accumulate a great hoard. Its leonine
nature compels it to hunt and kill powerful creatures
ACT I O N S that threaten its territory. Its goat head grants it a vicious,
Multiattack. The chimera makes three attacks: one with its stubborn streak that compels it to fight to the death.
bite, one with its horns, and one with its claws. When its These three aspects drive a chimera to stake out a
fi re breath i s available, it can use the breath i n place of its territory that is as large as 10 miles wide. It preys on
bite or horns. wild game, viewing more powerful creatures as rivals
to be humiliated and defeated. Its greatest rivals are
Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. dragons, griffons, manticores, perytons, and wyverns.
Hit: 11 (2d6 + 4) piercing da mage. When it hunts, the chimera looks for easy ways to
Horns. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. amuse itself. It enjoys the fear and suffering of weaker
Hit: 10 ( l d l 2 + 4) bludgeon i n g da mage. creatures. The monster often toys with its prey, breaking
C H J M E RA
'39
CHUUL
Large aberration, chaotic evil
Skills Perception +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 4 ( l ,100 XP)
ACTI O N S
C HU U L Multiattack. The c h u u l makes two pi ncer attacks. I f the
Survivors of the ancient aboleth empire, chuuls are chuul is grappling a creature, the chuul can also use its
crustaceans the aboleths modified and endowed with tentacles once.
sentience. They follow the ingrained directives of their
Pincer. Melee Weapon Attack: +6 to h it, reach 1 0 ft. , one target.
creators, as they have done since the dawn of time.
Hit: 11 (2d6 + 4) bludgeon ing damage. The target i s grappled
Primeval Relics. In the primeval ages, aboleths ruled
(escape DC 1 4) if it is a Large or smaller creature and the chuul
a vast empire that spanned the oceans of the world. In doesn't have two other creatures grappled.
those days, the aboleths used mighty magic and bent
the minds of the nascent creatures of the mortal realm. Tentacles. One creature grappled by the chuul must succeed on
However, they were bound to the water and could not a DC 13 Constitution savi ng throw or be poisoned fo r l m i nute.
enforce their will beyond it without servants. Therefore, U ntil this poison ends, the target is para lyzed. The target can
they created chuuls. repeat the saving throw at the end of each of its turns, ending
Perfectly obedient, the chuuls collected sentient the effect on itself on a success.
creatures and magic at the aboleths' command. Chuuls
were designed to endure the ages of the world, growing Whatever riches that the explorers bring with them
in size and strength as the eons passed. When the adds to the hoard guarded by the chuuls. Chuuls can
aboleths' empire crumbled with the rise of the gods, sense magic at a distance. This sense couples with
the chuuls were cast adrift. However, these creatures an innate drive that leads them to slay explorers,
continue to do what they did for the aboleths, slowly take their gear, and bury it in secret locales aboleths
collecting humanoids, gathering treasure, amassing dictated eons ago.
magic, and consolidating power. Waiting Servants. Although the aboleths' ancient
Tireless Guardians. Chuul still guard the ruins of the empire fell long ago, the psychic bonds between them
ancient aboleth empire. They linger in silent observance and their created servants remain intact. Chuuls that
•
of eons-old commands. Rumors and ancient maps come into contact with aboleths immediately assume
sometimes lure treasure seekers to these ruins, but the their old roles. Such chuuls redirect their compulsions
reward for their boldness is death. to the service of the aboleths' sinister purposes.
C H UUL
4. 0
CLOAKER
Large aberration, chaotic neutral
Skills Stealth +5
Senses darkvision 60 ft., passive Perception 1 1
Languages Deep Speech, U nd ercommon
Challenge 8 (3,900 XP)
GLOA K E R
C OCKATRICE
Small monstrosity, unaligned
Armor Class 1 1
Hit Points 2 7 (6d6 + 6)
Speed 20 ft., fly 40 ft. '1
•
its next turn. On a success, the effect ends. On a fai l u re, the
creature is petrified for 24 hours . beak can spell doom as its victim slowly turns to stone
. c::=
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=== :::i from the injury.
C O C KATRI C E
42
CouATL
Medium celestial, lawful good
COUArl
13
C RAWLING C LAW
Crawling claws are the severed hands of murderers
animated by dark magic so that they can go on killing.
Wizards and warlocks of a dark bent use crawling claws
as extra hands in their labors.
Magical Origins. Through dark necromantic rituals,
the life force of a murderer is bound to its severed hand,
haunting and animating it. If a dead murderer's spirit
already manifests as another undead creature, if the
murderer is raised from death, or if the spirit has long
passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works
best with a hand recently severed from a murderer. To
this end, ritualists and their servants frequent public
executions to gain possession of suitable hands, or
make bargains with assassins and torturers.
Creator's Control. A crawling claw can't be turned,
nor can it be controlled by spells that control undead.
These foul monsters are entirely bound to the will of
their creator, which can concentrate on a claw in sight
to mentally command its every action. If the crawling
claw's creator doesn't command it, the claw follows its
last command to the best of its ability.
Commands given to a crawling claw must be simple. A
claw can't be tasked with finding and killing a particular
person, because its limited senses and intelligence
prevent it from tracking and picking out specific
individuals. However, a command to kill all creatures
in a particular locale works. A crawling claw can easily
feel out the contours of keys and doorknobs, crawling
from room to room on a blind killing spree.
Malign Intelligence. A crawling claw possesses little
of the intellect and memories of the individual of which
it was once a living part. The hate, jealousy, or greed
that drove that person to murder lingers on, however,
amplified by the claw's torturous fragmented state.
Left to its own devices, a crawling claw imitates and
recreates the same murderous acts it committed in life.
Living Claws. If a crawling claw is animated from
Tiny undead, neutral e�il
the severed hand of a still-living murderer, the ritual
Armor Class 1 2 binds the claw to the murderer's soul. The disembodied
Hit Points 2 (l d4) hand can then return to its former limb, its undead flesh
Speed 20 ft. , c l i m b 20 ft. knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though
STR DEX CON I NT WIS CHA the hand had never been severed and the ritual had
1 3 (+l) 14 (+2) 11 (+O) 5 (-3) 10 (+O) 4 (-3) never taken place. When the crawling claw separates
again, the living body falls into a coma. Destroying the
Damage Immunities poison crawling claw while it is away from the body kills the
Condition Immunities charmed, exhaustion, poisoned murderer. However, killing the murderer has no effect
Senses blindsight 30 ft. (blind beyond this radi us) , on the crawling claw.
passive Perception l 0 Undead Nature. A crawling claw doesn't require air,
Languages understands Common but can't speak
food, drink, or sleep.
Challenge 0 (10 X P)
ACTI O N S
ACT I O N S
Multiattack. The cyclops makes two greatcl u b attacks.
Greatc/ub. Melee Weapon Attack: +9 to h it, reach 10 ft. , one
target. Hit: 1 9 (3d8 + 6) bludgeoning damage.
CYGLO P
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.
DARKMANTLE ACT I O N S
Small monstrosity, unaligned Crush. Melee Weapon Attack: + 5 to h it, reach 5 ft., one creature.
Hit: 6 ( l d 6 + 3) b l udgeoning damage, and the d a rkmantle
Armor Class 1 1 attaches to the target. If the target is Medium or smaller and
Hit Points 2 2 (5d6 + 5) the d a rkmantle has advantage on the attack rol l , it attaches by
Speed l 0 ft. , Ay 30 ft. engulfing the target's head, and the target is also b l i nded and
unable to breathe while the darkmantle is attached i n this way.
STR DEX CON INT WIS CHA While attached to the target, the darkmantle can attack no
16 (+3) 12 (+l) 1 3 (+l) 2 (-4) 10 (+O) 5 (-3)
othe r creature except the target but has advantage on its attack
rolls. The darkmantle's speed also becomes 0, it can't benefit
Skills Stealth +3 from any bonus to its speed, and it moves with the target.
Senses blinds ight 60 ft., passive Perception 1 0
A creature can detach the darkmantle by making a successfu l
Languages -
DC 1 3 Strength check as a n action. On its turn, the darkmantle
Challenge 1/2 ( 1 00 XP)
can detach itself from the target by using 5 feet of movement.
•
with an a rea of l ight created by a spell of 2nd level or lower, the
spell creating the light is dispelled.
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j6
DARKMANTLE
D E ATH K N I GHT
When a paladin that falls from grace dies without
seeking atonement, dark powers can transform the
once-mortal knight into a hateful undead creature. A
death knight is a skeletal warrior clad in plate armor.
Beneath its helmet, one can see the knight's skull with
malevolent pinpoints of light burning in its eye sockets.
Eldritch Power. The death knight retains the ability
to cast divine spells, but no death knight can use its
magic to heal. It also attracts and commands lesser un
dead, although death knights that serve powerful fiends
might have fiendish followers instead. Death knights of
ten use warhorse skeletons and nightmares as mounts.
Immortal Until Redeemed. A death knight can arise
anew even after it has been destroyed. Only when it
atones for a life of wickedness or finds redemption can it
finally escape its undead purgatory and truly perish.
Undead Nature. A death knight doesn't require air,
food, drink, or sleep.
LO R D SOTH
Lord Soth began his fall from grace with an act of heroism,
savi ng an elf named I solde from an ogre. Soth and I solde
fel l in love, but Soth was a l ready m arried. He had a servant
dispose of his wife and was charged with m u rder, but fled
with I solde. When his castle fel l u nder siege, he prayed for
guidance and was told that he m u st atone for his m i sdeeds
by com pleting a quest, but growing fears about I solde's
fidel ity caused him to abandon his q uest. Because h i s
m ission w a s not acco m p l i shed, a great cataclysm swept
the land. When Isolde gave birth to a son, Soth refused to
bel ieve that the child was h i s and slew them both . All were
i ncinerated i n a fi re that swept through the castle, yet Soth
would find no rest in death, beco m i ng a death knight.
D E ATH K N I G H T
47
" 1 , A C E R ER AK T H E
E T E R N A L , B E C KON
Y O U TO
YOUR D O OM . CoM
E, FOOL I S H O N E S,
P L U N D E R MY
T R E A S U R E S , IF
YOU DAR E .' 0 T
t·.f ER: S HAV E T R I
A L L HAVE FA I L E D E D.
. I FRO M YOUR
S K I N, TA P E S T R I
S H A LL B E WOV E ES
T O M B . 0N L Y I
N • AN D YOU R B O N
ES WILL CARP E T
N LY I
MY
A M B EYO N D DEAT
H'S REAC H. O
K N OW T H E S EC
R E T TO TR U E I M
M O R TAL I TY.' "
- EP I TAPH OF A
D EM I LICH
Vile Curse (Costs 3 Actions). The demil ich targets one creature
greater restoration spell o r s i m i l a r magic.
Turn Immunity. The demil ich is i m m u ne to effects that
turn u ndead. it can see within 30 feet of it. The target m ust succeed on a
DC 1 5 Wisdom savi ng th row or be magically cursed. U ntil the
A CTI O N S cu rse ends, the target has disadvantage on attack rol l s and
Howl (Recharge 5-6). The demilich e m its a bloodcu rd l i n g savi ng throws. The target can repeat the saving throw at the
howl. Each creature within 3 0 feet o f t h e d e m i l ich that c a n hear end of each of its turns, ending the cu rse on a success.
D F M T LI C H
18
LAI R TRAITS
D E M I LIC H A demilich's tomb might have any or all of the following
The immortality granted to a lich lasts only as long as effects in place:
it feeds mortal souls to its phylactery. If it falters or fails
in that task, its bones turn to dust until only its skull The first time a non-evil creature enters the tomb's
remains. This "demilich" contains only a fragment of area, the creature takes 16 (3d10) necrotic damage.
the lich's malevolent life force-just enough so that if it Monsters in the tomb have advantage on saving
is disturbed, these remains rise into the air and assume throws against being charmed or frightened, and
a wraithlike form. The skull then emits a terrifying against features that turn undead.
howl that can slay the weak-hearted and leave others The tomb is warded against the magical travel of
trembling with fear. Left alone, it sinks back down and creatures the demilich hasn't authorized. Such crea
returns to the empty peace of its existence. tures can't teleport into or out of the tomb's area
Few liches seek to become demiliches, for it means an or use planar travel to enter or leave it. Effects that
end to the existence they hoped to preserve by becoming allow teleportation or planar travel work within the
undead. However, time can erode the lich's reason and tomb as long as they aren't used to leave or enter the
memory, causing it to retreat into its ancient tomb and tomb's area.
forget to feed on souls. The spells it once knew fade If the demilich is destroyed, these effects fade over the
from its mind, and it no longer channels the arcane course of 10 days.
energy it wielded as a lich. However, even as a mere
skull it remains a deadly and vexing enemy.
AC E R E RAK A N D H I S D I SCI PLES
Enduring Existence. Even after a lich is reduced to
The transformation i nto a demi lich isn't a bitter end for
a demilich state, its phylactery survives. As long as its all l i ches that experience it. Made as a conscious choice,
phylactery is intact, the demilich can't be permanently the path of the demilich becomes the next step in a dark
destroyed. Its skull reforms after ldlO days, restoring evolution. The lich Acererak-a powerful wizard and
the creature to its wretched state. If it has the presence demonologist and the i nfamous master of the Tom b of
of mind to do so, a demilich can reclaim its former Horrors-antici pated his own transformation, preparing for
power by feeding just one soul to its phylactery. Doing it by setting enchanted gemstones i nto his skull's eye sockets
so restores the demilich to lich form, reconstituting its and teeth. Each of these soul gems possessed the power to
undead body. capture the souls on which his phylactery would feed.
Undead Nature. A demilich doesn't require air, food,
Acererak abandoned his physical body, accepting that it
would molder and d issolve to dust while he traveled the
drink, or sleep. So great is a demilich's will to survive
planes as a disem bodied consciousness. If the skull that
that it always has the maximum number of hit points for was his last physical remains was ever disturbed, its gems
its Hit Dice, instead of average hit points. would claim the souls of the insolent intruders to his tomb,
magically transferring them to his phylactery.
A DEMILIC H 'S LAI R Liches who follow Acererak's path believe that by becoming
A demilich hides its earthly remains and treasures i n a free of their bodies, they can continue their quest for power
beyond the mortal world. As their patron did, they secure
labyrinthine tomb guarded by monsters and traps. At the
their rema i n s with i n wel l-guarded vaults, using soul gems to
heart of this labyrinth rests the demilich's skull and the maintain their phylacteries and destroy the adventu rers who
dust from its other bones. disturb their lairs .
In its crypt, a demilich has access to lair actions Acererak or another demilich like h i m has a challenge
and additional uses for its legendary actions. Its whole rating of 21 (33 ,000 XP) , or 23 (50,000 XP) in its lair, and
lair also has unique traits. A demilich in its lair has a gains the following additional action option.
challenge rating of 20 (24,500 XP). Trap Soul. The demilich targets one creature that it can see
within 30 feet of it. The target m ust make a DC 1 9 Charisma
LAI R ACTIONS saving th row. On a failed save, the target's soul is magically
On initiative count 20 (losing initiative ties), the demilich trapped inside one of the demi lich's gems. While the soul is
rolls a d20. On a result of 1 1 or higher, the demilich trapped, the target's body and a l l the eq u i pment it is carrying
takes a lair action to cause one of the following effects. It cease to exist. On a successful save, the target takes 24
(7d6) necrotic damage, and if this d amage reduces the target
can't use the same effect two rounds in a row.
to 0 h it poi nts, its soul is trapped as if it failed the saving
The tomb trembles violently for a moment. Each crea th row. A soul trapped in a gem for 24 hours is devoured a n d
ture on the floor of the tomb must succeed on a DC 19 ceases t o exist.
Dexterity saving throw or be knocked prone. If the demilich d rops to 0 hit points, it is destroyed and
The demilich targets one creature it can see within turns to powder, leaving beh i n d its gems. Crushing a gem
releases any soul trapped with i n , at which point the target's
60 feet of it. An antimagic field fills the space of the
body re-forms in an u noccupied s pace nearest to the gem
target, moving with it until initiative count 20 on
and in the same state as when it was trapped.
the next round.
The demilich targets any number of creatures it can
see within 30 feet of it. No target can regain hit points
until initiative count 20 on the next round.
49
D E M I LI C H
DEMONS
Spawned i n 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 ofCorruption. 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 emerges from its container, it can possess a mortal host.
into foul ichor. It then instantly reforms in the Abyss, its Sometimes a fiend employs stealth to hide a successful
mind and essence intact even as its hatred is inflamed. possession. Other times, it unleashes the full brunt of its
The only way to truly destroy a demon is to seek it in the fiendish drives through its new form.
Abyss and kill it there. As long as the demon remains in possession of its
Protected Essence. A powerful demon can take steps host, the soul of that host is in danger of being dragged
to safeguard its life essence, using secret methods and to the Abyss with the demon if it is exorcised from the
abyssal metals to create an amulet into which part of flesh, or if the host dies. If a demon possesses a creature
that essence is ceded. If the demon's abyssal form is and the object binding the demon is destroyed, the
ever destroyed, the amulet allows the fiend to reform at possession lasts until powerful magic is used to drive
a time and place of its choosing. the demonic spirit out of its host.
Obtaining a demonic amulet is a dangerous
enterprise, and simply seeking such a device risks D EMON LORDS
drawing the attention of the demon that created it. A The chaotic power of the Abyss rewards demons of
creature possessing a demonic amulet can exact favors particular ruthlessness and ingenuity with a dark
from the demon whose life essence the amulet holds blessing, transforming them into unique fiends whose
or inflict great pain if the fiend resists. If an amulet is power can rival the gods. These demon lords rule
destroyed, the demon that created it is trapped in the through cunning or brute force, hoping to one day claim
Abyss for a year and a day. the prize of absolute control over all the Abyss.
Demonic Cults. Despite the dark risks involved in Reward for Outsiders. Although.most demon
dealing with fiends, the mortal realm is filled with lords rise up from the vast and uncountable mobs of
creatures that covet demonic power. Demon lords demons rampaging across the Abyss, the plane also
manipulate these mortal servants into performing ever rewards outsiders that conquer any of its infinite layers.
greater acts of depravity, furthering the demon lord's The elven goddess Lolth became a demon lord after
ambitions in exchange for magic and other boons. Corellon Larethian cast her into the Abyss for betraying
However, a demon regards any mortals in its service as elvenkind. Sages claim that the Dark Prince Graz'zt
tools to use and then discard at its whim, consigning originated on some other plane before stealing his
their mortal souls to the Abyss. abyssal title from another long-forgotten demon lord.
Demon Summoning. Few acts are as dangerous as Power and Control. The greatest sign of a demon
summoning a demon, and even mages who bargain lord's power is its ability to reshape an abyssal realm. A
freely with devils fear the fiends of the Abyss. Though layer of the Abyss controlled by a demon lord becomes
demons yearn to sow chaos on the Material Plane, they a twisted reflection of that fiend's vile personality,
show no gratitude when brought there, raging against and demon lords seldom leave their realms for fear of
their prisons and demanding release. allowing another creature to reshape and seize it.
Those who would risk summoning a demon might As with other demons, a demon lord that dies on
do so to wrest information from it, press it into service, another plane has its essence return to the Abyss, where
or send it on a mission that only a creature of absolute it reforms into a new body. Likewise, a demon lord that
evil can complete. Preparation is key, and experienced dies in the Abyss is permanently destroyed. Most demon
summoners know the specific spells and magic items lords keep a portion of their essence safely stored away
that can force a demon to bend to another's will. If a to prevent such a fate.
single mistake is made, a demon that breaks free shows
no mercy as it makes its summoner the first victim BAPHOMET
of its wrath. The demon lord Baphomet, also known as the Horned
Bound Demons. The Book of Vile Darkness, the King and the Prince of Beasts, rules over minotaurs and
Black Scrolls ofAhm, and the Demonomicon ofIggwilv other savage creatures. If he had his way, civilization
are the foremost authorities on demonic matters. These would crumble and all races would embrace their base
ancient tomes describe techniques that can trap the animal savagery.
essence of a demon on the Material Plane, placing it The Prince of Beasts appears as a huge, black-furred
within a weapon, idol, or piece of jewelry and preventing minotaur with iron horns, red eyes, and a blood-soaked
the fiend's return to the Abyss. mouth. His iron crown is topped with the rotting heads
An object that binds a demon must be specially of his enemies, while his dark armor is set with spikes
prepared with unholy incantations and innocent blood. and skull-like serrations. He carries a huge glaive
It radiates a palpable evil, chilling and fouling the named Heartcleaver, but often hurls it into the fray so as
air around it. A creature that handles such an object to face his enemies with horns and hooves.
experiences unsettling dreams and wicked impulses,
but is able to control the demon whose essence is D E MO GORGON
trapped within the object. Destroying the object The Sibilant Beast and the self-styled Prince of
frees the demon, which immediately seeks revenge Demons, Demogorgon yearns for nothing less than
against its binder. undoing the order of the multiverse. An insane
Demonic Possession. No matter how secure its assemblage of features and drives, the Prince of
bindings, a powerful demon often finds a way to escape Demons inspires fear and hatred among other demons
an object that holds it. When a demonic essence and demon lords.
DEMON
51
Demogorgon towers three times the height of The Demon Prince of Undeath is a foul and corpulent
a human, his body as sinuous as a snake's and as creature, with a humanoid torso, powerful goat legs,
powerful as a great ape's. Suckered tentacles take and the desiccated head of a ram. His sore-ridden body
the place of his arms. His saurian lower torso ends stinks of disease, but his decaying head and glowing
in webbed and clawed feet, and a forked tail whose red eyes are as a creature already dead. Great black
whip-like tips are armed with cruel blades. The Prince bat wings sprout from his back, stirring reeking air
of Demons has two baleful baboon heads, both of as he moves.
them mad. It is only the conflict between the two Orcus wields a malevolent artifact known as the Wand
halves of his dual nature that keeps the demon lord's of Orcus, a mace-like rod topped by a humanoid skull.
ambitions in check. He surrounds himself with undead, and living creatures
not under his control are anathema to him.
GRAZ'ZT
The demon lord Graz'zt appears as a darkly handsome YEE NOGHU
figure nearly nine feet tall. Those who refer to the Known as the Gnoll Lord and the Beast of Butchery,
Dark Prince as the most humanoid of the demon the demon lord Yeenoghu hungers for slaughter
lords vastly underestimate the capacity for evil in his and senseless destruction. Gnolls are his mortal
scheming heart. instruments, and he drives them to ever-greater
Graz'zt is a striking physical specimen, whose atrocities in his name. Delighting in sorrow and
demonic nature shows in his ebon skin, pointed ears, hopelessness, the Gnoll Lord yearns to turn the world
yellow fangs, crown of horns, and six-fingered hands. into a wasteland in which the last surviving gnolls tear
He delights in finery, pageantry, and sating his decadent each other apart for the right to feast upon the dead.
desires with subjects and consorts alike, among whom Yeenoghu appears as a huge, scarred gnoll with a
incubi and succubi are often his favorites. spiky crest of black spines, and eyes that burn with
emerald flame. His armor is a patchwork of shields and
jU IBLEX breastplates claimed from fallen foes, and decorated by
The demon lord of slimes and oozes, Juiblex is a stew those foes' flayed skins. Yeenoghu can summon a triple
of noxious fluids that lurks in the abyssal depths. The flail he calls the Butcher, which he wields to deadly
wretched Faceless Lord cares nothing for cultists effect or wills to fly independently into battle as he tears
or mortal servants, and its sole desire is to turn all foes apart with teeth and claws.
creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious OTHER D EMON LORDS
mass, bubbling and filling the air with a profound No one knows the full number of demon lords that
stench. On the rare occasions when creatures confront rage in the Abyss. Given the infinite depths of that
the demon lord, Juiblex draws itself up into a shuddering plane, powerful demons constantly rise to become
cone of slime striated with veins of black and green. demon lords, then fall almost as quickly. Among the
Baleful red eyes swim within its gelatinous body, while demon lords whose power has endured long enough
dripping pseudopods of ooze lash out hungrily at any for demonologists to name them are Fraz-Urb'luu, the
creature they can reach. Prince of Deception; Kostchtchie, the Prince of Wrath;
Pazuzu, Prince of the Lower Aerial Kingdoms; and
LOLTH Zuggtmoy, Lady of Fungi.
The Demon Queen of Spiders is the evil matron of the
draw. Her every thought is touched by malice, and the DEMON TYPES
depth of her viciousness can surprise even her most
Demonologists organize the chaotic distribution of
faithful priestesses. She directs her faithful while she
demons into broad categories of power known as
weaves plots across the worlds of the Material Plane,
types. Most demons fit into one of six major types, with
looking forward to the time when her draw followers
the weakest categorized as Type 1 and the strongest
bring those worlds under her control.
as Type 6. Demons outside the six main types are
Lolth appears as a lithe, imperious draw matriarch
categorized as minor demons and demon lords.
when she manifests to her followers in the mortal
realm, which she does with unusual frequency. When
D E M O N S BY TY P E
battle breaks out-or if she has a reason to remind her
followers to fear her-Lolth's lower body transforms into Type Examples
that of a huge demonic spider, whose spike-tipped legs 1 barlgura, shadow demon, vrock
and mandibles tear foes apart. 2 chasme, hezrou
3 glabrez u , yochlol
0RCUS
4 na lfeshnee
Known as the Demon Prince of Undeath and the Blood
5 m a ril ith
Lord, the demon lord Orcus is worshiped by the undead
6 balor, goristro
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,
52
D E MON S
BA LOR GORISTRO
Figures of ancient and terrible evil, balors rule as The goristro resembles a fiendish minotaur towering
generals over demonic armies, yearning to seize power more than twenty feet tall. When controlled by a demon
while destroying any creatures that oppose them. lord, goristros make formidable living siege engines and
Wielding a flaming whip and a longsword that prized pets. Goristros possess preternatural cunning
channels the power of the storm, a balor's battle when navigating labyrinthine passages and shifting
prowess is fueled by hatred and rage. It channels this corridors, pursuing foes in a terrifying hunt.
demonic fury in its death throes, falling within a blast of A hulking goristro sometimes bears a palanquin,
fire that can destroy even the hardiest foes. carrying smaller demons on its broad shoulders, much
like an elephant carries riders on its back.
BARLGURA
The barlgura represents the savagery and brutality
H EZROU
of the Abyss. Barlguras gather in packs to take down Hezrous serve as foot soldiers in the demonic hordes of
tougher foes, keep gruesome trophies from their the Abyss. Although physically powerful, they are weak
victories, and decorate their territory with such objects. minded and hezrous can easily be duped into sacrificing
A barlgura looks like a hulking orangutan with a themselves by more powerful demons. As they press
gruesome, drooping visage and tusks jutting from their attacks into the heart of an enemy's forces, their
its jaw. Standing just under 8 feet tall, it has broad foul stench can sicken even the toughest foes.
shoulders and weighs 650 pounds. It moves apishly
along the ground, but it climbs with great speed MANES
and agility. Souls o f evil creatures that descend t o the Lower
Planes are transformed into manes-the lowest form
C HASME of demonkind. These wretched fiends attack any non
This loathsome demon resembles a n unspeakable demon they see, and they are called to the Material
crossing of humanoid and fly. A chasme shuffles about Plane by those seeking to sow death and chaos.
on four spindly legs that can find purchase on walls Orcus, the Prince of Undeath, has the power to
and ceilings. A droning sound precedes the approach transform manes into undead monsters, most often
of a chasme, inflicting foes with a terrible lethargy that ghouls and shadows. Other demon lords feed on manes,
leaves them open to attack. destroying them utterly. Otherwise, killing a manes
The lowly chasmes serve more powerful masters as causes it to dissipate into a cloud of reeking vapor that
interrogators or taskmasters. A chasme lives to dole reforms into another manes after one day.
out torture as punishment, and has a knack for spotting
demons that have deserted their lords. Capturing and MARILITH
returning such traitors allows a chasme to torment the Terrible to behold, a marilith has the lower body of a
victim without fear of reprisal. great serpent and the upper torso of a humanoid female
with six arms.
D RETCH Wielding a wicked blade in each of its six hands, a
Dretches are among the weakest o f demons-repulsive, marilith is a devastating foe that few can match in battle.
self-loathing creatures doomed to spend eternity in a These demons possess keen minds and a finely honed
state of perpetual discontent. Their low intelligence sense of tactics, and they are able to lead and unite
makes dretches unsuitable for anything but the simplest other demons in common cause. Mariliths are often
tasks. However, what they lack in potential, they make encountered as captains at the head of a demonic horde,
up for in sheer malice. Dretches mill about in mobs, where they embrace any opportunity to rush headlong
voicing their displeasure as an unsettling din of hoots, into battle.
snarls, and grunts.
D E M O N TR U E N A M ES
GLABREZU Though demons a l l have common names, every demon lord
A glabrezu takes great pleasure in destroying mortals and every demon of type 1 through 6 has a true name that
through temptation, and these creatures are among the it keeps secret. A demon can be forced to d isclose its true
name if charmed, and ancient scrolls and tomes are said to
few demons to offer their service to creatures foolish
exist that list the true n ames of the most powerful demons.
enough to summon them.
A mortal who learns a demon's true name can use
Although glabrezus are devastating in combat, they powerful summoning magic to call the demon from the
prefer to tempt victims into ruin, using power or wealth Abyss and exercise some measure of control over it.
as a lure. Engaging in guile, trickery, and evil bargains, H owever, most demons brought to the M aterial Plane in this
a glabrezu hoards riches that it uses to fulfill promises manner do everyth i n g i n their power to wreak havoc or sow
to shortsighted summoners and weak-willed mortals. discord and strife.
However, if its attempts to entice or deceive fail, a
glabrezu has the strength to fight and win.
'i l
D E MO N S
NALFESHNEE Vrocks gobble humanoid flesh whenever they can,
stunning potential prey with an ear-splitting shriek, then
The nalfeshnee i s one o f the most grotesque demons-a swooping down to attack with beak and claw. Vrocks
corpulent mockery of ape and boar standing twice the can shake their wings, releasing clouds of toxic spores.
height of a human, with feathered wings that seem Coveting pretty things, vrocks turn against each
too small for its bloated body. These brutish features other for the chance to lay claim to cheap jewelry or
conceal a remarkable intelligence and cunning. ornamental stones. Despite their love of treasure, vrocks
Nalfeshnees are devastating in combat, using are difficult to bribe, seeing no reason to bargain when
their wings to soar above the front ranks and reach they can simply take what they want from a would-be
vulnerable adversaries that can be dispatched with little bargainer's corpse.
effort. From the thick of battle, they telepathically bellow
commands to lesser demons, even as they inspire a YOCHLOL
sense of dread that forces their foes to scatter and run.
Nalfeshnees feed on hatred and despair, but they The yochlols are the Handmaidens of Lolth-extensions
crave humanoid flesh above all else. They keep their of the Spider Queen's will dedicated to acting as
larders filled with humanoids abducted from the her spies, taskmasters, and agents of villainy. They
Material Plane, then eat those creatures alive during attend their goddess in the Demonweb Pits, but Lolth
elaborate feasts. Thinking of themselves as refined and sometimes dispatches yochlols to the Material Plane
cultured, nalfeshnees employ stained and rusted cutlery to guard her temples and to aid her most devout
when they dine. priestesses. Yochlols don't form outside Lolth's realm of
the Demonweb, and they serve no demon lords except
QUASIT their queen.
Outside the Abyss, a yochlol can assume the guise
Quasits infest the Lower Planes. Physically weak, they of a female drow or monstrous spider to conceal its
keep to the shadows to plot mischief and wickedness. demonic form. In its true form, the fiend appears as a
More powerful demons use quasits as spies and pillar of yellow slime with a single malevolent eye. In its
messengers when they aren't devouring them or pulling drow and true form, a yochlol's touch carries the same
them apart to pass the time. venomous touch as its spider form's bite.
A quasit can assume animal forms, but in its true form
it looks like a 2-foot-tall green humanoid with a barbed
VAR IA N T: D E M O N SU M M O N I N G
tail and horns. The quasit has clawed fingers and toes,
and these claws can deliver an irritating poison. It Some demons can have a n action option that a llows them to
summon other demons.
prefers to be invisible when it attacks.
Summon Demon (1 /Day). The demon chooses what to
summon and attempts a magical summoning.
SHADOW DEMON
A balor has a SO percent chance of summoning l d8
When a demon's body is destroyed but the fiend i s vrocks, l d6 hezrous, l d4 glabrezus, l d 3 nalfesh nees, l d2
prevented from reforming in the Abyss, its essence mariliths, or one goristro.
sometimes takes on a vague physical form. These • A barlgura has a 30 percent chance of summoning one
shadow demons exist outside the normal abyssal barlgura.
hierarchy, since their creation results most often from A chasme has a 30 percent chance of summoning one
mortal magic, not from transformation or promotion. ch as me.
Shadow demons all but disappear in the darkness, A glabrezu has a 30 percent chance of summoning l d3
and they can creep about without making a sound. A vrocks, l d2 hezrous, or one glabrezu.
A hezrou has a 30 percent chance of summoning 2d6
shadow demon uses its insubstantial claws to feast on
d retches or one hezrou.
its victim's fears, to taste its memories, and drink in A marilith has a SO percent chance of summoning l d6
its doubts. Bright light harries this fiend and shows its vrocks, l d4 hezrous, l d 3 glabrezus, l d2 nalfeshnees, or
distinct shape, resolving it from a blur of darkness to a one mari l ith.
winged humanoid creature whose lower body trails off A nalfeshnee has a SO percent chance of summoning l d4
into nothing, and whose claws rend a victim's mind. vrocks, l d 3 hezrous, l d2 glabrezus, or one nalfesh nee.
Shadowy Nature. A shadow demon doesn't require • A vrock has a 30 percent chance of summoning 2d4
air, food, drink, or sleep. d retches or one vrock.
A yochlol has a SO percent chance of summoning one
VROC K yochlol.
A summoned demon appears i n an u noccupied space within
Vrocks are dull-witted, capricious fiends that live only
60 feet of its summoner, acts as an a lly of its summoner, and
to create pain and carnage. A vrock resembles a giant
can't summon other demons. It remains for l m i n ute, until
hybrid of humanoid and vulture, its gnarled, bestial body it or its sum moner d ies, or u ntil its sum moner dism isses it
and broad wings stinking of offal. as a n action.
D E M O :-I S
54
Fire Aura. At the start of each of the baler's turns, each
BALOR creature within 5 feet of it takes 1 0 (3d6) fi re damage, and
Huge fiend (demon), chaotic evil
flammable objects i n the aura that aren't being worn or carried
ignite. A creature that touches the baler or hits it with a melee
Armor Class 1 9 (natural armor)
Hit Points 262 (2l d l 2 + 1 26) attack while within 5 feet of it takes 1 0 (3d6) fire d a m age.
Speed 40 ft., fly 80 ft. Magic Resistance. The balor has advantage on saving throws
against s pells and other magical effects.
STR DEX CON I NT WIS CHA
26 (+8) 1 5 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Magic Weapons. The baler's weapon attacks are m agical .
STR DEX CON I NT WIS CHA Running Leap. The barlgura's long j u m p is u p to 40 feet and its
1 8 (+4) 1 5 (+2) 1 6 (+3 ) 7 (-2) 1 4 (+2) 9 (-1 ) h igh jump is u p to 20 feet when it has a running start.
A CTI O N S
Saving Throws Dex +5 , Con +6
Skills Perception +5, Stealth +5 Multiattack. The barlgura makes three attacks: one with its
Damage Resistances cold, fi re, l ightni n g bite and two with its fists.
Damage Immunities poison
Condition Immunities poisoned Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Senses blindsight 30 ft., darkvision 1 20 ft., passive Perception 1 5 Hit: 11 (2d6 + 4) piercing damage.
Languages Abyssa l , telepathy 1 20 ft. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Challenge 5 (1 ,800 XP)
9 ( l d l O + 4) bludgeoning damage.
D EMONS
Large fiend (demon), chaotic evil
DE'MONS
57
GLABREZU At will: darkness, detect magic, dispel magic
l /day each: confusion, fly, power word stun
Large fiend (demon), chaotic e�il
Magic Resistance. The glabrezu has advantage on savi ng
Armor Class 1 7 (natural a rmor) th rows against spells and other magical effects.
Hit Points 1 57 (l 5d l 0 + 75)
Speed 40 ft. A CTI O N S
Multiattack. The glabrezu makes four attacks: two with its
STR DEX CON INT WIS CHA pince rs and two with its fists. Alternatively, it makes two
20 (+5) 1 5 (+2) 21 (+5) 1 9 (+4) 1 7 (+3) 16 (+3)
attacks with its pincers and casts one spell.
Saving Throws Str +9, Con +9, Wis +7, Cha +7 Pincer. Melee Weapon Attack: +9 to h it, reach 1 0 ft., one
Damage Resistances cold, fi re , lightning; bludgeon i ng, target. Hit: 1 6 (2d l 0 + 5) bludgeoning damage. I f the target is
piercing, and slashing from nonmagical attacks a Medium or smaller creature, it is grappled (escape DC 1 5).
Damage Immunities poison The gla brezu has two pi ncers, each of which can grapple only
Condition Immunities poisoned one target.
Senses truesight 1 20 ft., passive Perception 1 3
Languages Abyssal, telepathy 1 20 ft. Fist. Melee Weapon Attack: +9 to h it, reach 5 ft., one target. Hit:
Challenge 9 (5,000 XP) 7 (2d4 + 2) bludgeon i n g damage.
D E MONS
GORISTRO a creature, it must succeed on a DC 21 Strength saving th row
or be pushed up to 20 feet away and knocked prone.
Hugefiend (demon), chaotic evil
Labyrinthine Recall. The goristro can perfectly recall any path it
Armor Class 1 9 (natural a rmor) has traveled.
Hit Points 310 (23dl2 + 1 61 )
Speed 4 0 ft. Magic Resistance. The goristro has advantage on saving throws
against spells and other magical effects.
STR DEX CON I NT WIS CHA
Siege Monster. The goristro deals double da mage to objects
25 (+7) 11 (+O) 25 (+7) 6 (-2) 1 3 (+l) 14 {+2)
and structures.
Saving Throws Str + 13, Dex +6, Con + 1 3 , Wis +7 A CTI O N S
Skills Perception +7
Damage Resistances cold, fi re, lightning; bludgeon ing, Multiattack. The goristro makes three attacks: two with its
p ierci ng, and slashing from non magical attacks fists and one with its hoof.
Damage Immunities poison
Fist. Melee Weapon Attack: +1 3 to h it, reach 1 0 ft. , one ta rget.
Condition Immunities poisoned
Senses d arkvision 120 ft. , passive Perception 1 7 Hit: 20 (3d8 + 7) bludgeoning d amage.
Languages Abyssal Hoof Melee Weapon Attack: + 13 to hit, reach 5 ft. , one target.
Challenge 17 (1 8,000 XP) Hit: 23 (3d 1 0 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 21 Strength saving th row or
Charge. I f the goristro moves at least 15 feet straight toward a be knocked p rone.
target and then h its it with a gore attack on the same turn, the Gore. Melee Weapon Attack: +1 3 to h it , reach 1 0 ft. , one target.
target takes an extra 38 (7d l 0) piercing damage. If the target is Hit: 45 (7d l 0 + 7) piercing damage. �
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59
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HEZROU
Large fiend (demon), chaotic evil
Armor Class 9
Magic Resistance. The h ezrou has advantage on saving throws Hit Points 9 (2d6 + 2)
against spells and other magical effects. Speed 20 ft.
Stench. Any creature that starts its turn within 10 feet of the
STR DEX CON INT WIS CHA
hezrou must succeed on a DC 14 Constitution saving th row
10 (+O) 9 (-1 ) 13 (+l) 3 (-4) 8 (-1 ) 4 (-3)
or be poisoned u ntil the start of its next turn. On a successful
saving th row, the creature is i m m u n e to the hezrou's stench
Damage Resistances cold, fi re, l i ghtning
for 24 hours.
Damage Immunities poison
Condition Immunities charmed , frightened, poisoned
AC T I O N S
Senses darkvision 60 ft. , passive Perception 9
Multiattack. The hezrou makes th ree attacks: one with its bite Languages u nderstands Abyssal but can't speak
and two with its claws. Challenge 1/8 (25 XP)
Bite. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
Hit: 1 5 (2dl 0 + 4) piercing damage. AC T I O N S
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target.
Hit: 11 (2d6 + 4) slashing damage. Hit: 5 (2d4) slashing damage.
D E MONS
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Saving Throws Con +1 1 , I n t +9, Wis +6, Cha +7 Horror Nimbus (Recharge 5-6). The n a l fesh nee magically
Damage Resistances c o l d , fi re, lightning; b l u dgeon i n g, emits scintil l at i n g, m u lticol ored l i ght. Each creature wit h i n 15
pierc i n g, a n d s l a s h i n g from n o n m agical attacks feet of the nalfesh nee that can see the l i ght m u st s u cceed o n
Damage I mmunities poison a DC 15 W i s d o m s a v i n g th row o r be frightened f o r l m i n ute. A
Condition Immunities poisoned creature can repeat the saving th row at the e n d of each of its
Senses truesight 1 20 ft. , passive Perception 1 1 turns, e n d i n g the effect o n itself o n a s u ccess. I f a creature's
Languages Abyss a l , telepathy 1 20 ft. saving th row i s s uccessful o r the effect e n d s for it, the
Challenge 1 3 (1 0,000 XP) creature i s i m m u n e to the n a lfesh nee's H orror N i m b u s for the
next 24 h o u rs .
Magic Resistance. T h e n a lfesh nee h a s advantage o n saving
Teleport. T h e n a l fe s h nee magically teleports, a l o n g with
th rows a g a i n st s p e l l s a n d oth er magical effects.
any e q u i p m e n t it is wea r i n g or carrying, u p to 1 20 feet to an
u n o c c u p i e d s p a c e it c a n s e e .
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VAR I A N T: QUASIT FA M I LIAR
M o rtal s pe l l casters i n terested i n extra p l a n a r fa m i l i ars fi n d
q u a s its easy t o s u m m o n a n d eager t o serve. T h e q u a sit plays
the part of the obseq u i o u s servant. It serves its m a ster wel l ,
but it goads t h e mortal t o greater a n d greater acts of chaos
a n d evi l . Such q u a sits have the fo l lowing trait.
Familiar. The q u as it can serve a n other creature as a
fa m i l i ar, fo r m i n g a telepath i c bond with its w i l l i n g m a ster.
W h i l e the two are bonded, the master can sense what the
q u asit senses a s long a s they a re with i n 1 m i l e of each other.
W h i l e the q u a sit is with i n 1 0 feet of its master, the master
sh ares the q u a s it's M agic Resistance trait. At a ny time a n d
for any rea son, t h e q ua s it can e n d i t s service a s a fa m i l i a r,
e n d i n g the telepathic bond.
D MO S
Large fiend (demon), chaotic evil
( l d l O) force d a m age if it ends its turn i n s i d e an object. exte n d s out from t h e vrock. The spores spread a r o u n d
co rners . Each creature i n t h at a rea m u st s u cceed o n a D C
Light Sensitivity. W h i l e i n bright l i ght, the d e m o n has 1 4 Constitution saving throw or beco m e poiso n e d . W h i l e
d i sadvantage o n attack ro l l s , as well as o n Wisdom poisoned i n t h i s way, a target t a k e s 5 ( l d l O) poison d a m age
(Perception) checks that rely o n si ght. at the start of each of its turns. A target c a n repeat the saving
throw at the e n d of each of its t u r n s , ending the effect o n itself
Shadow Stealth. W h i l e in dim l i ght o r d a rknes s , the d e m o n can
o n a success. E m ptyi ng a vial of holy water on the target a l s o
take the H i d e action a s a bonus action.
e n d s the effect o n i t .
Spider Climb. The yoch l o l can c l i m b d ifficult s u rfaces, of its next turn. W h i l e poisoned in this way, the target is
a b i l ity check.
DEMONS
DEVILS
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.
Lords ofTyranny. 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.
THE INFERNAL HIERARCHY I N FERNAL H I ERARCHY
1. l e m u re Greater devils
The Nine Hells has a rigid hierarchy that defines every
8. horned d ev i l
aspect of its society. Asmodeus is the supreme ruler Lesser devils
9. erinyes
of all devils, and the only creature in the Nine Hells 2. imp
1 0. ice devil
s p i n e d devil
with the powers of a lesser god. Worshiped as such 3.
1 1 . pit fi e n d
beard e d devil
in the Material Plane, Asmodeus inspires the evil 4.
ba rbed d ev i l
humanoid cults that take his name. In the Nine Hells,
5. Archdevils
he commands scores of pit fiend generals, which in turn
6. c h a i n devil 1 2 . d u ke or d u chess
command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master 7. bone devil 1 3. archd u ke or arch d u c h ess
D EV I LS
A bearded devil is humanoid in form, with pointed
S o m e d ev i l s c a n have a n action option that a l l ows t h e m to ears, scaly skin, a long tail, and claws that clearly show
s u m m o n other d ev i l s . its fiendish nature. These devils take their names from
Summon Devil (1/Day). T h e d e v i l chooses w h a t t o the snakelike growths that adorn their chins, which they
s u m m o n a n d attempts a magical s u m m o n i ng. use to lash and poison enemies, weakening them with
A barbed devil h a s a 30 percent chance of s u m m o n i n g one their virulent venom.
barbed devil.
A bearded devil h a s a 30 percerit chance of s u m m o n i ng BONE DEVIL (OSYLUTH)
one bearded devi l .
-- --- --- -
•
D E V T LS
68
Legends tell that the first erinyes were angels that VAR IA N T: I M P FA M I LIAR
fell from the Upper Planes because of temptation or I m p s c a n b e found i n t h e service t o mortal spel lcasters, acting
misdeed. Erinyes are always willing to take advantage as advisors, spies, and fa m i l iars. An imp urges its master to
of being mistaken for celestials in their missions of acts of evil, knowing the morta l 's soul is a prize the imp m ight
conquest and corruption. u lt i m ately claim. I m ps d i s play a n u n u s u a l loya lty to their
masters, a n d a n imp can be q u ite dangerous if its master i s
D EV l lS
bq
Medium fiend (devil), lawful evil
DEVILS
Some bone devils h ave the fol lowi n g action opti o n s .
Multiattack. T h e devi l m a kes two attacks: o n e w i t h its
hooked polearm and one with its sting.
Hooked Polearm. Melee Weapon Attack: +8 to h it, reach
l 0 ft. , one ta rget.
Hit: 1 7 (2d 1 2 + 4) piercing da mage. If the
target is a H u ge or s m a l ler creature, it is grappled (escape
DC 1 4) . U nt i l this grapple ends, the dev i l can't u se its
polearm o n another target.
71
D EV I LS
Chain. Melee Weapon Attack: +8 to h it, reach 10 ft. , o n e target.
CHAIN DEVIL Hit: 1 1 (2d6 + 4) s l a s h i n g d a m age. The target i s grappled
Mediumfiend (devil), lawful evil
(escape DC 1 4) ifthe devil isn't a l ready gra p p l i n g a creature.
Armor Class 1 6 (natural armor) U ntil this grap p l e ends, t h e target i s restrai n e d and takes 7
Hit Points 85 ( 1 0 d 8 + 40) (2d6) piercing d a m age at the start of each of its t u r n s .
Speed 30 ft. Animate Chains (Recharges after a Short or Long Rest). U p
t o fo u r c h a i n s t h e d e v i l can s e e with i n 6 0 feet of it magica l l y
spro u t razor-edged ba rbs a n d a n i m ate u n d e r the devi l's
STR DEX CON I NT WIS CHA
18 (+4) 15 (+2) 1 8 (+4) 1 1 (+O) 12 (+l) 14 (+2)
control, provided that the chains aren't b e i n g worn o r carried.
Each a n i mated c h a i n is a n object with AC 20, 20 h it points,
Saving Throws Con +7, Wis +4, C h a +5 resistance to piercing d a m a ge, a n d i m m u n ity to psyc h i c and
Damage Resistances cold; b l u d geo n i n g, piercing, a n d s l a s h i n g
t h u n der d a m age. W h e n the devil uses M u ltiattack o n its turn,
from n o n m agical attacks n o t m a d e w i t h s i l vered wea pons
it can use each a n i m ated chain to m a ke o n e additional chain
Damage Immunities fire, poison
attack. An a n i m ated c h a i n can gra p p l e o n e creature of its own
Condition Immunities poisoned
but c a n 't m a ke attacks w h i l e gra p p l i ng. An a n i m ated c h a i n
Senses d arkv i s i o n 1 20 ft., passive Perception 11
languages Infernal, telepathy 1 20 ft. reverts t o i t s i n a n i mate state if red u ced t o 0 h it poi nts or if t h e
R E ACTI O N S
Devil's Sight. M agical d a rkness doesn't i m pede the d evil's
Unnerving Mask. When a creature the d evil can see starts its
d a rkv i s i o n .
turn wit h i n 30 feet of the d e v i l , the d evil can create the i l l u s i o n
Magic Resistance. The devil h a s advantage o n s a v i n g th rows that it l o o k s l i ke o n e o f the creature's d e parted loved o n e s
agai n st s p e l l s and other magical effects . o r bitter e n e m ies. If the creature can s e e t h e devil , it m u s t
s u cceed o n a D C 1 4 Wisdom saving throw o r b e frightened
u n t i l t h e e n d of it s t u rn
.
ACT I O N S
M tia tta ck. T h e d e v i l m a k e s tw o a tta c k s w i th it s c h a i n s .
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72
VAR I A N T: ROPE OF ENTA N G L E M ENT
S o m e erinyes ca rry a
rope ofentanglement (deta i l ed i n the
Dungeon Master's Guide). When such a n erinyes uses its
M u ltiattack, the erinyes can use the rope in place of two of
the attacks.
Saving Throws Dex +7, Con +8, W i s +6, Cha +8 Longbow. Ranged Weapon Attack: +7 to h it, range 1 50/600
Damage Resistances col d ; b l u dgeoni ng, pi ercing, and slashing ft . , o n e target.
Hit: 7 ( l d 8 + 3) p i e rci n g d a m age p l u s 1 3
from n o n magical attacks not m ad e with s i lvered wea p o ns (3d8) poison d a m age, a n d the ta rget m u st s u cceed o n a DC
Damage Immunities fire, poison 1 4 Constitution saving throw or be poisoned. The poison
Condition I mmunities poisoned l a sts u nt i l it i s removed by the s p e l l or
Senses truesight 1 20 ft . , passive Perception 12
lesser restoration
s i m i l a r magic.
Languages I nfer n a l , telepathy 1 20 ft.
Challenge 1 2 (8,400 X P) R EACT I O N S
Parry. The e r i nyes adds 4 to its AC against o n e m e l e e attack
Hellish Weapons. The e r i nyes's weapon attacks are magical that wo u l d hit it. To do so, the eri nyes m u st see the attacker
a n d deal a n extra 1 3 (3d8) p o i s o n d a mage o n a hit (incl uded in and be wie l d i ng a m e l e e weap o n .
the attacks).
DEVfLS
73
HORNED DEVIL ACT I O N S
Large fiend (devil), lawful evil Multiattack. The d ev i l m a kes three m e l e e attacks: two with its
fork and one with its tail. It can u s e H u r l Flame i n p l ace of any
Armor Class 1 8 (natural a r mor) melee attack.
Hit Points 1 78 ( 1 7d 1 0 + 85)
Speed 20 ft., fly 60 ft. Fork. Melee Weapon Attack: +1 0 to h it, reach 1 0 ft. , o n e target.
Hit: 1 5 (2d8 + 6) p i e rcing d a m age.
STR DEX CON I NT WIS CHA
Tail. Melee Weapon Attack: +10 to h it, reach 1 0 ft . , one target.
22 (+6) 17 (+3) 21 1 2 (+1 ) 16 (+3) 17 (+3)
Hit: 10 ( l d 8 + 6) piercing d a m a ge. If the target is a creature
(+5)
Senses d a rkvision 1 20 ft., passive Perception 13 an action to stanch the w o u n d with a s u ccessful DC 12 Wisdom
Languages I n fe r n a l , telepathy 1 20 ft. ( M e d i ci ne) check. The wo u n d a l s o closes if the target receives
Challenge 1 1 (7,200 XP) magical h e a l i n g.
•
Magic Resistance.
a ga i st s p e l l s a d o th e m ag i ca l e e ct s .
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DEVIl.S
Some i c e d e v i l s h ave t h e following action options.
Multiattack. The devil m a kes two attacks: o n e with its
spear a n d one with its ta i l .
Ice Spear. Melee Weapon Attack: + 1 0 t o h it, reach 1 0 ft.,
one target. Hit: 1 4 (2d8 + 5) pierci ng d a m age plus 1 0 (3d6)
cold d a m age. If the target i s a creature, it m u st succeed
on a DC 15 Constitution saving th row, or for 1 m i n ute, its
speed i s reduced by 10 feet; it can take either a n action o r a
bonus action on each of its turns, not both; a n d it can't take
reactions. The target can repeat the savi n g throw at the end
of each of its turns, e n d i n g the effect o n itself o n a success.
Magic Resistance. The devil h a s advantage o n saving th rows and i m m u n ity to acid, co l d , necrotic, poiso n , a n d psychic
D E V I LS
75
IMP
Tinyfiend (devil, shapechanger), lawful evil
Armor Class 1 3
Hit Points 1 0 (3d4 + 3)
Speed 20 ft. , fly 40 ft.
DEVILS
Magic Weapons. The pit fi e n d ' s weapon attacks are m agical.
PIT FIEND
Large fiend (devil), lawful evil Innate Spel/casting. The pit fiend's s p e l l c asti n g a b i l ity i s
C h a r i s m a (spell save DC 2 1 ) . T h e p i t fi e n d can i n n ately cast the
Armor Class 1 9 (natural armor) following s p e l l s , req u i ri n g n o materi a l components:
Hit Points 300 (24dl 0 + 1 68)
Speed 30 ft., fly 60 ft. At w i l l : detect magic, fireball
3/day each: hold monster, wall offire
STR DEX CON I NT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
ACT I O N S
Multiattack. The pit fi e n d m a kes fo u r attacks: o n e with its bite,
Saving Throws Dex + 8 , Con +13, W i s +10 o n e with its claw, o n e with its m a ce, and one with its ta i l .
Damage Resistances cold; b l udgeon i n g, p i e rcing, and slashing
from n o n m a gical attacks not made w i t h silvered wea p o n s
Bite. Melee Weapon Attack: + 1 4 t o h i t , reach 5 ft . , o n e target.
Damage Immunities fi r e , poison Hit: 22 (4d6 + 8) pierci n g d a mage. The target m ust s u cceed on
Condition Immunities poisoned a DC 21 Constitution saving throw or beco m e poisoned. W h i l e
Senses truesight 1 20 ft. , passive Perception 1 4 p o i s o n e d i n this way, the target can't rega i n h it poi nts, a n d it
Languages I nfernal, telepathy 1 20 ft. takes 21 (6d6) poison d a m age at the start of each of its turns.
Challenge 20 (25,000 XP) The poisoned target c a n repeat the s a v i n g throw at the e n d of
each of its turns, e n d i n g t h e effect on itself o n a s u ccess.
Fear Aura. Any creature hostile to the pit fiend that starts its Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
turn with i n 20 feet of the pit fi e n d m u st m a ke a DC 21 W i s d o m Hit: 17 (2d8 + 8) s l a s h i n g d a m age.
saving th row, u n less the pit fi e n d i s i n capacitated. O n a fai l ed
Mace. Me/ee Weapon Attack: + 1 4 to h it, reach 10 ft., o n e
save, t h e creature i s frightened u nt i l t h e start of its next turn. If
target.
Hit: 1 5 (2d6 + 8 ) b l u d ge o n i n g d a m age p l u s 21 (6d6)
a creature's saving th row is s u ccessfu l , the creature i s i m m u n e
fi re d a m age.
to t h e pit fi e n d 's Fea r A u ra for the n ext 24 h o u rs .
Tail. Melee Weapon Attack: +1 4 to hit, reach 10 ft ., one target.
Magic Resistance. The pit fi e n d h a s advantage o n saving
Hit: 24 ( 3 d l 0 + 8) b l udgeo n i n g d amage.
th rows against s p e l l s and other magica l effects.
DEV l l S
77
SPINED DEVIL
Smallfiend (devil), lawful evil
D I NOSAURS
79
PTERANODON
Medium beast, unaligned
PLESIOSAURUS
Large beast, unaligned Armor Class 1 3 (natural a r mor)
Hit Points 13 (3d8)
Armor Class 1 3 (natu ra l armor) Speed 10 ft. , fly 60 ft.
Hit Points 68 (8d l 0 + 24)
Speed 20 ft., s w i m 40 ft. STR DEX CON I NT WIS CHA
12 (+l ) 15 (+2) 10 (+O) 2 (-4) 9 (-1 ) 5 (-3)
STR DEX CON INT WIS CHA
1 8 (+4) 15 (+2) 16 (+3) 2 (-4) 12 (+l ) 5 (-3) Skills Percepti o n +l
Senses pass ive Perception 11
Skills Perception +3, Stealth +4 Languages -
Senses pass ive Perception 1 3 Challenge 1/4 (SO X P)
Languages -
Challenge 2 (450 X P)
Flyby. The ptera nodon doesn't provoke a n opport u n i ty attack
when it fl ies out of a n enemy's reach.
Hold Breath. The plesiosaurus can hold its breath for l h o u r.
ACT I O N S
ACTI O N S
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , o n e target.
Bite. Melee Weapon Attack: +6 to h it, reach 1 0 ft. , o n e target. Hit: 6 (2d4 + l) pie rci n g d a mage.
Hit: 14 (3d6 + 4) p i e rc i n g d a mage.
TYRANNOSAURUS REX
TRICERATOPS Huge beast, unaligned
Huge beast, unaligned
Armor Class 1 3 (natu ra l arm or)
Armor Class 1 3 (natura l a r mor) Hit Points 1 3 6 ( 1 3 d l 2 + 52)
Hit Points 95 ( 1 0d l 2 + 30) Speed SO ft.
Speed 50 ft.
STR DEX CON INT WIS CHA
STR · DEX CON I NT WIS CHA 25 (+7) 10 (+O) 19 (+4) 2 (-4) 12 (+l ) 9 (-1 )
22 (+6) 9 (-1 ) 17 (+3) 2 (-4) 1 1 (+O) 5 (-3)
Skills Percepti o n +4
Senses pass ive Percepti o n 10 Senses pass ive Perception 14
Languages - Languages -
Challenge 5 (l ,800 X P) Challenge 8 ( 3 , 900 X P)
Stomp. Melee Weapon Attack: +9 to h it, reach 5 ft . , o n e prone Tail. Me/ee Weapon Attack: +1 0 to h it, reach 10 ft. , one target.
creatu re.
Hit: 22 (3dl0 + 6) b l u d ge o n i n g d a m age Hit: 20 (3d8 + 7) b l u d geo n i n g d a m age.
80
DINOSAURS
DI SPLAC ER BEAST
This monstrous predator takes its name from its
ability to displace light so that it appears to be several
feet away from its actual location. A displacer beast Large monstrosity, lawful evil
resembles a sleek great cat covered in blue-black fur.
However, its otherworldly origins are clear in its six Armor Class 1 3 (natural armor)
legs and the two tentacles sprouting from its shoulders, Hit Points 85 ( l Od l O + 30)
both ending in pads tipped with spiky protrusions. A Speed 40 ft.
displacer beast's eyes glow with an awful malevolence
that persists even in death. STR DEX CON I NT WIS CHA
Unseelie Origins. Displacer beasts roamed the 18 (+4) 1 5 (+2) 16 (+3) 6 (-2) 12 (+l) 8 (-1 )
twilight lands of the Feywild for ages, until they were
captured and trained by the Unseelie Court. The Senses d a rkvision 60 ft. , passive Perception 11
warriors of the court selectively bred the beasts to Languages -
reinforce their ferocious and predatory nature, using Challenge 3 (700 X P)
them to hunt unicorns, pegasi, and other wondrous
prey. However, it didn't take long for the displacer Avoidance. I f the d i s placer beast i s s u bjected to a n effect that
beasts to use their malevolent intelligence to escape a l lows it to m a ke a saving th row to take only half d a m age, it
their masters. i n stead takes no d a mage if it s u cceeds on the saving th row,
Running and breeding freely in the Feywild, the a n d o n ly h a l f da mage if it fa i l s .
81
D I S PLACER B E A ST
DOPPELGANGER
Medium monstrosity (shapechanger), neutral
Armor Class 1 4
Hit Points 52 (8d8 + 1 6J
Speed 30 ft.
ACTI O N S
Multiattack. The doppelganger m a kes two melee attacks.
•
thoughts, allowing it to glean that creature's name, normal member of its mother's species until it reaches
desires, and fears, along with a few scattered memories. adolescence, at which point it discovers its true nature
A doppelganger impersonating a specific creature as and is driven to seek out its kind to join them.
82
D RAC OLIC H
Even as long-lived as they are, all dragons must
eventually die. This thought doesn't sit well with
many dragons, some of which allow themselves to
be transformed by necromantic energy and ancient
rituals into powerful undead dracoliches. Only the
most narcissistic dragons choose this path, knowing
that by doing so, they sever all ties to their kin and the
dragon gods.
Beyond Death. A dracolich retains its shape and
size upon transforming, its skin and scales drawing
tight to its bones or sloughing away to leave a skeletal
form behind. Its eyes appear as glowing points of light
floating in shadowy sockets, hinting at the malevolence
of its undead mind.
Though many dragons pursue vain goals of
destruction and dominance, dracoliches are more
nefarious than the most evil dragons, driven to rule
over all. A dracolich is a fiendishly intelligent tyrant that
crafts complex webs of foul schemes, attracting servants
motivated by greed and a lust for power. Acting from
the shadows and actively plotting to keep its existence a
secret, a dracolich is a cunning and challenging foe.
Dracolich Phylacteries. Creating a dracolich requires
the cooperation of the dragon and a group of mages or
cultists that can perform the proper ritual. During the
ritual, the dragon consumes a toxic brew that slays it
instantly. The attendant spellcasters then ensnare its
spirit and transfer it to a special gemstone that functions
like a lich's phylactery. As the dragon's flesh rots
away, the spirit inside the gem returns to animate the
dragon's bones.
If a dracolich's physical form is ever destroyed, its
spirit returns to the gem as long as the two are on
the same plane. If the gem comes into contact with
another dragon's corpse, the d racolich's spirit can take
possession of that corpse to become a new dracolich. If
the dracolich's spirit gem is taken to another plane, the
dracolich's spirit has nowhere to go when its undead
body is destroyed and simply passes into the afterlife.
DRACOLICH TEMPLATE
Only an ancient or adult true dragon can be transformed
into a dracolich. Younger dragons that attempt to
undergo the transformation die, as do other creatures
that aren't true dragons but possess the dragon type,
such as pseudodragons and wyverns. A shadow dragon
can't be transformed into a dracolich, for it has already
lost too much of its physical form.
When a dragon becomes a dracolich, it retains its
statistics except as described below. The dragon loses Damage Immunities. The dracolich has immunity
any trait, such as Amphibious, that assumes a living to poison. It also retains any immunities it had prior to
physiology. The dracolich might retain or lose any or all becoming a dracolich.
of its lair actions or inherit new ones, as the DM sees fit. Condition Immunities. The dracolich can't be
Type. The dracolich's type changes from dragon charmed, frightened, paralyzed, or poisoned. It also
to undead, and it no longer requires air, food, doesn't suffer from exhaustion.
drink, or sleep. Magic Resistance. The dracolich has advantage on
Damage Resistance. The dracolich has resistance to saving throws against spells and other magical effects.
necrotic damage.
DRACO! ! C H
ADULT BLUE DRACOLICH Claw. Melee Weapon Attack: +1 3 to h it, reach 5 ft. , o n e target.
Magic Resistance. The d racolich h a s advantage o n saving used at a t i m e a n d o n l y at the e n d of another creature's turn.
t h rows aga i n s t spells a n d oth e r magical effects. The d racolich rega i n s spent lege n d a r y actions at the start
of its t u r n .
ACT I O N S
Detect. The d raco l i c h m a kes a W i s d o m (Perception) check.
Multiattack. The d racol ich can use its Frightful Presence. Tail Attack. The d raco l i c h m a kes a tail attack.
It then m a kes th ree attacks: o n e with its bite and two with Wing Attack (Costs 2 Actio ns) . The d raco l i c h beats its tattered
its claws. wings. Each creature with i n 10 feet of the d raco l i c h m u st
succeed on a DC 21 Dexterity saving th row or take 1 4 (2d 6
Bite. Melee Weapon Attack: +1 3 to h it, reach 1 0 ft. , one
+ 7) b l u d geo n i n g d a mage a n d be knocked prone. After
target. Hit: 18 (2d 1 0 + 7) pierci ng d a m age plus 5 ( l d l O)
beating its w i n gs this way, the d racolich can fly up to half its
lightning d a m age.
flying speed.
D RAGON, SHADOW the might and majesty of these great reptiles. The
Shadowfell also has a dispiriting effect on its denizens,
Shadow dragons are true dragons that were either born such that the longer a creature remains on the plane,
in the Shadowfell or transformed by years spent within the more it accepts the plane's malaise. As months and
its dismal confines. Some shadow dragons embrace years pass for a dragon on the Shadowfell, it becomes
the Shadowfell for its bleak landscapes and desolation. aware of the transformation being wrought upon it, and
Others seek to return to the Material Plane, hungry to yet can do nothing to prevent it.
spread the darkness and evil of the Plane of Shadow. Back in the World. A shadow dragon is so suffused
Dark Portals. Portals to the Shadowfell manifest with the power of the Shadowfell that even a return to
in forlorn places and the deep gloom of subterranean the Material Plane can't undo its transformation. Some
caverns. The dragons that lair in such places often shadow dragons attempt to lure other creatures from
discover these portals and find themselves transported the mortal realm back to the Shadowfell to keep them
to a new realm. Ancient dragons that sleep in their lairs company, at least until they tire of their guests and
for months or years at a time might find themselves devour them. Others are happy to leave the Shadowfell
spirited away, never knowing that a portal has formed behind forever, understanding that treasure and power
without their knowledge as they dream. are easier to come by in the Material Plane.
Recast in Shadow. The transformation to a shadow
dragon happens over a period of years, during which SHADOW D RAGON TEMPLATE
time a dragon's scales lose their luster and fade to a
Only a true dragon can transform into a shadow dragon,
charcoal hue. Its leathery wings become translucent, its
and only if it is born in the Shadowfell or remains there
eyes paling to pools of opalescent gray. Shadow dragons
for several years. A dracolich can't be turned into a
find sunlight abhorrent, and they are weaker in bright
shadow dragon, since it loses its draconic nature when it
light than they are in darkness. Darkness makes the
becomes undead.
dragon fade to a spectral shadow of its former self.
When a dragon becomes a shadow dragon, it retains
The magical nature of dragons holds an attraction
its statistics except as described below. The shadow
for the Shadowfell, which seems somehow to crave
D RAGON, S HADOW
,
•
Queen's power.
86
DRAGONS
Tail. Melee Weapon Attack: + 15 to h it, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeon i n g damage.
ANCIENT BLACK DRAGON
Gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the d ragon's choice that
Armor Class 22 (natural a rmor) is within 1 20 feet of the d ragon and aware of it must succeed
Hit Points 367 (2ld20 + 147) on a DC 19 Wisdom saving throw or become frightened for 1
Speed 40 ft., fly 80 ft., swim 40 ft. m i n ute. A creature can repeat the savi ng th row at the end of
each of its turns, ending the effect on itself on a success. If a
STR DEX CON I NT WIS CHA creature's saving th row is successful or the effect ends for it,
27 (+8) 1 4 (+2) 25 (+7) 1 6 (+3) 1 5 (+2) 1 9 (+4) the creature is i m m u n e to the d ragon's Frightful Presence for
the next 24 hours.
Saving Throws Dex +9, Con +14, Wis +9, C h a +1 1
Skills Perception +16, Stealth +9 Acid Breath (Recharge 5-6). The dragon exhales acid i n a
Damage Immunities acid 90-foot l i n e that is 1 0 feet wide. Each creature in that line
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 26 mu st m ake a DC 22 Dexterity saving th row, taking 67 ( l Sd8)
Languages Com mon, D raco n i c acid damage on a failed save, or half as much d amage on a
Challenge 21 (33 ,000 XP) successful one.
L E G E N DARY A CTI O N S
Amphibious. The dragon can breathe air and water.
The d ragon can take 3 legendary actions, choos ing from the
Legendary Resistance (3/Day). If the d ragon fails a saving options below. Only one legendary action option can be used
throw, it can choose to succeed i n stead. at a time and only at the end of a nother creature's turn. The
d ragon regains spent legendary actions at the start of its turn.
AC T I O N S
Detect. The d ragon makes a Wisdom (Perception) check.
Multiattack. The d ragon can use its Frightful Presence. I t then Tail Attack. The d ragon m a kes a tail attack.
makes three attacks: one with its b ite and two with its claws. Wing Attack (Costs 2 Actions). The d ragon beats its wings.
Each creature wit h i n 15 feet of the dragon m ust succeed
Bite. Melee Weapon Attack: +1 5 to h it, reach 15 ft., one target.
on a DC 23 Dexterity saving th row or take 1 5 (2d6 + 8)
Hit: 1 9 (2d l 0 + 8) piercing d amage plus 9 (2d8) acid damage.
bludgeoning d amage and be knocked p rone. The d ragon can
Claw. Melee Weapon Attack: + l 5 to hit, reach 10 ft. , one target. then fly u p to half its flying speed.
Hit: 1 5 (2d6 + 8) slashing dam age.
D RAGONS
Large dragon, chaotic evil
STR DEX CON I NT WIS CHA Saving Throws Dex +5, Con +6, Wis +3, C h a +5
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+l) 17 (+3)
Skills Perception +6, Stealth +5
Damage Immunities acid
Senses blindsight 30 ft., darkvision 1 20 ft., passive Perception 1 6
Saving Throws Dex +7, Con + 10, Wis +6, Cha +8
Languages Common, Draconic
Skills Perception +1 1 , Stealth +7
Challenge 7 (2,900 X P)
Damage Immunities acid
· Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 21
i
! Languages Common, D raconic Amphibious. The d ragon can breathe a i r and water.
f Challenge 14 ( 1 1 , 500 X P)
i AC T I O N S
Amphibious. The d ragon can breathe a i r and water. Multiattack. The d ragon makes th ree attacks: one with its bite
and two with its claws.
Legendary Resistance (3/Day). If the d ragon fails a saving
th row, it can choose to succeed i nstead. Bite. Melee Weapon Attack: +7 to h it, reach 1 0 ft. , one target.
Hit: 15 (2d l 0 + 4) piercing damage plus 4 (l d8) acid da mage.
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Multiattack. The d ragon can use its Frightful Presence. It then Hit: 11 (2d6 + 4) slashing damage.
makes three attacks: one with its bite and two with its claws.
Acid Breath (Recharge 5-6). The d ragon exhales acid i n a
Bite. Melee Weapon Attack: +1 1 to h it, reach 10 ft., one target. 30-foot l i n e that is 5 feet wide. Each creature in that l i n e
Hit: 17 (2d l 0 + 6) piercing damage plus 4 (l d8) acid da mage. must make a DC 1 4 Dexterity saving th row, taking 49 ( l l d8)
Claw. Melee Weapon Attack: + 11 to h it, reach 5 ft. , one target. acid damage on a fa iled save, or half as much d amage on a
Hit: 13 (2d6 + 6) s lashing damage. successfu l one.
•
E a c h creature within 1 0 feet o f t h e d ragon m u st succeed 1 5 -foot l i ne that is 5 feet wide. Each creature in that line
on a DC 19 Dexterity saving th row or take 1 3 (2d6 + 6) m u st make a DC 1 1 Dexterity saving th row, taking 22 (5d8)
bl udgeoning damage and be knocked prone. The d ragon can acid d amage on a failed save, or half as much damage on a
then fly u p to half its flying speed. successful one.
c::=:===== == ====�==::J
DRAGONS
88
BLACK D RAGON A BLACK D RAGON 'S LAIR
The most evil-tempered and vile o f the chromatic Black dragons dwell in swamps o n the frayed edges
dragons, black dragons collect the wreckage and of civilization. A black dragon's lair is a dismal cave,
treasures of fallen peoples. These dragons loathe seeing grotto, or ruin that is at least partially flooded, providing
the weak prosper and revel in the collapse of humanoid pools where the dragon rests, and where its victims can
kingdoms. They make their homes in fetid swamps and ferment. The lair is littered with the acid-pitted bones
crumbling ruins where kingdoms once stood. of previous victims and the fly-ridden carcasses of fresh
With deep-socketed eyes and broad nasal openings, kills, watched over by crumbling statues. Centipedes,
a black dragon's face resembles a skull. Its curving, scorpions, and snakes infest the lair, which is filled with
segmented horns are bone-colored near the base and the stench of death and decay.
darken to dead black at the tips. As a black dragon ages,
the flesh around its horns and cheekbones deteriorates LAIR ACTIONS
as though eaten by acid, leaving thin layers of hide that On initiative count 20 (losing initiative ties), the dragon
enhance its skeletal appearance. A black dragon's head takes a lair action to cause one of the following effects;
is marked by spikes and horns. Its tongue is flat with a the dragon can't use the same effect two rounds in a row:
forked tip, drooling slime whose acidic scent adds to the Pools of water that the dragon can see within 120 feet
dragon's reek of rotting vegetation and foul water. of it surge outward in a grasping tide. Any creature on
When it hatches, a black dragon has glossy black the ground within 20 feet of such a pool must succeed
scale. As it ages, its scales become thicker and duller, on a DC 15 Strength saving throw or be pulled up to
helping it blend in to the marshes and blasted ruins that 20 feet into the water and knocked prone.
are its home. A cloud of swarming insects fills a 20-foot-radius
Brutal and Cruel. All chromatic dragons are evil, but sphere centered on a point the dragon chooses within
black dragons stand apart for their sadistic nature. A 120 feet of it. The cloud spreads around corners and
black dragon lives to watch its prey beg for mercy, and remains until the dragon dismisses it as an action,
will often offer the illusion of respite or escape before uses this lair action again, or dies. The cloud is
finishing off its enemies. lightly obscured. Any creature in the cloud when it
A black dragon strikes at its weakest enemies first, appears must make on a DC 15 Constitution saving
ensuring a quick and brutal victory, which bolsters its throw, taking 10 (3d6) piercing damage on a failed
ego as it terrifies its remaining foes. On the verge of save, or half as much damage on a successful one. A
defeat, a black dragon does anything it can to save itself, creature that ends its turn in the cloud takes 10 (3d6)
but it accepts death before allowing any other creature piercing damage.
to claim mastery over it. • Magical darkness spreads from a point the dragon
Foes and Servants. Black dragons hate and fear other chooses within 60 feet of it, filling a 1 5-foot-radius
dragons. They spy on draconic rivals from afar, looking sphere until the dragon dismisses it as an action, uses
for opportunities to slay weaker dragons and avoid this lair action again, or dies. The darkness spreads
stronger ones. If a stronger dragon threatens it, a black around corners. A creature with darkvision can't see
dragon abandons its lair and seeks out new territory. through this darkness, and nonmagical light can't
Evil lizardfolk venerate and serve black dragons, illuminate it. If any of the effect's area overlaps with
raiding humanoid settlements for treasure and food to an area of light created by a spell of 2nd level or lower,
give as tribute and building crude draconic effigies along the spell that created the light is dispelled.
the borders of their dragon master's domain.
A black dragon's malevolent influence might also R EGIONAL E F F E C T S
cause the spontaneous creation of evil shambling The region containing a legendary black dragon's lair
mounds that seek out and slay good creatures is warped by the dragon's magic, which creates one or
approaching the dragon's lair. more of the following effects:
Kobolds infest the lairs of many black dragons like
The land within 6 miles of the lair takes twice as long
vermin. They become as cruel as their dark masters,
as normal to traverse, since the plants grow thick and
often torturing and weakening captives with centipede
twisted, and the swamps are thick with reeking mud.
bites and scorpion stings before delivering them to sate
• Water sources within 1 mile of the lair are supernat
the dragon's hunger.
urally fouled. Enemies of the dragon that drink such
Wealth ofthe Ancients. Black dragons hoard the
water regurgitate it within minutes.
treasures and magic items of crumbled empires and
• Fog lightly obscures the land within 6 miles of the lair.
conquered kingdoms to remind themselves of their
greatness. The more civilizations a dragon outlasts, If the dragon dies, vegetation remains as it has grown,
the more entitled it feels to claim the wealth of current but other effects fade over ldlO days.
civilizations for itself.
89
D RAGONS
Tail. Melee Weapon Attack: + 16 to h it, reach 20 ft., one target.
ANCIENT BLUE DRAGON Hit: 18 (2d8 + 9) bl udgeon i ng damage.
Gargantuan dragon, lawful evil
Frightful Presence. Each creature of the dragon's choice that
Armor Class 22 (natural a rmor) is within 1 20 feet of the dragon and aware of it m ust succeed
Hit Points 481 (26d20 + 208) on a DC 20 Wisdom saving throw or become frightened for l
Speed 40 ft., burrow 40 ft., fly 80 ft. 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
STR DEX CON I NT WIS CHA creature's saving th row is successful or the effect ends for it,
29 (+9) 10 (+O) 27 (+8) 1 8 (+4) 17 (+3) 21 (+5) the creature is immune to the d ragon's Frightful Presence for
the next 24 hours .
Saving Throws Dex +7, Con +1 5 , Wis + l 0, Cha +1 2
Skills Perception +1 7, Stealth +7 Lightning Breath (Recharge 5-6). The d ragon exhales l ightn i n g
Damage Immunities lightni n g in a 1 20-foot line that is 1 0 feet w i d e . E a c h creature i n that l i n e
Senses blindsight 60 ft. , darkvision 1 20 ft., passive Perception 27 must m a ke a DC 23 Dexterity saving throw, taking 8 8 ( 1 6 d l 0)
Languages Common, Draconic lightning d amage on a failed save, or half as much dam age on
Challenge 23 (50,000 XP) a successful one.
L E G E N DA RY A CTI O N S
Legendary Resistance (3/Day). If the d ragon fails a saving
throw, it can choose to succeed i n stead . The d ragon can take 3 legendary actions, choosing from the
options below. Only one legenda ry action option can be used
ACTI O N S
at a time and only at the end of another creature's turn. The
Multiattack. The d ragon can use its Frightful Presence. I t then dragon regains spent legendary actions at the start of its turn.
makes three attacks: one with its bite and two with its claws.
Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The dragon m a kes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings .
Bite. Melee Weapon Attack: +1 6 to h it, reach 15 ft. , one
target. Hit: 20 (2d l 0 + 9) piercing d amage plus 1 1 (2d l 0)
l ightn i n g damage. E a c h creature with i n 1 5 feet of the d ragon m u s t succeed
on a DC 24 Dexterity saving throw or take 1 6 (2d6 + 9)
Claw. Melee Weapon Attack: + 1 6 to h it, reach l 0 ft., one target. bludgeon i n g damage and be knocked prone. The dragon can
Hit: 16 (2d6 + 9) slashing damage. then fly up to half its flying speed.
D RAGO NS
90
Large dragon, lawful evil
STR DEX CON I NT WIS CHA Saving Throws D e x +4, Con + 8 , Wis + 5 , C h a +7
25 (+7) 10 (+O) 23 (+6) 1 6 (+3) 1 5 (+2) 19 (+4) Skills Perception +9, Stealth +4
Damage Immunities lightning
Saving Throws Dex + 5, Con +1 1 , Wis +7, Cha +9 Senses blindsight 30 ft., darkvision 1 20 ft., passive Perception 1 9
Skills Perception +1 2, Stealth +5 Languages Common, Draconic
Damage Immunities li ghtning Challenge 9 (5,000 XP)
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 22
Languages Common, Draconic A CTI O N S
Challenge 16 ( 1 5,000 XP)
Multiattack. The d ragon makes three attacks: one with its bite
and two with its claws.
Legendary Resistance (3/Day). If the d ragon fails a saving
throw, it can choose to succeed i n stead. Bite. Melee Weapon Attack: +9 to h it, reach 10 ft. , one
target. Hit: 16 (2d 1 0 + 5) piercing damage plus 5 ( l d l O)
A CTI O N S
l ightn i n g damage.
D RAGONS.
91
BLUE D RAGON A BLUE D RAGON'S LAIR
Vain and territorial, blue dragons soar through the skies Blue dragons make their lairs in barren places,
over deserts, preying on caravans and plundering herds using their lightning breath and their burrowing
and settlements in the verdant lands beyond the desert's ability to carve out crystallized caverns and tunnels
reach. These dragons can also be found in dry steppes, beneath the sands.
searing badlands, and rocky coasts. They guard their Thunderstorms rage around a legendary blue dragon's
territories against all potential competitors, especially lair, and narrow tubes lined with glassy sand ventilate
brass dragons. the lair, all the while avoiding the deadly sinkholes that
A blue dragon is recognized by its dramatic frilled are the dragon's first line of defense.
ears and the massive ridged horn atop its blunt head. A blue dragon will collapse the caverns that make up
Rows of spikes extend back from its nostrils to line its its lair if that lair is invaded. The dragon then burrows
brow, and cluster on its jutting lower jaw. out, leaving its attackers to be crushed and suffocated.
A blue dragon's scales vary in color from an iridescent When it returns later, it collects its possessions-along
azure to a deep indigo, polished to a glossy finish by the with the wealth of the dead intruders.
desert sands. As the dragon ages, its scales become
thicker and harder, and its hide hums and crackles LAI R ACTIONS
with static electricity. These effects intensify when the On initiative count 20 (losing initiative ties), the dragon
dragon is angry or about to attack, giving off an odor of takes a lair action to cause one of the following effects;
ozone and dusty air. the dragon can't use the same effect two rounds in a row:
Vain and Deadly. A blue dragon will not stand for any • Part of the ceiling collapses above one creature that
remark or insinuation that it is weak or inferior, taking the dragon can see within 1 2 0 feet of it. The creature
great pleasure in lording its power over humanoids and must succeed on a DC 15 Dexterity saving throw or
other lesser creatures. take 10 (3d6) bludgeoning damage and be knocked
A blue dragon is a patient and methodical combatant. prone and buried. The buried target is restrained and
When fighting on its own terms, it turns combat into an unable to breathe or stand up. A creature can take an
extended affair of hours or even days, attacking from a action to make a DC 1 0 Strength check, ending the
distance with volleys of lightning, then flying well out of buried state on a success.
harm's reach as it waits to attack again. • A cloud of sand swirls about in a 20-foot-radius sphere
Desert Predators. Though they sometimes eat cacti centered on a point the dragon can see within 1 2 0 feet
and other desert plants to sate their great hunger, blue of it. The cloud spreads around corners. Each creature
dragons are carnivores. They prefer to dine on herd in the cloud must succeed on a DC 1 5 Constitution
animals, cooking those creatures with their lightning saving throw or be blinded for 1 minute. A creature
breath before gorging themselves. Their dining habits can repeat the saving throw at the end of each of its
make blue dragons an enormous threat to desert turns, ending the effect on itself on a success.
caravans and nomadic tribes, which become convenient • Lightning arcs, forming a 5-foot-wide line between
collections of food and treasure to a dragon's eye. two of the lair's solid surfaces that the dragon can
When it hunts, a blue dragon buries itself in the desert see. They must be within 1 2 0 feet of the dragon and
sand so that only the horn on its nose pokes above the 120 feet of each other. Each creature in that line must
surface, appearing to be an outcropping of stone. When succeed on a DC 15 Dexterity saving throw or take 10
prey draws near, the dragon rises up, sand pouring from (3d6) lightning damage.
its wings like an avalanche as it attacks.
Overlords and Minions. Blue dragons covet valuable REGIONAL EFFECTS
and talented creatures whose service reinforces their The region containing a legendary blue dragon's lair
sense of superiority. Bards, sages, artists, wizards, and is warped by the dragon's magic, which creates one or
assassins can become valuable agents for a blue dragon, more of the following effects:
which rewards loyal service handsomely.
Thunderstorms rage within 6 miles of the lair.
A blue dragon keeps its lair secret and well protected,
• Dust devils scour the land within 6 miles of the lair. A
and even its most trusted servants are rarely allowed
dust devil has the statistics of an air elemental, but it
within. It encourages ankhegs, giant scorpions, and
can't fly, has a speed of 50 feet, and has an Intelligence
other creatures of the desert to dwell near its lair for
and Charisma of 1 (-5).
additional security. Older blue dragons sometimes
• Hidden sinkholes form in and around the dragon's
attract air elementals and other creatures to serve them.
lair. A sinkhole can be spotted from a safe distance
Hoarders ofGems. Though blue dragons collect
with a successful DC 20 Wisdom (Perception) check.
anything that looks valuable, they are especially fond
Otherwise, the first creature to step on the thin
of gems. Considering blue to be the most noble and
crust covering the sinkhole must succeed on a DC
beautiful of colors, they covet sapphires, favoring
1 5 Dexterity saving throw or fall l d6 x 10 feet into
jewelry and magic items adorned with those gems.
the sinkhole.
A blue dragon buries its most valuable treasures deep
in the sand, while scattering a few less valuable trinkets If the dragon dies, the dust devils disappear
immediately, and the thunderstorms abate within ldlO
•
in plainer sight over hidden sinkholes to punish and
eliminate would-be thieves. days. Any sinkholes remain where they are.
<) 2
D RA G O N S
Claw. Melee Weapon Attack: + 15 to h it, reach 10 ft., one target.
ANCIENT GREEN DRAGON Hit: 22 (4d6 + 8) slashing damage.
Gargantuan dragon, lawful evil
Tail. Melee Weapon Attack: +1 5 to hit, reach 20 ft. , one target.
Armor Class 21 (natural armor) Hit: 17 (2d8 + 8) b l udgeoning damage.
Hit Points 385 (22d20 + 1 54)
Speed 40 ft., fly 80 ft. , swim 40 ft. Frightful Presence. Each creature of the d ragon's choice that
is within 1 20 feet of the d ragon and aware of it m ust succeed
STR DEX CON INT WIS CHA on a DC 19 Wisdom saving throw or become frightened for 1
27 (+8) 12 (+l ) 2 5 (+7) 20 (+5) 17 (+3) 19 (+4) m i nute. A creature can repeat the savi ng throw at the end of
each of its turns, ending the effect on itself on a success. If a
Saving Throws Dex +8, Con +14, Wis +10, Cha +1 1 creature's saving th row is successful or the effect ends for it,
Skills Deception +1 1 , l nsight +lO, Perception +1 7, the creature is i m m u n e to the d ragon's Frightfu l Presence for
Persuasion +1 1 , Stealth +8 the next 24 hours.
Damage I mmunities poison
Condition I mmunities poisoned Poison Breath (Recharge 5-6). The dragon exhales poisonous
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 27. gas in a 90-foot cone. Each creature in that area must make
Languages Common, D raconic a DC 22 Constitution saving th row, taking 77 (22d6) poison
Challenge 22 (41,000 XP) da mage on a failed save, or half as much damage on a
successful one.
Legendary Resistance (3/Day). If the d ragon fai l s a saving The d ragon can take 3 legendary actions, choosi ng from the
th row, it can choose to succeed instead. options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
A C TI O N S d ragon regains spent l egendary actions at the start of its tu rn.
Multiattack. The dragon can use its Frightful Presence. It then Detect. The dragon m a kes a Wisdom (Perception) check.
makes three attacks: one with its bite and two with its claws. Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wi ngs.
Bite. Melee Weapon Attack: + 1 5 to h it, reach 15 ft. , one
Each creature within 15 feet of the d ragon m ust succeed
target. Hit: 19 (2d 1 0 + 8) piercing dam age plus 1 0 (3d6)
on a DC 23 Dexterity saving throw o r take 15 (2d6 + 8)
poison damage.
bludgeoning damage and be knocked prone. The d ragon can
then fly up to half its flying speed.
D RAGO N S
93
ADULT GREEN DRAGON Claw. Melee Weapon Attack: +1 1 to hit, reach 5 ft., one target.
Hit: 1 3 (2d 6 + 6) slashing damage.
Huge dragon, lawful evil
Tail. Melee Weapon Attack: +1 1 to hit, reach 15 ft., one target.
Armor Class 1 9 (natural armor) Hit: l S (2d8 + 6) bl udgeoning damage.
Hit Points 207 (18dl2 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft. Frightful Presence. Each creature of the d ragon's choice that
is with i n 1 20 feet of the dragon and aware of it must succeed
STR DEX CON I NT WIS CHA on a DC 16 Wisdom saving th row or become frightened for l
23 (+6) 12 (+l) 21 (+5) 1 8 (+4) 15 (+2) 17 (+3) m i n ute. 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
Saving Throws Dex +6, Con +1 0, Wis +7, Cha +8 creature's saving th row is successful or the effect ends for it,
Skills Deception +8, I nsight +7, Perception +1 2, the creature is i m m u n e to the d ragon's Frightful Presence for
Persuasion +8, Stealth +6 the next 24 hours.
Damage Immunities poison
Condition Immunities poisoned Poison Breath (Recharge 5-6). The d ragon exhales poisonous
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 22 gas i n a 60-foot cone. Each creature i n that area must make
Languages Common, Draconic a D C 1 8 Constitution saving throw, taking 56 ( 1 6d6) poison
Challenge 15 (1 3,000 XP) da mage on a failed save, o r half as much d amage on a
successfu l one.
Armor Class 18 (natural armor) Multiattack. The d ragon makes three attacks: one with its bite
Hit Points 1 36 (16dl0 + 48) and two with its claws.
Speed 40 ft., fly 80 ft., swim 40 ft.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 15 (2d l 0 + 4) piercing damage plus 7 (2d6)
STR DEX CON I NT WIS CHA
poison dam age.
19 (+4) 12 (+l ) 17 (+3) 16 (+3) 1 3 (+l ) 15 (+2)
Claw. Melee Weapon Attack: +7 to h it, reach S ft., one target.
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Hit: 1 1 (2d 6 + 4) slashing damage.
Skills Deception +S, Perception +7, Stealth +4
Damage Immunities poison Poison Breath (Recharge 5-6). The d ragon exha l es poisonous
gas i n a 30-foot cone. Each creature i n that area must make
a D C 1 4 Constitution saving throw, taking 42 (12d6) poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 1 20 ft., passive
Perception 1 7 damage on a failed save, or half as much damage on a
Languages Common, D racon ic successful one.
� Challenge 8 (3,900 XP)
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DRAGONS
94
GRE E N D RAGON Green dragons are consummate liars and masters of
double talk. They favor intimidation of lesser creatures,
The most cunning and treacherous o f true dragons, but employ more subtle manipulations when dealing
green dragons use misdirection and trickery to get the with other dragons. A green dragon attacks animals and
upper hand against their enemies. Nasty tempered and monsters with no provocation, especially when dealing
thoroughly evil, they take special pleasure in subverting with potential threats to its territory. When dealing with
and corrupting the good-hearted. In the ancient forests sentient creatures, a green dragon demonstrates a lust
they roam, green dragons demonstrate an aggression for power that rivals its draconic desire for treasure, and
that is often less about territory than it is about gaining it is always on the lookout for creatures that can help it
power and wealth with as little effort as possible. further its ambitions.
A green dragon is recognized by its curved jawline A green dragon stalks its victims as it plans its
and the crest that begins near its eyes and continues assault, sometimes shadowing creatures for days.
down its spine, reaching full height just behind the skull. If a target is weak, the dragon enjoys the terror its
A green dragon has no external ears, but bears leathery appearance evokes before it attacks. It never slays all its
spiked plates that run down the sides of its neck. foes, preferring to use intimidation to establish control
A wyrmling green dragon's thin scales are a shade over survivors. It then learns what it can about other
of green so dark as to appear nearly black. As a green creatures' activities near its territory, and about any
dragon ages, its scales grow larger and lighter, turning treasure to be found nearby. Green dragons occasionally
shades of forest, emerald, and olive green to help it release prisoners if they can be ransomed. Otherwise, a
blend in with its wooded surroundings. Its wings have creature must prove its value to the dragon daily or die.
a dappled pattern, darker near the leading edges and Manipulative Schemers. A wily and subtle creature,
lighter toward the trailing edges. a green dragon bends other creatures to its will
A green dragon's legs are longer in relation to its body by assessing and playing off their deepest desires.
than with any other dragon, enabling it to easily pass Any creature foolish enough to attempt to subdue a
over underbrush and forest debris when it walks. With green dragon eventually realizes that the creature
its equally long neck, an older green dragon can peer is only pretending to serve while it assesses its
over the tops of trees without rearing up. would-be master.
Capricious Hunters. A green dragon hunts by When manipulating other creatures, green dragons
patrolling its forest territory from the air and the are honey-tongued, smooth, and sophisticated. Among
ground. It eats any creature it can see, and will consume their own kind, they are loud, crass, and rude, especially
shrubs and small trees when hungry enough, but its when dealing with dragons of the same age and status.
favorite prey is elves. Conflict and Corruption. Green dragons sometimes
clash with other dragons over territory where forest
crosses over into other terrain. A green dragon typically
GREEN DRAGON WYRMLING pretends to back down, only to wait and watch
Medium dragon, lawful evil sometimes for decades-for the chance to slay the other
dragon, then claim its lair and hoard.
Armor Class 1 7 (natural a rmor) Green dragons accept the servitude of sentient
Hit Points 38 (7d8 + 7) creatures such as goblinoids, ettercaps, ettins, kobolds,
Speed 30 ft., fly 60 ft., swim 30 ft. ores, and yuan-ti. They also delight in corrupting and
bending elves to their will. A green dragon sometimes
STR DEX CON WIS
wracks its minions' minds with fear to the point of
1 5 (+2) 12 (+l) 13 (+l) 1 1 (+O)
insanity, with the fog that spreads throughout its forest
reflecting those minions' tortured dreams.
Saving Throws Dex +3, Con +3, Wis +21 Cha +3
Skills Perception +4, Stealth +3 Living Treasures. A green dragon's favored treasures
•,
Damage Immunities poison are the sentient creatures it bends to its will, including
Condition Immunities poisoned significant figures such as popular heroes, well-known
Senses blinds ight 1 0 ft., d a rkvision 60 ft., passive Perception 14 sages, and renowned bards. Among material treasures,
Languages D raconic a green dragon favors emeralds, wood carvings, musical
Challenge 2 (450 XP) instruments, and sculptures of humanoid subjects.
Amphibious. The d ragon can breathe air and water. A GREEN D RAGON'S LAIR
The forest-loving green dragons sometimes compete
A CTI O N S
for territory with black dragons in marshy woods and
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. with white dragons in subarctic taiga. However, a forest
Hit: 7 ( l d l O + 2) piercing d amage plus 3 ( l d 6) poison damage. controlled by a green dragon is easy to spot. A perpetual
fog hangs in the air in a legendary green dragon's wood,
Poison Breath (Recharge 5-6). The dragon exhales poisonous
gas i n a 1 5-foot cone. Each creature i n that a rea m ust m a ke
carrying an acrid whiff of the creature's poison breath.
a DC 1 1 Constitution saving th row, taking 21 (6d6) poison The moss-covered trees grow close together except
d amage on a failed save, or half as much d amage o n a where winding pathways trace their way like a maze
successful one. into the heart of the forest. The light that reaches the
D RA G O N S
95
forest floor carries an emerald green cast, and every movement. A creature in the thickets must make a DC
sound seems muffled. 1 5 Dexterity saving throw once each round it's in con
At the center of its forest, a green dragon chooses tact with the thickets or take 3 (ld6) piercing damage
a cave in a sheer cliff or hillside for its lair, preferring from thorns.
an entrance hidden from prying eyes. Some seek out Each 10-foot-cube of thickets has AC 5, 30 hit
cave mouths concealed behind waterfalls, or partly points, resistance to bludgeoning and piercing dam
submerged caverns that can be accessed through lakes age, vulnerability to fire damage, and immunity to
or streams. Others conceal the entrances to their lairs psychic and thunder damage.
with vegetation. • Within 1 mile of its lair, the dragon leaves no physical
evidence of its passage unless it wishes to. Tracking it
LAI R ACTIONS there is impossible except by magical means. In addi
On initiative count 20 (losing initiative ties), the dragon tion, it ignores movement impediments and damage
takes a lair action to cause one of the following effects; from plants in this area that are neither magical nor
the dragon can't use the same effect two rounds in a row: creatures, including the thickets described above. The
Grasping roots and vines erupt in a 20-foot radius plants remove themselves from the dragon's path.
centered on a point on the ground that the dragon • Rodents and birds within 1 mile of the dragon's lair
can see within 1 2 0 feet of it. That area becomes dif serve as the dragon's eyes and ears. Deer and other
ficult terrain, and each creature there must succeed large game are strangely absent, hinting at the pres
on a DC 15 Strength saving throw or be restrained ence of an unnaturally hungry predator.
by the roots and vines. A creature can be freed if it If the dragon dies, the rodents and birds lose their
or another creature takes an action to make a DC 1 5 supernatural link to it. The thickets remain, but within
Strength check and succeeds. The roots and vines l d l O days, they become mundane plants and normal
wilt away when the dragon uses this lair action again difficult terrain, losing their thorns.
or when the dragon dies.
• A wall of tangled brush bristling with thorns springs
into existence on a solid surface within 1 20 feet of the
dragon. The wall is up to 60 feet long, 10 feet high,
and 5 feet thick, and it blocks line of sight. When the
wall appears, each creature in its area must make a
DC 1 5 Dexterity saving throw. A creature that fails the
save takes 18 (4d8) piercing damage and is pushed 5
feet out of the wall's space, appearing on whichever
side of the wall it wants. A creature can move through
the wall, albeit slowly and painfully. For every 1 foot a
creature travels through the wall, it must spend 4 feet
of movement. Furthermore, a creature in the wall's
space must make a DC 1 5 Dexterity saving throw
once each round it's in contact with the wall, taking
18 (4d8) piercing damage on a failed save, or half as
much damage on a successful one. Each 10-foot sec
tion of wall has AC 5, 15 hit points, vulnerability to
fire damage, resistance to bludgeoning and piercing
damage, and immunity to psychic damage. The wall
sinks back into the ground when the dragon uses this
lair action again or when the dragon dies.
Magical fog billows around one creature the dragon
can see within 1 2 0 feet of it. The creature must
succeed on a DC 15 Wisdom saving throw or be
charmed by the dragon until initiative count 20 on
the next round.
R EGIONAL EFFECTS
The region containing a legendary green dragon's lair
is warped by the dragon's magic, which creates one
or more of the following effects:
Thickets form labyrinthine passages within
1 mile of the dragon's lair. The thickets
act as 10-foot-high, 10-foot-thick walls
that block line of sight. Creatures
can move through the thickets,
with every 1 foot a creature
moves costing it 4 feet of
D RAG ONS
96
ANCIENT RED DRAGON
Gargantuan dragon, chaotic evil
ACTI O N S
Multiattack. The d ragon can use its Frightful Presence. I t then
makes th ree attacks: one with its bite and two with its claws.
L EG E N DA RY ACT I O N S
The d ragon can take 3 legendary actions, choosing from the
options below. O n ly one legendary action option can be used
at a time and only at the end of a nothe r creature's turn. The
d ragon regai n s spent legendary actions at the start of its turn.
Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings .
E a c h creature within 1 5 feet o f t h e d ragon m ust succeed
on a DC 25 Dexterity saving th row or take 17 (2d6 + 1 0)
bludgeoning damage and be knocked prone. The d ragon can
then fly u p to half its flying speed.
D RAG ONS
97
Large dragon, chaotic evil
Huge dragon, chaotic evil
Armor Class 1 8 (natural armor)
Armor Class 1 9 (natural armor) Hit Points 1 78 ( 1 7d l 0 + 85)
Hit Points 256 ( 1 9 d l 2 + 1 33) Speed 40 ft., climb 40 ft., fly 80 ft.
Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON I NT
STR DEX CON I NT 23 (+6) 10 (+O) 21 (+5) 1 4 (+2)
27 (+8) 1 0 (+O) 25 (+7) 1 6 (+3}
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Saving Throws Dex +6, Con +1 3, Wis +7, Cha + 1 1 Skills Perception +8, Stealth +4
Skills Perception +1 3, Stealth +6 Damage Immunities fire
Damage Immunities fi re Senses blindsight 30 ft., darkvision 1 20 ft. , passive Perception 1 8
Senses b l i ndsight 60 ft., darkvision 1 20 ft., passive Perception 23 Languages Common, Draconic
Languages Common, D raconic Challenge 1 0 ( 5,900 X P)
Challenge 17 ( 1 8,000 X P)
•
Each creature within 1 0 feet of the d ragon m ust succeed Fire Breath (Recharge 5-6). The d ragon exhales fi re in a 1 5 -foot
on a DC 22 Dexterity saving th row or take 1 5 (2d6 + 8) cone. Each creature in that area m ust make a DC 1 3 Dexterity
bludgeoning d a mage and be knocked prone. The d ragon can savi ng th row, taking 24 (7d6) fi re damage on a failed save, or
then fly u p to half its flying speed. half as much damage on a s u ccessful one.
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D RA G O N S
RED D RAGON A RED D RAGON'S LAIR
The most covetous o f the true dragons, red dragons Red dragons lair in high mountains o r hills, dwelling i n
tirelessly seek to increase their treasure hoards. They caverns under snow-capped peaks, o r within the deep
are exceptionally vain, even for dragons, and their halls of abandoned mines and dwarven strongholds.
conceit is reflected in their proud bearing and their Caves with volcanic or geothermal activity are the most
disdain for other creatures. highly prized red dragon lairs, creating hazards that
The odor of sulfur and pumice surrounds a red hinder intruders and letting searing heat and volcanic
dragon, whose swept-back horns and spinal frill define gases wash over a dragon as it sleeps.
its silhouette. Its beaked snout vents smoke at all times, With its hoard well protected deep within the lair,
and its eyes dance with flame when it is angry. Its wings a red dragon spends as much of its time outside the
are the longest of any chromatic dragon, and have a mountain as in it. For a red dragon, the great heights
blue-black tint along the trailing edge that resembles of the world are the throne from which it can look
metal burned blue by fire. out to survey all it controls-and the wider world it
The scales of a red dragon wyrmling are a bright seeks to control.
glossy scarlet, turning a dull, deeper red and becoming Throughout the lair complex, servants erect
as thick and strong as metal as the dragon ages. Its monuments to the dragon's power, telling the grim story
pupils also fade as it ages, and the oldest red dragons of its life, the enemies it has slain, and the nations it
have eyes that resemble molten lava orbs. has conquered.
Mountain Masters. Red dragons prefer mountainous
terrain, badlands, and any other locale where they can LAIR ACTIONS
perch high and survey their domain. Their preference On initiative count 20 (losing initiative ties), the dragon
for mountains brings them into conflict with the hill takes a lair action to cause one of the following effects;
dwelling copper dragons from time to time. the dragon can't use the same effect two rounds in a row:
Arrogant Tyrants. Red dragons fly into destructive • Magma erupts from a point on the ground the dragon
rages and act on impulse when angered. They are so can see within 1 2 0 feet of it, creating a 20-foot-high,
ferocious and vengeful that they are regarded as the 5-foot-radius geyser. Each creature in the geyser's
archetypical evil dragon by many cultures. area must make a DC 1 5 Dexterity saving throw, tak
No other dragon comes close to the arrogance of the ing 2 1 (6d6) fire damage on a failed save, or half as
red dragon. These creatures see themselves as kings much damage on a successful one.
and emperors, and view the rest of dragonkind as • A tremor shakes the lair in a 60-foot radius around
inferior. Believing that they are chosen by Tiamat to rule the dragon. Each creature other than the dragon on
in her name, red dragons consider the world and every the ground in that area must succeed on a DC 1 5
creature in it as theirs to command. Dexterity saving throw or b e knocked prone.
Status and Slaves. Red dragons are fiercely territorial • Volcanic gases form a cloud in a 20-foot-radius
and isolationist. However, they yearn to know about sphere centered on a point the dragon can see within
events in the wider world, and they make use of lesser 120 feet of it. The sphere spreads around corners,
creatures as informants, messengers, and spies. They and its area is lightly obscured. It lasts until initia-
are most interested in news about other red dragons, tive count 20 on the next round. Each creature that
with which they compete constantly for status. starts its turn in the cloud must succeed on a DC 13
When it requires servants, a red dragon demands Constitution saving throw or be poisoned until the end
fealty from chaotic evil humanoids. If allegiance isn't of its turn. While poisoned in this way, a creature is
forthcoming, it slaughters a tribe's leaders and claims incapacitated.
lordship over the survivors. Creatures serving a red
dragon live in constant terror of being roasted and eaten R EGIONAL E FFECTS
for displeasing it. They spend most of their time fawning The region containing a legendary red dragon's lair is
over the creature in an attempt to stay alive. warped by the dragon's magic, which creates one or
Obsessive Collectors. Red dragons value wealth more of the following effects:
above all else, and their treasure hoards are legendary.
Small earthquakes are common within 6 miles of the
They covet anything of monetary value, and can often
dragon's lair.
judge the worth of a bauble to within a copper piece at a
Water sources within 1 mile of the lair are supernatu
glance. A red dragon has a special affection for treasure
•
D RAGONS
99
Claw. Melee Weapon Attack: +1 4 to hit, reach 1 0 ft., one target.
ANCIENT WHITE DRAGON Hit: 1 5 (2d6 + 8) slashing damage.
Gargantuan dragon, chaotic evil
Tail. Melee Weapon Attack: +1 4 to h it, reach 20 ft., one target.
Armor Class 20 (natural a rmor) Hit: 17 (2d8 + 8) bludgeon i n g damage.
Hit Points 333 (l 8d20 + 1 44)
Speed 40 ft. , bu rrow 40 ft., fly 80 ft., swim 40 ft. Frightful Presence. Each creature of the dragon's choice that
is within 1 20 feet of the d ragon and aware of it must succeed
STR DEX CON I NT WIS CHA on a DC 16 Wisdom savi ng throw or become frightened fo r l
26 (+8) 10 (+O) 26 (+8) 1 0 (+O) 1 3 (+l) 1 4 (+2) minute. A creature can repeat the saving th row at the end of
each of its turns, ending the effect on itself on a success. If a
Saving Throws Dex +6, Con +14, Wis +7, Cha +8 creature's saving th row is successful or the effect ends for it,
Skills Perception + 1 3 , Stealth +6 the creature i s immune to the d ragon's Frightfu l Presence for
Damage Immunities cold the next 24 hours .
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 23
Languages Common, D raconic Cold Breath (Recharge 5-6). The d ragon exhales an i c y blast i n
Challenge 20 (25,000 X P) a 90-foot c o n e . E a c h creature i n that a rea must make a DC 22
Constitution saving th row, taking 72 (l 6d8) cold d amage on a
fai led save, or half as much damage on a successful one.
Ice Walk. The d ragon can move across and climb icy surfaces
without n eed ing to make an abil ity check. Additional ly, d iffi cult LEG E N DA RY ACT I O N S
terrain composed of ice or snow doesn't cost it extra moment.
The d ragon can take 3 legendary actions, choosing from the
Legendary Resistance (3/Day). If the d ragon fails a saving options below. Only one legendary action option can be used
th row, it can choose to succeed i n stead . at a time and only at the end of a nothe r creature's turn. The
dragon regai n s spent legenda ry actions at the start of its turn.
ACT I O N S
Detect. The d ragon makes a Wisdom (Perception) check.
Multiattack. The dragon can use its Frightfu l Presence. I t then Tail Attack. The dragon makes a tail attack.
makes three attacks: one with its bite and two with its claws. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 feet of the dragon must succeed
Bite. Melee Weapon Attack: +1 4 to h it, reach 15 ft. , one target. on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
Hit: 19 (2d l 0 + 8) piercing damage plus 9 (2d8) cold damage. bludgeoning d amage and be knocked prone. The dragon can
then fly up to half its flying speed.
D RAG O N S
!00
Claw. Melee Weapon Attack: + 11 to hit, reach 5 ft., one target.
ADULT WHITE DRAGON
Huge dragon, chaotic evil
Hit: 13 (2d 6 + 6) slashing damage.
Tail. Melee Weapon Attack: + 11 to hit, reach l 5 ft., one target.
Armor Class 1 8 (natural armor) Hit: l 5 (2d8 + 6) bl udgeoning damage.
Hit Points 200 ( 1 6dl2 + 96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. Frightful Presence. Each creature of the d ragon's choice that
is within 1 20 feet of the dragon and aware of it must succeed
STR DEX CON I NT WIS CHA on a DC 14 Wisdom saving throw or become frightened for l
22 (+6) 10 (+0) 22 (+6) 8 (-1 ) 1 2 (+l) 12 (+l) m i nute. A creature can repeat the savi n g throw at the end of
each of its turns, ending the effect on itself on a success. If a
Saving Throws Dex +5, Con +1 1 , Wis +6, Cha + 6 creature's saving throw is successful or the effect ends for it,
Skills Perception +1 1 , Stealth +5 the creature is i m m u n e to the dragon's Frightful Presence for
Damage Immunities cold the next 24 hours.
Senses b l indsight 60 ft., darkvision 1 20 ft., passive Perception 21
Languages Com mon, Draconic Cold Breath (Recharge 5-6). The d ragon exhales an icy blast i n
Challenge 13 ( 1 0,000 XP) a 60-foot cone. Each creature i n that area m ust make a DC 1 9
Constitution savi ng th row, taking 54 (l 2d8) cold damage on a
failed save, or half as much damage on a successful one.
Ice Walk. The d ragon can move across and climb icy su rfaces
without needing to make an a b i l ity check. Additional ly, d iffi cu lt L EG E N DARY ACT I O N S
terrai n composed of ice or snow doesn't cost it extra moment.
The d ragon can take 3 legenda ry actions, choosing from the
Legendary Resistance (3/Day). I f the d ragon fa ils a saving options below. Only one legendary action option can be used
throw, it can choose to succeed instead. at a time and only at the end of another creature's turn. The
d ragon regains spent legendary actions at the start of its turn.
ACTI O N S Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings.
Multiattack. The d ragon can use its Frightful Presence. I t then
makes three attacks: one with its bite and two with its claws.
Ice Walk. The d rago n can move across and climb icy surfaces
YOUNG WHITE DRAGON
Large dragon, chaotic evil without needing to make an ability check. Addition a lly, d ifficult
terrain composed of ice or snow doesn't cost it extra moment.
Armor Class 17 (natural armor)
ACTI O N S
Hit Points 1 3 3 (14dl0 + 56)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Multiattack. The d ragon makes three attacks: one with its bite
and two with its claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +7 to hit, reach 1 0 ft., one target.
18 (+4) 10 (+O) 1 8 (+4) 6 (-2) 1 1 (+O) 12 (+l )
Hit: 1 5 (2d l 0 + 4) piercing damage pl u s 4 (l d8) cold damage.
Saving Throws Dex +3, Con +7, Wis +3, Cha +4 Claw. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
Skills Perception +6, Stealth +3 Hit: 1 1 (2d6 + 4) slashing damage.
Damage Immunities cold
Senses blindsight 30 ft., darkvision 1 20 ft., passive Perception 1 6 Cold Breath (Recharge 5-6). The d ragon exhales an icy blast i n
Languages Common, D racon i c a 30-foot cone. E a c h creature in that area must m a ke a D C 15
Challenge 6 (2,300 XP) Constitution saving th row, t a k i n g 45 (l 0d8) cold damage on a
failed save, or half as much d amage on a successful one.
DRAGONS
IOI
WHITE D RAGON the same territories as whites. White dragons can
speak as all dragons can, but they rarely talk unless
The smallest, least intelligent, and most animalistic o f moved to do so.
the chromatic dragons, white dragons dwell in frigid Lone Masters. White dragons avoid all other dragons
climes, favoring arctic areas or icy mountains. They are except whites of the opposite sex. Even then, when
vicious, cruel reptiles driven by hunger and greed. white dragons seek each other out as mates, they stay
A white dragon has feral eyes, a sleek profile, and a together only long enough to conceive offspring before
spined crest. The scales of a wyrmling white dragon fleeing into isolation again.
glisten pure white. As the dragon ages, its sheen White dragons can't abide rivals near their lairs. As a
disappears and some of its scales begin to darken, result, a white dragon attacks other creatures without
so that by the time it is old, it is mottled by patches provocation, viewing such creatures as either too weak
of pale blue and light gray. This patterning helps the or too powerful to live. The only creatures that typically
dragon blend into the realms of ice and stone in which serve a white dragon are intelligent humanoids that
it hunts, and to fade from view when it soars across a demonstrate enough strength to assuage the dragon's
cloud-filled sky. wrath, and can put up with sustaining regular losses as
Primal and Vengeful. White dragons lack the
a result of its hunger. This includes dragon-worshiping
cunning and tactics of most other dragons. However, kobolds, which are commonly found in their lairs.
their bestial nature makes them the best hunters among Powerful creatures can sometimes gain a white
all dragonkind, singularly focused on surviving and dragon's obedience through a demonstration of physical
slaughtering their enemies. A white dragon consumes or magical might. Frost giants challenge white dragons
only food that has been frozen, devouring creatures to prove their own strength and improve their status
killed by its breath weapon while they are still stiff and in their clans, and their cracked bones litter many a
frigid. It encases other kills in ice or buries them in white dragon's lair. However, a white dragon defeated
snow near its lair, and finding such a larder is a good by a frost giant often becomes its servant, accepting the
indication that a white dragon dwells nearby. mastery of a superior creature in exchange for asserting
A white dragon also keeps the bodies of its greatest its own domination over the other creatures that serve
enemies as trophies, freezing corpses where it can or oppose the giant.
look upon them and gloat. The remains of giants, Treasure Under Ice. White dragons love the cold
remorhazes, and other dragons are often positioned sparkle of ice and favor treasure with similar qualities,
prominently within a white dragon's lair as warnings particularly diamonds. However, in their remote arctic
to intruders. climes, the treasure hoards of white dragons more often
Though only moderately intelligent, white dragons contain walrus and mammoth tusk ivory, whale-bone
have extraordinary memories. They recall every slight sculptures, figureheads from ships, furs, and magic
and defeat, and have been known to conduct malicious items seized from overly bold adventurers.
vendettas against creatures that have offended them. Loose coins and gems are spread across a white
This often includes silver dragons, which lair in dragon's lair, glittering like stars when the light strikes
them. Larger treasures and chests are encased in layers
of rime created by the white dragon's breath, and held
WHITE DRAGON WYRMLING safe beneath layers of transparent ice. The dragon's
Medium dragon, chaotic evil
great strength allows it to easily access its wealth, while
Armor Class 1 6 {natural armor) lesser creatures must spend hours chipping away or
Hit Points 32 (5d8 + 1 0) melting the ice to reach the dragon's main hoard.
Speed 30 ft., burrow 1 5 ft., fly 60 ft., swim 30 ft. A white dragon's flawless memory means that it
knows how it came to possess every coin, gem, and
STR DEX CON I NT WIS CHA magic item in its hoard, and it associates each item with
14 {+2) 10 {+O) 14 {+2) 5 (-3) 1 0 (+O) 1 1 (+O) a specific victory. White dragons are notoriously difficult
to bribe, since any offers of treasure are seen as an
Saving Throws Dex +2, Con +4, Wis +2, C h a +2 insult to their ability to simply slay the creature making
Skills Perception +4, Stealth +2 the offer and seize the treasure on their own.
Damage Immunities cold
Senses blindsight 1 0 ft., darkvision 60 ft., passive Perception 1 4 A WHITE D RAGON'S LAIR
Languages Draconic
Challenge 2 (450 XP) White dragons lair i n icy caves and deep subterranean
chambers far from the sun. They favor high mountain
vales accessible only by flying, caverns in cliff faces, and
ACT I O N S labyrinthine ice caves in glaciers. White dragons love
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. vertical heights in their caverns, flying up to the ceiling
Hit: 7 ( l d l O + 2) piercing damage plus 2 ( l d4) cold damage. to latch on like bats or slithering down icy crevasses.
A legendary white dragon's innate magic deepens
Cold Breath (Recharge 5-6). The dragon exhales an icy blast of
hail in a 1 5 -foot cone. Each creature in that area must make a
the cold in the area around its lair. Mountain caverns
DC 1 2 Constitution saving th row, taking 22 (5d8) cold damage are fast frozen by the white dragon's presence. A
on a fa iled save, or half as much damage on a successfu l one. white dragon can often detect intruders by the way the
keening wind in its lair changes tone.
D RA G O N S
102
A white dragon rests on high ice shelves and cliffs in its M ETALLIC D RAGONS
lair, the floor around it a treacherous morass of broken
ice and stone, hidden pits, and slippery slopes. As foes Metallic dragons seek to preserve and protect, viewing
struggle to move toward it, the dragon flies from perch to themselves as one powerful race among the many races
perch and destroys them with its freezing breath. that have a place in the world.
Noble Curiosity. Metallic dragons covet treasure
LAIR ACTIONS as do their evil chromatic kin, but they aren't driven
On initiative count 20 (losing initiative ties), the dragon as much by greed in their pursuit of wealth. Rather,
takes a lair action to cause one of the following effects; metallic dragons are driven to investigate and collect,
the dragon can't use the same effect two rounds in a row: taking unclaimed relics and storing them in their lairs.
A metallic dragon's treasure hoard is filled with items
Freezing fog fills a 20-foot-radius sphere centered on
that reflect its persona, tell its history, and preserve its
•
103
D RAG ONS
ANCIENT BRASS DRAGON the creature i s i m m u ne to the dragon's Frightfu l Presence for
the n ext 24 hours .
Gargantuan dragon, chaotic good
Breath Weapons (Recharge 5-6). The dragon u s e s one o f the
Armor Class 20 (natural armor) fol lowing breath weapons:
Hit Points 297 ( 1 7d20 + 1 1 9)
Speed 40 ft., b u rrow 40 ft., fly 80 ft. Fire Breath. The d ragon exhales fi re in a n 90-foot l i ne that is
10 feet wide. Each creature i n that line m ust make a DC 21
STR DEX CON I NT WIS CHA Dexterity saving th row, taking 56 (1 6d6) fi re damage on a
27 (+8) 10 (+O) 25 (+7) 1 6 (+3) 1 5 (+2) 19 {+4) fai led save, or half as much damage on a successful one.
Sleep Breath. The d ragon exhales sleep gas i n a 90-foot
Saving Throws Dex +6, Con +1 3 , Wis +8, Cha +1 0 cone. Each creature in that a rea m ust succeed on a DC 21
Skills History +9, Perception +14, Pers uasion +1 0, Stealth +6 Constitution saving throw or fall u nconscious for 10 m i n utes.
Damage Immunities fi re This effect ends for a creature if the creature takes damage or
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 24 someone uses an action to wake it.
Languages Common, D raconic Change Shape. The d ragon magically polymorphs i nto a
Challenge 20 (25,000 XP) hu manoid or beast that has a challenge rating no h igher than
its own, or back i nto its true form. I t reverts to its true form if
Legendary Resistance (3/Day). If the d ragon fai l s a saving it dies. Any equi pment it i s wearing or carrying i s absorbed or
th row, it can choose to succeed i n stead. borne by the new form (the d ragon's choice).
In a new form, the d ragon retains its a l ignment, hit points,
ACTI O N S H it Dice, abil ity to speak, proficiencies, Legendary Resistance,
lair actions, and I ntelligence, Wisdom, and Charisma scores, as
Multiattack. The d ragon can use its Frightful Presence. I t then
wel l as this action. Its statistics and capa b i l ities are otherwise
makes three attacks: one with its bite and two with its claws.
replaced by those of the new form, except a ny class features or
Bite. Melee Weapon Attack: +1 4 to h it, reach 15 ft., one target. legendary actions of that form.
Hit: 19 (2d 1 0 + 8) piercing damage.
LEG E N DA RY ACT I O N S
Claw. Melee Weapon Attack: + 1 4 to h it, reach 10 ft., one target.
The d ragon can take 3 legendary actions, choosing from the
Hit: 1 5 (2d6 + 8) slashing damage.
options below. Only one legendary action option can be used
Tail. Melee Weapon Attack: +1 4 to h it, reach 20 ft., one target. at a time and only at the end of another creature's turn. The
Hit: 17 (2d8 + 8) bl udgeoning damage. d ragon regai n s spent legendary actions at the start of its turn.
Frightful Presence. Each creature of the dragon's choice that Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings .
i s within 1 20 feet of the d ragon and aware of it must succeed
on a DC 18 Wisdom saving throw or become frighte ned for 1
m i n ute. A creature can repeat the saving th row at the end of E a c h creature within 1 5 feet o f the d ragon must succeed
each of its turns, ending the effect on itself on a success. If a on a DC 22 Dexterity saving throw or take 1 5 (2d6 + 8)
creature's saving th row is successful or the effect ends for it, bl udgeo n i ng damage and be knocked prone. The d ragon can
then fly u p to half its flying speed.
104
D RAG O N S
Frightful Presence. Each creature of the d ragon's choice that
ADULT BRASS DRAGON is within 1 20 feet of the d ragon and aware of it m ust succeed
Huge dragon, chaotic good
on a DC 1 6 Wisdom saving throw or become frightened for l
Armor Class 18 (natural armor) m i nute. A creature can repeat the savi ng throw at the end of
Hit Points 1 72 ( 1 5 d l 2 + 75) each of its turns, ending the effect on itself on a success. If a
Speed 40 ft. , burrow 30 ft., fly 80 ft. creature's savi ng throw is successfu l or the effect ends for it,
the creature is i m m une to the d ragon's Frightfu l Presence for
STR DEX CON I NT WIS CHA the next 24 hours.
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+l ) 17 (+3) Breath Weapons (Recharge 5-6). The d ragon uses one of the
fol lowing breath weapons.
Saving Throws Dex +5, Con +10, Wis +6, Cha +8
Skills H istory +7, Perception +1 1 , Persuasion +8, Stealth +5 Fire Breath. The d ragon exhales fi re i n a n 60-foot line that is
Damage Immunities fi re 5 feet wide. Each creature i n that l i ne must make a DC 1 8
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 21 Dexterity saving throw, taking 45 (1 3d6) fi re d a m age on a
Languages Common, Draconic failed save, or half as much damage on a successful one.
Challenge 13 (10,000 X P) Sleep Breath. The d ragon exhales sleep gas in a 60-foot
cone. Each creature in that area must succeed on a DC 1 8
Constitution saving th row or fal l unconscious for 1 0 min utes.
Legendary Resistance (3/Day). If the d ragon fai l s a saving This effect ends for a creature if the creature takes d amage or
th row, it can choose to succeed i n stead. someone uses an action to wake it.
ACT I O N S
Multiattack. The d ragon makes three attacks: one with its bite
and two with its claws.
D RAG O N S
101
BRASS D RAGON that happens, the dragon often responds in kind,
treating a bout of mutual trickery as a game.
The most gregarious of the true dragons, brass dragons Prized Treasures. Brass dragons covet magic
crave conversation, sunlight, and hot, dry climates. items that allow them to converse with interesting
A brass dragon's head is defined by the broad personalities. An intelligent telepathic weapon or a
protective plate that expands from its forehead and the magic lamp with a djinni bound inside it are among the
spikes protruding from its chin. A frill runs the length of greatest treasures a brass dragon can possess.
its neck, and its tapering wings extend down the length Brass dragons conceal their hoards under mounds
of its tail. A brass dragon wyrrrlling's scales are a dull, of sand or in secret places far from their primary
mottled brown. As it ages, the dragon's scales begin to lairs. They have no trouble remembering where their
shine, eventually taking on a warm, burnished luster. treasure is buried, and therefore have no need for maps.
Its wings and frills are mottled green toward the edges, Adventurers and wanderers should be wary if they
darkening with age. As a brass dragon grows older, its happen across a chest hidden in an oasis or a treasure
pupils fade until its eyes resemble molten metal orbs. cache tucked away in a half-buried desert ruin, for these
Boldly Talkative. A brass dragon engages in might be parts of a brass dragon's hoard.
conversations with thousands of creatures throughout
its long life, accumulating useful information which it A BRASS D RAGON'S LAIR
will gladly share for gifts of treasure. If an intelligent
creature tries to leave a brass dragon's presence without A brass dragon's desert lair i s typically a ruin, canyon,
engaging in conversation, the dragon follows it. If the or cave network with ceiling holes to allow for sunlight.
creature attempts to escape by magic or force, the
LAI R ACTIONS
dragon might respond with a fit of pique, using its sleep
On initiative count 20 (losing initiative ties), the dragon
gas to incapacitate the creature. When it wakes, the
takes a lair action to cause one of the following effects:
creature finds itself pinned to the ground by giant claws
or buried up to its neck in the sand while the dragon's A strong wind blows around the dragon. Each creature
thirst for small talk is slaked. within 60 feet of the dragon must succeed on a DC 1 5
A brass dragon is trusting of creatures that appear Strength saving throw or b e pushed 1 5 feet away from
to enjoy conversation as much as it does, but is smart the dragon and knocked prone. Gases and vapors are
enough to know when it is being manipulated. When dispersed by the wind, and unprotected flames are
extinguished. Protected flames, such as lanterns, have
a 50 percent chance of being extinguished.
BRASS DRAGON WYRMLING • A cloud of sand swirls about in a 20-foot-radius sphere
Medium dragon, chaotic good centered on a point the dragon can see within 1 2 0
feet o f it. The cloud spreads around corners. Each
Armor Class 1 6 (natural armor) creature in it must succeed on a DC 15 Constitution
Hit Points 16 (3d8 + 3) saving throw or be blinded for 1 minute. A creature
Speed 30 ft. , bu rrow 15 ft., fly 60 ft. can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
STR DEX CON I NT WIS CHA
1 5 (+2) 10 (+0) 13 (+l) 1 0 (+O) 11 (+0) 13 (+l) REGIONA L E FFECTS
The region containing a legendary brass dragon's lair
Saving Throws Dex +2, Con +3, Wis +2, Cha +3
is warped by the dragon's magic, which creates one or
Skills Perception +4, Stealth +2
more of the following effects:
Damage Immunities fi re
Senses blindsight 10 ft., d a rkvision 60 ft., passive Perception 14 • Tracks appear in the sand within 6 miles of the drag
Languages D raconic on's lair. The tracks lead to safe shelters and hidden
Challenge 1 (200 XP) water sources, while also leading away from areas
that the dragon prefers to remain undisturbed.
ACT I O N S Images of Large or smaller monsters haunt the des
ert sands within 1 mile of the dragon's lair. These
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft. , one target. illusions move and appear real, although they can do
Hit: 7 ( l d l O + 2) pierci ng da mage. no harm. A creature that examines an image from a
Breath Weapons (Recharge 5-6). The dragon uses one of the distance can tell it's an illusion with a successful DC
fol lowing breath weapons. 20 Intelligence (Investigation) check. Any physical
interaction with an image reveals it to be an illusion,
Fire Breath. The d ragon exhales fi re i n an 20-foot line that is
because objects pass through it.
5 feet wide. Each creature i n that line must make a DC 1 1
Dexterity saving th row, taking 1 4 (4d6) fi re d amage o n a • Whenever a creature with an Intelligence of 3 or
failed save, or half as much damage on a successful one. higher comes within 30 feet of a water source within 1
Sleep Breath. The d ragon exhales sleep gas i n a 1 5-foot mile of the dragon's lair, the dragon becomes aware of
•
cone. Each creature in that a rea m ust succeed on a DC 1 1 the creature's presence and location.
Constitution saving throw or fal l u nconscious for 1 m i nute.
If the dragon dies, the tracks fade in ldlO days, but the
This effect ends for a creature ifthe creature takes d amage or
other effects fade immediately.
s o m e o n e u s e s a n a c ti o n to wa ke it .
i:===============�==================:;:::== :: ==::::;:==:::i
D RAGONS
106
the creature is i m m une to the d ragon's Frightful Presence for
ANCIENT BRONZE DRAGON the next 24 hours .
Gargantuan dragon, lawful good
Breath Weapons (Recharge 5-6). T h e dragon u s e s one o f the
Armor Class 22 (natural armor) fol lowing breath weapons.
Hit Points 444 (24d20 + 1 92)
Speed 40 ft., fly 80 ft., swim 40 ft. Lightning Breath. The d ragon exhales l ightn ing i n a 1 20-foot
l i n e that is 1 0 feet wide. Each creature i n that l i n e m u st make
STR DEX CON I NT WIS CHA a DC 23 Dexterity saving th row, taking 88 (1 6dl0) l ightning
29 (+9) 10 (+O) 27 (+8) 1 8 (+4) 1 7 (+3) 21 (+5) d amage on a failed save, or half as much d amage on a
successful one.
Repulsion Breath. The d ragon exhales repulsion energy in a
Saving Throws Dex +7, Con +1 5 , Wis +10, Cha +1 2
30-foot cone. Each creature in that area m ust succeed on a
Skills I nsight +10, Perception +1 7, Stealth +7
DC 23 Strength saving th row. On a failed save, the creature is
Damage Immunities lightning
pushed 60 feet away from the d ragon.
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 27
Languages Common, Draconic Change Shape. The d ragon magically polymorphs i nto a
Challenge 22 (41,000 X P) h u ma noid or beast that has a chal lenge rating no higher than
its own , o r back i nto its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carryi ng is absorbed or
Amphibious. The dragon can breathe a i r and water.
borne by the new form (the dragon's choice).
Legendary Resistance (3/Day). If the d ragon fails a saving In a new form, the d ragon retai n s its a l ignment, hit points,
th row, it can choose to succeed i n stead. H it Dice, abi l ity to speak, proficiencies, Legendary Resistan ce ,
l a i r actions, and I ntell igence, Wisdom, and Charisma scores, as
ACT I O N S well as this action. Its statistics and capabi l ities a re otherwise
Multiattack. The dragon can use its Frightful Presence. I t then replaced by those of the new form, except a ny class features or
makes three attacks: one with its bite and two with its claws. legenda ry actions of that form.
Bite. Melee Weapon Attack: +1 6 to h it, reach 15 ft. , one target. LEG E N DARY ACTI O N S
Hit: 20 (2d l0 + 9) piercing damage.
The d ragon can take 3 legend a ry actions, choosing from the
Claw. Melee Weapon Attack: + 16 to h it, reach l 0 ft. , one target. options below. Only one legendary action option can be used
Hit: 16 (2d 6 + 9) slashing damage. at a time and only at the end of another creature's turn. The
d ragon regains spent legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +1 6 to h it, reach 20 ft. , one target.
Hit: 18 (2d8 + 9) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Frightful Presence. Each creature of the d ragon's choice that Wing Attack (Costs 2 Actions). The d ragon beats its wings.
is with i n 1 20 feet of the d ragon and aware of it m ust succeed Each creature within 15 feet of the d ragon m ust succeed
on a DC 20 Wisdom saving th row or become frightened for l on a DC 24 Dexterity saving th row or take 1 6 (2d6 + 9)
m i n ute. A creature can repeat the saving throw at the end of bl udgeoning damage and be knocked prone. The d ragon can
each of its turns, ending the effect on itself on a success. If a then fly u p to half its flying speed.
creature's saving throw is successful or the effect ends for it,
D RAG O N S
1 07
the creature is i m m u n e to the d ragon's Frightfu l Presence for
ADULT BRONZE DRAGON the next 24 hours.
Huge dragon, lawful good
Bite. Melee Weapon Attack: +1 2 to h it , reach 10 ft., one target. LEG E N DARY ACTI O N S
Hit: 18 (2d l 0 + 7) piercing damage.
The dragon can take 3 legendary actions, choosing from the
Claw. Melee Weapon Attack: + 12 to h it , reach 5 ft., one target. options below. Only one legendary action option can be used
Hit: 14 (2d6 + 7) slashing damage. 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.
Tail. Melee Weapon Attack: +1 2 to h it, reach 15 ft. , one target.
Hit: 16 (2d8 + 7) bludgeoning damage. Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Frightful Presence. Each creature of the d ragon's choice that Wing Attack (Costs 2 Actions). The d ragon beats its wings .
is within 1 20 feet of the dragon and aware of it must succeed E a c h creature within 10 feet o f t h e d ragon must succeed
on a DC 1 7 Wisdom saving throw or become frightened for l on a DC 20 Dexterity saving throw or take 14 (2d6 + 7)
m i nute. A creature can repeat the saving throw at the end of bl udgeoning da mage and be knocked prone. The d ragon can
each of its turns, ending the effect on itself on a success. If a then fly u p to half its flying speed.
creature's saving throw is s uccessful or the effect ends for it,
•
DC 1 5 Strength saving throw. On a failed save, the creature i s
pushed 4 0 feet away from t h e d ragon.
. c:=:::=:====
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D RAGO N S
108
BRONZE DRAGON
Bronze dragons are coastal dwellers that feed primarily
on aquatic plants and fish. They take the forms of
friendly animals to observe other creatures of interest.
They are also fascinated by warfare and eagerly join
armies fighting for a just cause.
A ribbed and fluted crest defines the shape of a bronze
dragon's head. Curving horns extend out from the crest,
echoed by spines on its lower jaw and chin. To help them
swim, bronze dragons have webbed feet and smooth
scales. A bronze wyrmling's scales are yellow tinged
with green; only as the dragon approaches adulthood
does its color deepen to a darker, rich bronze tone. The
pupils of a bronze dragon's eyes fade as the dragon ages,
until they resemble glowing green orbs.
Dragons ofthe Coast. Bronze dragons love to
watch ships traveling up and down the coastlines near BRONZE DRAGON WYRMLING
their lairs, sometimes taking the forms of dolphins or Medium dragon, lawful good
seagulls to inspect those ships and their crews more
closely. A daring bronze dragon might slip aboard a Armor Class 1 7 (natu ral armor)
ship in the guise of a bird or rat, inspecting the hold Hit Points 32 (5d8 + 1 0)
for treasure. If the dragon finds a worthy addition to its Speed 30 ft., Ay 60 ft., swim 30 ft.
hoard, it barters with the ship's captain for the item.
War Machines. Bronze dragons actively oppose STR DEX CON INT WIS CHA
1 7 (+3) 1 0 (+O) 1 5 (+2) 1 2 (+1) 11 (+O) 1 5 (+2)
tyranny, and many bronze dragons yearn to test their
mettle by putting their size and strength to good use.
Saving Throws Dex +2, Con +4, Wis +2, Cha +4
When a conflict unfolds near its lair, a bronze dragon
Skills Perception +4, Stealth +2
ascertains the underlying cause, then offers its services Damage Immunities lightni n g
to any side that fights for good. Once a bronze dragon Senses blindsight 1 0 ft., d a rkvision 60 ft., passive Perception 1 4
commits to a cause, it remains a staunch ally. Languages Draconic
Well-Organized Wealth. Bronze dragons loot sunken Challenge 2 (450 X P)
ships and also collect colorful coral and pearls from
the reefs and seabeds near their lairs. When a bronze
Amphibious. The d ragon can breathe a i r a n d water.
dragon pledges to help an army wage war against
tyranny, it asks for nominal payment. If such a request ACTI O N S
is beyond its allies' means, it might settle for a collection
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target.
of old books on military history or a ceremonial item
Hit: 8 ( l d l O + 3) piercing damage.
commemorating the alliance. A bronze dragon might
also lay claim to a treasure held by the enemy that it Breath Weapons (Recharge 5-6). The d ragon uses one of the
feels would be safer under its protection. fol lowi ng b reath weapons.
Lightning Breath. The d ragon exhales l ightn ing i n a 40-foot line
A BRONZE D RAGON'S LAIR that is 5 feet wide. Each creature i n that l i n e must make a DC
A bronze dragon lairs in coastal caves. I t might salvage 12 Dexterity saving throw, taking 16 (3d l 0) l ightn i n g damage
a wrecked ship, reconstruct it within the confines of its on a failed save, or half as much damage on a successful one.
lair, and use it as a treasure vault or nest for its eggs. Repulsion Breath. The d ragon exhales repulsion energy i n a
30-foot cone. Each creature in that a rea must succeed on a
LAI R ACTIONS DC 1 2 Strength saving throw. On a fai led save, the creature is
pushed 30 feet away from the d ragon.
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
Once per day, the dragon can alter the weather in a
The dragon creates fog as though it had cast the fog
6-mile radius centered on its lair. The dragon doesn't
•
)) RAGO N S
109
ACT I O N S
Multiattack. The d ragon can use its Frightful Presence. I t then
makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to h it, reach 15 ft. , one target.
Hit: 19 (2d l 0 + 8) piercing damage.
Claw. Melee Weapon Attack: + 1 5 to hit, reach l 0 ft. , one target.
Hit: 1 5 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: + 15 to h it, reach 20 ft., one target.
Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the d ragon's choice that
is within 1 20 feet of the d ragon and aware of it m ust succeed
on a DC 19 Wisdom savi ng throw or become frightened for l
min ute. 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 th row is successfu l or the effect ends for it,
the creature is i m m u ne to the d ragon's Frightful Presence for
the next 24 hours.
Breath Weapons (Recharge 5-6). The d ragon uses one of the
following breath weapo n s .
Acid Bre at h. The d ragon exhales a c i d i n an 90-foot l i n e that i s
1 0 feet w i d e . Each creature i n that l i n e must make a DC 2 2
Dexterity saving th row, t a k i n g 6 3 (1 4d8) a c i d d amage on a
fai led save, or half as much damage on a successful one.
Slowing Breath . The d ragon exhales gas i n a 90-foot cone. Each
creature i n that a rea 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
a n action o r a bonus action on its turn, but not both. These
effects last for l 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.
Change Shape. The d ragon magically polymorphs into a
hu manoid or beast that has a challenge rating no h igher than
its own , or back into its true form. It reverts to its true form if
it dies. Any equi pment it is weari ng or ca rryi ng is absorbed or
borne by the new form (the d ragon's choice) .
ANCIENT C OPPER DRAGON I n a new form, the d ragon retains its al ignment , h it points,
H it Dice , ability to speak, proficiencies, Legendary Resistance,
Gargantuan dragon, chaotic good
lair actions, and I ntell igence, Wisdom, and Charisma scores, as
Armor Class 21 (natural armor) wel l as this action . Its statistics and capabil ities are otherwise
Hit Points 350 (20d20 + 1 40) replaced by those of the new form, except a ny class features or
Speed 40 ft., climb 40 ft., fly 80 ft. legendary actions of that form.
•
Legendary Resistance (3/Day). If the d ragon fai l s a saving bludgeo n i ng d a mage and be knocked prone. The d ragon can
th row, it can choose to succeed i nstead. then fly up to half its flying speed.
D RA G O N S
JIO
minute. A creature can repeat the savi ng throw at the end of
ADULT COPPER DRAGON each of its turns, ending the effect on itself on a success. If a
Huge dragon, chaotic good
creature's saving throw is successful or the effect ends for it,
Armor Class 1 8 (natural a rmor) the creature is i m m u n e to the dragon's Frightful Presence fo r
Hit Points 1 84 ( 1 6 d l 2 + 80) t h e next 24 hours .
Speed 40 ft., c l i m b 40 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The d ragon u s e s one o f the
fol lowing breath weapons.
STR DEX CON I NT WIS CHA
23 (+6) 12 (+l) 21 (+5) 1 8 (+4) 15 (+2) 1 7 (+3) Acid Breath. The d ragon exhales acid i n an 60-foot l i n e that
is 5 feet wide. Each creature in that line must make a DC 1 8
Saving Throws Dex +6, Con +10, Wis +7, C h a +8 Dexterity saving th row, taking 5 4 ( 1 2d8) acid damage o n a
Skills Deception +8, Perception +1 2, Stealth +6 fai led save, or half as much damage on a successful one.
Damage Immunities acid Slowing Breath. The d ragon exhales gas in a 60-foot cone. Each
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 22 creature i n that a rea must succeed on a D C 18 Constitution
Languages Common, D raconic saving th row. On a failed save, the creature can't use
Challenge 14 ( 1 1 , 500 XP) 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
Legendary Resistance (3/Day). If the d ragon fails a saving effects last for l minute. The creature can repeat the saving
throw, it can choose to succeed i n stead. throw at the end of each of its turns, ending the effect on
itself with a successful save.
ACT I O N S
Multiattack. The dragon can use its Frightful Presence . I t then LEG E N DARY ACTI O N S
makes three attacks: one with its b ite and two with its claws . The d ragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Bite. Melee Weapon Attack: +1 1 to h it, reach 10 ft. , one target.
at a time and only at the end of a nother creature's turn. The
Hit: 17 (2d l 0 + 6) piercing damage.
d ragon regains spent legendary actions at the start of its turn.
Claw. Melee Weapon Attack: + 11 to h it , reach 5 ft., one target.
Detect. The dragon makes a Wisdom (Perception) check.
Hit: 13 (2d6 + 6) slashing da mage.
Tail Attack. The d ragon makes a tail attack.
Tail. Melee Weapon Attack: +1 1 to hit, reach 15 ft., one target. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Hit: 1 5 (2d8 + 6) bludgeoning d amage. Each creature with i n 1 0 feet of the d ragon must succeed
on a DC 1 9 Dexterity saving throw or take 1 3 (2d6 + 6)
Frightful Presence. Each creature of the d ragon's choice that bl udgeoning d amage and be knocked prone. The d ragon can
is within 1 20 feet of the d ragon and aware of it must succeed then fly u p to half its flying speed.
on a DC 16 Wisdom saving th row o r become frightened for l
•
throw at the end of each of its turns, ending the effect on course of ldlO days. The other effects end immediately.
itself with a successful save.
c:::====
:=::==== ====
=== ====
=== ::::
== ::::i
D RAGON S
[12
I -
ACTI O N S
Multiattack. The d ragon can use its Frightful Presence. I t then
makes three attacks: one with its bite and two with its claws.
J) RAGONS
GOLD D RAGON fairness, but they are the most aloof and grim of the
good-aligned dragons. They value their privacy to the
The most powerful and majestic o f the metallic dragons,
extent that they rarely fraternize with other dragons
gold dragons are dedicated foes of evil. except their own mates and offspring.
A gold dragon has a sagacious face anointed with
Older gold dragons can assume animal and humanoid
flexible spines that resemble whiskers. Its horns sweep forms. Rarely does a gold dragon in disguise reveal its
back from its nose and brow, echoing twin fr ills that true form. In the guise of a peddler, it might regularly
adorn its Jong neck. A gold dragon's sail-like wings start visit a town to catch up on local gossip, patronize honest
at its shoulders and trace down to the tip of its tail, letting
businesses, and lend a helping hand in unseen ways. In
it fly with a distinctive rippling motion as if swimming the guise of an animal, the dragon might befriend a lost
through the air. A gold dragon wyrmling has scales child, a wandering minstrel, or an innkeeper, serving as
of dark yellow with metallic flecks. Those flecks grow a companion for days or weeks on end.
larger as the dragon matures. As a gold dragon ages, its Master Hoarders. A gold dragon keeps its hoard in
pupils fade until its eyes resemble pools of molten gold. a well-guarded vault deep within its lair. Magical wards
Devourer ofWealth. Gold dragons can eat just about
placed on the vault make it all but impossible to remove
anything, but their preferred diet consists of pearls and any treasures without the dragon knowing about it.
gems. Thankfully, a gold dragon doesn't need to gorge
itself on such wealth to feel satisfied. Gifts of treasure A GOLD D RAGON'S LAIR
that it can consume are well received by a gold dragon,
as Jong as they aren't bribes. Gold dragons make their homes in out-of-the-way
Reserved Shapeshifters. Gold dragons are respected places, where they can do as they please without
by the other metallic dragons for their wisdom and arousing suspicion or fear. Most dwell near idyllic lakes
1 1.4
and rivers, mist-shrouded islands, cave complexes R EGIONAL E FFECTS
hidden behind sparkling waterfalls, or ancient ruins. The region containing a legendary gold dragon's lair
is warped by the dragon's magic, which creates one or
LA I R ACTIONS
more of the following effects:
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects; Whenever a creature that can understand a language
the dragon can't use the same effect two rounds in a row: sleeps or enters a state of trance or reverie within 6
miles of the dragon's lair, the dragon can establish
• The dragon glimpses the future, so it has advantage telepathic contact with that creature and converse
on attack rolls, ability checks, and saving throws until with it in its dreams. The creature remembers its con
initiative count 20 on the next round. versation with the dragon upon waking.
• One creature the dragon can see within 1 2 0 feet of it Banks of beautiful, opalescent mist manifest within
must succeed on a DC 15 Charisma saving throw or 6 miles of the dragon's lair. The mist doesn't obscure
be banished to a dream plane, a different plane of exis anything. It assumes haunting forms when evil crea
tence the dragon has imagined into being. To escape, tures are near the dragon or other non-evil creatures
the creature must use its action to make a Charisma in the mist, warning such creatures of the danger.
check contested by the dragon's. If the creature wins, Gems and pearls within 1 mile of the dragon's
it escapes the dream plane. Otherwise, the effect lair sparkle and gleam, shedding dim light in a
ends on initiative count 20 on the next round. When
5-foot radius.
the effect ends, the creature reappears in the space
it left or in the nearest unoccupied space if that one If the dragon dies, these effects end immediately.
is occupied.
I I >
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.
•
Legendary Resistance (3/Day). If the d ragon fai l s a saving bl udgeoning damage and be knocked prone. The d ragon can
th row, it can choose to succeed i n stead. then fly u p to half its flying speed.
DRAGONS
1 16
friendships outside their own kin arise in the company
SILVER D RAGON of humanoids, and many silver dragons spend as much
The friendliest and most social o f the metallic dragons, time in humanoid form as they do in draconic form. A
silver dragons cheerfully assist good creatures in need. silver dragon adopts a benign humanoid persona such
A silver dragon shimmers as if sculpted from pure as a kindly old sage or a young wanderer, and it often
metal, its face given a noble cast by its high eyes and has mortal companions with whom it develops strong
sweeping beard-like chin spikes. A spiny frill rises high friendships.
over its head, tracing down its neck to the tip of its tail. Silver dragons must step away from their humanoid
A silver wyrmling's scales are blue-gray with silver lives on a regular basis, returning to their true forms
highlights. As the dragon approaches adulthood, its to mate and rear offspring, or to tend to their hoards
color gradually brightens until its individual scales are and personal affairs. Because many lose track of time
barely visible. As a silver dragon grows older, its pupils while away, they sometimes return to find that their
fade until its eyes resemble orbs of mercury. companions have grown old or died. Silver dragons
Dragons of Virtue. Silver dragons believe that living often end up befriending several generations of
a moral life involves doing good deeds and ensuring humanoids within a single family as a result.
that one's actions cause no undeserved harm to other Respect for Humanity. Silver dragons befriend
sentient beings. They don't take it upon themselves to humanoids of all races, but shorter-lived races such as
root out evil, as gold and bronze dragons do, but they humans spark their curiosity in a way the longer-lived
will gladly oppose creatures that dare to commit evil elves and dwarves don't. Humans have a drive and zest
acts or harm the innocent. for life that silver dragons find fascinating.
Friends ofthe Small Races. Silver dragons enjoy Hoarding History. Silver dragons love to possess
the company of other silver dragons. Their only true relics of humanoid history. This includes the great
Frightful Presence. Each creature of the d ragon's choice that Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon mak'es a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings.
is within 1 20 feet of the drago n and aware of it m ust succeed
on a DC 18 Wisdom saving th row or become frightened for 1
D RAGON':S
piles of coins they covet, minted by current and fallen A blisteringly cold wind blows through the lair near
humanoid empires, as well as art objects and fine the dragon. Each creature within 1 20 feet of the
jewelry crafted by numerous races. Other treasures dragon must succeed on a DC 15 Constitution saving
that make up their hoards can include intact ships, the throw or take 5 (ldlO) cold damage. Gases and vapors
remains of kings and queens, thrones, the crown jewels are dispersed by the wind, and unprotected flames are
of ancient empires, inventions and contraptions, and extinguished. Protected flames, such as lanterns, have
monoliths carried from the ruins of fallen cities. a 50 percent chance of being extinguished.
118
D RA G O N S
DRAGON TuRTLE
Gargantuan dragon, neutral
ACT I O N S
Multiattack. The dragon turtle makes three attacks: one with
its bite and two with its claws. It can make one tail attack in
place of its two claw attacks.
D RAGON TURTLE
Dragon turtles are among the most fearsome creatures
of the oceans. As large and voracious as the oldest of its of coastline. If a choice cave is already inhabited, a
land-based dragon kin, a dragon turtle strikes with its dragon turtle attacks its current residents in an attempt
deadly jaws, steaming breath, and crushing tail. to take over.
A dragon turtle's rough shell is the same dark green Mercenary Monsters. A dragon turtle is smart
color as the deep water where this monster dwells. enough to be bribed, and pirates sailing seas patrolled
Silver highlights lining the shell resemble light by these creatures quickly learn to offer them treasure
dancing on open water, and a surfacing dragon turtle in exchange for safe passage. Clever sahuagin
is sometimes mistaken for the reflection of the sun or sometimes ally with dragon turtles, enticing them
moon on the waves. with treasure to use their blistering breath weapons in
Dragons of the Deep. Like true dragons, dragon sahuagin raids against ships and coastal settlements.
turtles collect treasure, first by sinking ships and then Elemental Might. Dragon turtles sometimes find their
by sifting through the wreckage for coins and other way through sunken planar rifts to the Elemental Plane
precious items. A dragon turtle swallows treasure for of Water. Those monstrous specimens can often be
transport, then regurgitates it when it reaches its lair. found in the service of marids, which strap magnificent
Dragon turtles dwell in caves hidden in coral reefs coral thrones to the backs of dragon turtles and ride
or beneath the seafloor, or along rugged stretches them as mounts.
D RAGON TURTLE
11 9
·· 1
GAIN."
EN O NCE. NE VER AORIOE
FAILED THE SPID ER QUE
-PE LLA NIST RA THE R
DRIDER
Large monstrosity, chaotic evil
120
D R !DER
DRYAD
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.
Tree Stride. Once o n her turn, the dryad can use 10 feet of her
DRYAD movement to step magically i nto one l iving tree withi n her
Medium fey, neutral
reach and emerge from a second l iving tree within 60 feet of
Armor Class 1 1 ( 1 6 with barkskin) the fi rst tree, appearing in an unoccupied space within 5 feet of
Hit Points 22 (5d8) the second tree. Both trees must be Large or bigger.
Speed 30 ft.
ACTI O N S
STR DEX CON I NT WIS CHA Club. Melee Weapon Attack: +2 to hit (+6 to hit with shiffelagh),
1 0 (+O) 12 (+l) 11 (+O) 1 4 (+2) 1 5 (+2) 18 (+4) reach 5 ft., one target. Hit: 2 (l d4) bl udgeon i ng damage, or 8
( l d 8 + 4) bl udgeoning damage with shiffefagh.
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 1 4 Fey Charm. The d ryad targets one humanoid or beast that she
Languages Elvish, Sylvan can see within 30 feet of h er. I f the target can see the d ryad, it
Challenge 1 (200 XP) m ust succeed on a DC 1 4 Wisdom savi ng 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
Innate Spellcasting. The d ryad's i nnate spel lcasting abil ity is under the d ryad's control, it takes the d ryad's requests or
Charisma (spel l save DC 1 4) . The d ryad can i nnately cast the actions in the most favorable way it ca n .
fol lowing spells, req uiring no material com ponents: Each time the d ryad or its allies d o anyth i n g harmful to the
At will: druidcraft target, it can repeat the savi ng th row, ending the effect on itself
3/day each: entangle, goodberry o n a success. Otherwise, the effect lasts 24 hours or u ntil the
l /day each: barkskin, pass without trace, shiffelagh d ryad dies, i s on a diffe rent plane of existence from the target,
or ends the effect as a bonus action. If a target's saving throw
Magic Resistance. The dryad has advantage on saving throws is successful, the target is i m m u n e to the dryad's Fey Charm
against spells and other magical effects. for the next 24 hours .
Speak with Beasts and Plants. The dryad can com m u n icate The d ryad c a n have no more t h a n one h u manoid and up to
with beasts and p lants as if they shared a language. three beasts charmed at a time.
D RYAD
l l! l
DUERGAR
Medium humanoid (dwarf), lawful e�il
ACTI O N S
Enlarge (Recharges after a Short o r Long Rest). For l m i n ute,
D UERGAR the duergar magically i ncreases in size, along with anything it
The tyrannical duergar, also known as gray dwarves, is wearing or carrying. While en larged, the duergar is Large,
dwell in fantastic cities deep in the Underdark. Using doubles its damage d ice on Stre ngth- based weapon attacks
ancient dwarven knowledge and myriad slaves, they (included i n the attacks), and makes Strength checks and
work tirelessly to expand their subterranean kingdoms. Strength savi ng th rows with advantage. I f the duergar lacks the
Most duergar (including females) are bald and have room to become Large, it attai n s the maxi m u m size possible i n
t h e space available.
ashen gray skin. They wear drab clothing designed
to blend in with stone, along with simple jewelry that War Pick. Melee Weapon Attack: +4 to h it, reach 5 ft., one
reflects their severe and utilitarian demeanor. target. Hit: 6 ( l d8 + 2) pierci ng damage, or 11 (2d8 + 2)
Slaves to Slavers. The duergar were once dwarves, pierci ng damage while enla rged.
before their greed and endless delving beneath the earth
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
brought them into contact with the mind flayers. Held
range 30/ 1 20 ft., one target. Hit: 5 ( l d 6 + 2) piercing da mage,
in captivity for generations by the illithids, the dwarves
or 9 (2d6 + 2) piercing damage while en larged.
eventually won their independence with the aid of the
evil god Laduguer. Slavery had forever changed them, Invisibility (Recharges after a Short or Long Rest). The duergar
however, darkening their spirits to make the duergar as magically turns i nvisible u ntil it attacks, casts a spell, or uses
evil as the tyrants they had escaped. Despite winning its E n large, or u ntil its concentration i s broken, u p to l hour (as
their freedom, duergar are dour, pessimistic, untrusting if concentrating on a spel l ) . Any e q u i pment the d uergar wears
creatures, always toiling and complaining, with no or carries is i nvisible with it.
memory of what it means to be happy or proud. Their
craftsmanship and accomplishments endure, yet they increase its size and strength for a short time, becoming
are bereft of warmth or artistry. a powerful ogre-sized warrior. If it faces a foe it can't
Duergar make war against their dwarven kin and all fight, or when spying on creatures approaching its
other subterranean races. They forge alliances when territory, it can just as easily become invisible to slip
it is convenient, then break those alliances when they away into the darkness.
have nothing more to gain. They take and hold slaves to Eons spent in the Underdark also sharpened their
toil in the Underdark, regarding them as free labor and darkvision, allowing them to see twice as far as other
crude currency. dwarves. This keen eyesight comes at a cost, however,
Tough as Stone. Like dwarves, duergar have strong as a duergar's vision is compromised by sunlight.
constitutions. Adding to their physical stamina is an Infernal Master. Asmodeus, Lord of the Nine Hells,
incredible mental fortitude resulting from their time as has been known to impersonate duergar gods in order
slaves of the illithids. A duergar's mind is a fortress, able to cultivate the evil brimming in the hearts of the gray
to shrug off charms, illusions, and other spells. dwarves. He offers them divine guidance and vengeance
Born ofDarkness. The Underdark is saturated with against their enemies while urging them on toward
strange magical power, which the duergar absorbed greater acts of tyranny, all the while concealing his
over generations of imprisonment. A duergar can true identity.
122
E LEMENTALS AIR ELEMENTAL
Elementals are incarnations o f the elements that make An air elemental is a funneling cloud of whirling air with
up the universe: air, earth, fire, and water. Though a vague semblance of a face. Although it likes to race
little more than animated energy on their own planes across the ground, picking up dust and debris as it goes,
of existence, they can be called on by spellcasters and it can also fly and attack from above.
powerful beings to take shape and perform tasks. An air elemental can turn itself into a screaming
Living Elements. On its home plane, an elemental is cyclone, creating a whirlwind that batters creatures
a bodiless life force. Its dim consciousness manifests even as it flings them away.
as a physical shape only when focused by the power
of magic. A wild spirit of elemental force has no EARTH ELEMENTAL
desire except to course through the element of its An earth elemental plods forward like a walking hill,
native plane. Like beasts of the Material Plane, these club-like arms of jagged stone swinging at its sides. Its
elemental spirits have no society or culture, and little head and body consist of dirt and stone, occasionally set
sense of being. with chunks of metal, gems, and bright minerals.
Conjured by Magic. Certain spells and magic items Earth elementals glide through rock and earth
can conjure an elemental, summoning it from the Inner as though they were liquid. Earthbound creatures
Planes to the Material Plane. Elementals instinctively have much to fear from an earth elemental, since the
resent being pulled from their native planes and bound elemental can pinpoint the precise location of any foe
into service. A creature that summons an elemental that stands on solid ground in its vicinity.
must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an FIRE E LE M ENTAL
elemental spirit into a material template that defines
A faint humanoid shape threads through the core of
a specific use and function. Invisible stalkers are air
this wild, moving flame. A fire elemental is a force of
elementals bound to a specific form, in the same way
capricious devastation. Wherever it moves, it sets its
that water elementals can be shaped into water weirds.
surroundings ablaze, turning the world to ash, smoke,
The strength of the magic and materials that bind an
and cinders. Water can halt its destructive progress,
elemental determines how well the elemental functions
causing the fire elemental to shrink back, hissing and
in a bound form. Golems are elemental spirits bound to
smoking in pain and rage.
physical forms, but weaker materials such as flesh and
clay can't bind elemental power sufficiently. Durable
materials such as stone and iron require stronger magic,
WATE R ELEMENTAL
which consequently binds an elemental more securely. A water elemental i s a cresting wave that rolls across
Elemental Nature. An elemental doesn't require air, the ground, becoming nearly invisible at it courses
food, drink, or sleep. through a larger body of water. It engulfs creatures that
stand against it, filling their mouths and lungs as easily
as it smothers flame.
AIR ELEMENTAL
Large elemental, neutral
Armor Class l S
Hit Points 90 ( 1 2d l 0 + 24)
Speed 0 ft., fly 90 ft. (hover)
Damage Resistances lightn ing, thunder; b ludgeon ing, p ie rc i ng, Armor Class 1 7 (natural a rmor)
and slashing from nonmagical attacks Hit Points 1 26 ( 1 2d l 0 + 60)
Damage Immunities poison Speed 30 ft., b urrow 30 ft.
Condition Immunities exhaustion, grappled, paralyzed ,
petrified, poisoned, p rone, restrained, u nconscious STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 10 20 (+S) 8 (-1 ) 20 (+S) s (-3) 10 (+O) s (-3)
Languages Auran
Challenge S (l ,800 XP) Damage Vulnerabilities thunder
Damage Resistances bludgeo ni ng, p ierci ng, and slashing from
Air Form. The elemental can enter a hosti le creature's space nonmagical attacks
and stop there. I t can move through a s pace as narrow as l Damage I mmunities poison
inch wide without squeezing. Condition I mmunities exhaustion , paralyzed, petrified,
ELEME NTALS
124
WATER ELEMENTAL
FIRE ELEMENTAL Large elemental, neutral
Large elemental, neutral
Armor Class 14 (natural armor)
Armor Class 1 3 Hit Points 1 1 4 ( 1 2d 1 0 + 48)
Hit Points 102 ( 1 2d 1 0 + 36) ,•
Speed 30 ft., swim 90 ft.
Speed SO ft.
STR DEX I NT CHA
s (-3)
CON WIS
STR DEX CON I NT WIS CHA 18 (+4) 1 4 (+2) 18 (+4) 10 (+O) 8 (-1 )
1 0 (+0) 17 (+3) 1 6 (+3) 6 (-2) 10 (+O) 7 (-2)
Damage Resistances acid; b ludgeoning, piercing, a n d slashing
Damage Resistances bludgeo n i ng, piercing, and slashing from from n on magical attacks
nonmagical attacks Damage Immunities poison
Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed,
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
petrified, poisoned, prone, restrained, u nconscious Senses darkvision 60 ft., passive Perception 1 0
Senses darkvision 60 ft., passive Perception 10 Languages Aquan
Languages lgnan Challenge S ( 1 , 800 XP)
Challenge S ( 1 , 800 XP)
Water Form. The elemental can enter a hostil e creature's space
Fire Form. The elemental can move through a space as n arrow and stop there. It can move through a space as narrow as 1
as 1 inch wide without squeezing. A creature that touches the inch wide without sq ueezi ng.
elemental or h its it with a melee attack while with i n S feet of
Freeze. If the elemental takes cold damage, it partially freezes;
it takes S ( l d l O) fi re damage. I n addition, the elemental can
its speed i s reduced by 20 feet u ntil the end of its next turn.
e nter a hosti le creature's space and stop there. The fi rst time it
e nters a creature's space on a turn, that creature takes S ( l d l O)
ACT I O N S
fi re damage and catches fi re; u ntil someone takes an action to
douse the fire, the creature takes S ( l d l O) fi re damage at the Multiattack. The elemental makes two slam attacks.
start of each of its turns. Slam. M elee Weapon Attack: +7 to hit, reach S ft., one target.
Illumination. The elemental sheds bright light in a 30-foot Hit: 1 3 (2d8 + 4) bludgeoning damage.
radius and d i m l ight i n an additional 30 feet. Whelm (Recharge 4-6). Each creature in the elemental's space
Water Susceptibility. For every S feet the elemental moves in must make a DC 15 Strength saving throw. On a fai l u re, a
water, or for every gallon of water splashed on it, it takes 1 target takes 1 3 (2d8 + 4) bludgeo n ing damage. If it is Large or
cold damage. smaller, it i s also grappled (escape DC 14). Until this grapple
ends, the target is restrai ned and unable to breathe u n less it
ACT I O N S can breathe water. If the saving th row is successful, the target
is pushed out of the elemental's space.
Multiattack. The elemental makes two touch attacks.
The elemental can grapple one Large creature or up to two
Touch. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target. Medium or smaller creatures at one time with this ability.
Hit: 10 (2d6 + 3) fire damage. If the target i s a creature or a At the start of each of the eleme ntal's turns, each grappled
flammable object, it ignites. Until a creature takes an action to target takes 1 3 (2d8 + 4) bludgeoning damage. As an action, a
douse the fire, the target takes 5 ( l d l O) fire damage at the start creature within 5 feet of the e lemental can p u l l a creature or an
of each of its turns. object out of it by succeed ing on a DC 14 Strength check.
Medium humanoid (elf), neutral evil Saving Throws Dex +7, Con +S, Wis +4
Skills Perception +4, Stealth +10
Armor Class 1 5 (ch a i n s h irt) Senses darkvision 1 20 ft., passive Perception 1 4
Hit Points 1 3 (3d8) Languages Elvish, U ndercommon
Speed 30 ft. Challenge 5 (l ,800 XP)
•
be poisoned for l hour. I f the saving throw fai l s by 5 or more,
the target i s also u nconscious while poisoned i n this way. The Parry. The drow adds 3 to its AC against one melee attack that
target wakes up if it takes damage or if another creature takes would hit it. To do so, the d row m ust see the attacker and be
a n action to shake it awake. wielding a melee weapon.
'
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E LV E S : D ROW
128
Medium humanoid (e/f), neutral evil
Medium humanoid (e/f), neutral evil
Armor Class 1 6 (scale mail)
Hit Points 71 (1 3d8 + 1 3)
Armor Class 1 2 ( 1 5 with mage armor)
Speed 30 ft.
Hit Points 45 (1 0d8)
Speed 30 ft.
STR DEX CON I NT WIS CHA
10 (+O) 14 (+2) 1 2 (+1 ) 1 3 (+l) 17 (+3) 18 (+4)
STR DEX CON I NT
9 (-1 ) 14 (+2) 10 (+O) 1 7 (+3)
Saving Throws Con +4, Wis +6, Cha +7
Skills I nsight +6, Perception +6, Religion +4, Stealth +S
Skills Arcana + 6 , Deception +5, Perception +4, Stealth +5
Senses darkvision 1 20 ft. , passive Perception 1 6
Senses darkvision 1 20 ft., passive Perception 1 4
Languages Elvis h , U ndercommon
Languages Elvish, U ndercommon
Challenge 8 (3,900 XP)
Challenge 7 (2,900 X P)
ELVE S : D ROW
1 29
EMPYREAN
Empyreans are the celestial children o f the
gods of the Upper Planes. They are universally
beautiful, statuesque, and self-assured.
Manifest Emotion. An empyrean can experience
deity-like fits of serenity or rage. It can affect the
environment around it by its mood. When an empyrean
is unhappy, the clouds might cry tears of salt water, the
wildflowers in surrounding meadows might wilt, dead
fish might wash ashore in lakes or rivers, or a nearby
forest might lose the leaves from its trees. When an
empyrean is jubilant, sunlight follows it everywhere,
small animals frolic in its footsteps, and birds fill the sky
with their pleasing songs.
Evil Empyreans. A few empyreans have turned to
evil after venturing to the Lower Planes and becoming
corrupted, or as the result of being cursed by evil gods.
An evil empyrean can't survive long on the Upper
Planes and usually retreats to the Material Plane,
where it can rule over a kingdom of mortals as an
indomitable tyrant.
Immortal Titans. Empyreans don't age but can be
slain. Because few empyreans can imagine their own
demise, they fight fearlessly when drawn into battle,
refusing to believe that the end is upon them even when
standing at death's door. When an empyrean dies, its
spirit returns to its home plane. There, one of the fallen
empyrean's parents resurrects the empyrean unless he
or she has a good reason not to.
•
m u st succeed on a DC 2S Strength savi ng th row or be
knocked prone.
c==::==:::====:===�==i
T')O
VA R I A N T: WEB GAR ROTE
Some ettercaps like to strangle prey using garrotes fashioned
from webbi ng. An ettercap so armed gains the fol lowing
action option, which it uses i n p l ace of its claws.
Web Garrote. Melee Weapon Attack: +4 to hit, reach
5 ft. , one Med i u m or Small creature aga i n st which the
ettercap has advantage on the attack rol l . Hit: 4 (1 d4 + 2)
bl udgeoning damage, and the target is grappled (escape DC
1 2) . U ntil this grapple ends, the ta rget can 't breathe, and the
ettercap has advantage on attack rol l s aga i n st it.
ETTERCAP
Medium monstrosity, neutral evil
Ettercaps are humanoid spiders that tend, feed, and Spider Climb. The ettercap can climb d ifficult su rfaces ,
watch over spiders the way a shepherd oversees a flock including u pside down on ceili ngs, without needing t o make an
of sheep. They lair deep in remote forests. a b i l ity check.
Fine strands of silk stream from glands in an
Web Sense. Wh i l e i n contact with a web, the ettercap knows
ettercap's abdomen, letting it shoot sticky strands of
the exact location of any other creature in contact with
webbing to bind, entrap, or strangle its victims. It can
the same web.
also use its webbing to fashion elaborate snares and
nets, which often festoon its lair. Web Walker. The ettercap ignores movement restrictions
Quiet Killers. When travelers and explorers venture caused by webbing.
into an ettercap's territory, the ettercap stalks them.
Some meet their end wandering blindly into traps or ACT I O N S
sections of forest enclosed by webs. Others, the ettercap Multiattack. The ettercap makes two attacks: one with its bite
garrotes with strands of web or envenoms with its and one with its claws.
poisonous bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Hit: 6 ( l d8
Sylvan Despoilers. Though they dwell in the wilds,
+ 2) piercin g damage plus 4 ( l d8) poison damage.
ettercaps have no desire to live in harmony with nature.
The target must succeed on a DC 11 Constitution saving th row
A forest infested with ettercaps transforms into a or be poisoned for 1 m i n ute. The creature can repeat the saving
gloomy place, choked with webs and infested with giant throw at the end of each of its turns, ending the effect on itself
spiders, giant insects, and other sinister predators. on a success.
Creatures that wander too far into such a wood are soon
lost in a maze of webs that dangle with the bones and Claws. Melee Weapon Attack: +4 to h it, reach 5 ft. , one target.
lost treasures of the ettercaps' victims. Hit: 7 (2d4 + 2) slashing d amage.
Enemies ofthe Fey. Ettercaps are natural enemies Web (Recharge 5-6). Ranged Weapon Attack: +4 to h it, range
of fey creatures. The foul creatures set web snares to 30/60 ft. , one Large o r smaller creature. Hit: The creature is re
catch sprites and pixies, which they hungrily devour, strai ned by webbing. As an action, the restrained creature can
and will encase a dryad's tree in webbing in a vain make a DC 1 1 Strength check, esca ping from the webbing on a
attempt to trap the dryad. Otherwise timid fey will success. The effect a lso ends if the webbing is destroyed. The
sometimes approach outsiders for help in dealing with webbing has AC 1 0, 5 hit points, vulnerabil ity to fire damage,
an ettercap infestation, being ill-equipped to deal with and i m m u nity to bludgeoni ng, poison, and psychic damage. �
the malevolent creatures themselves. �
errFRGAP
131
ETTIN
A n ettin i s a foul, two-headed giant with the crude
characteristics of an ore. 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
Large giant, chaotic evil a male, which cares for and feeds her during her six
month pregnancy. Once the child is born, the male
Armor Class 1 2 (natu ral armor) ettin is released from servitude. When the child is old
Hit Points 85 ( l Od l O + 30) enough to hunt for itself, the mother sends it away and
Speed 40 ft. abandons the den.
Two Heads are Better than One. When focused on
STR DEX CON I NT WIS CHA
a mutually beneficial purpose or united by a common
21 (+5) 8 (-1 ) 17 (+3) 6 (-2) 10 (+O) 8 (-1)
threat, an ettin can resolve its personality differences
Skills Perception +4 and dedicate itself fully to a task. An ettin fights with a
Senses darkvision 60 ft., passive Perception 1 4 weapon in each hand, making twin attacks directed by
Languages G ia nt, O re its respective heads. When an ettin sleeps, one of its
Challenge 4 (1 ,100 X P) heads remains ever alert, gaining its only moments of
privacy and keeping two eyes open for any creature that
disturbs its precious solitude.
Two Heads. The ettin has advantage on Wisdom ( Perception)
Orcish Ties. In ancient dialects of Common, the word
checks and on saving th rows against being blinded, charmed,
"ettin" translates as "ugly giant." Legends tell of ores
deafened, frightened, stun ned, and knocked u nconscious.
that once stumbled upon a temple to Demogorgon, the
Wakeful. When one of the ettin's heads is asleep, its other magic of which transformed them into giant mockeries
head is awake. of the twin-headed Prince of Demons. Driven to near
madness, these creatures scattered into the wilderness
ACT I O N S to become the first ettins.
Multiattack. The ettin makes two attacks: one with its Whatever the truth of the ettins' origin, ores treat
battleaxe and one with its morni ngstar. them as distant cousins, and ore tribes often entice
ettins to serve as guards, scouts, and marauders. An
Battleaxe. Melee Weapon Attack: +7 to h it, reach 5 ft. , one
target. Hit: 1 4 (2d8 + 5) slashing damage. ettin isn't particularly loyal to its ore handlers, but the
ores can win it over with the promise of food and loot.
•
Morningstar. Melee Weapon Attack: +7 to h it, reach 5 ft. , one
target. Hit: 1 4 (2d8 + 5) piercing damage.
C:::=
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ETTIN
FAE R I E D RAGON
A faerie dragon i s a cat-sized dragon with butterfly
wings. It wears a sharp-toothed grin and expresses its
delight by the twitching of its tail, its merriment fading
only if it is attacked.
Invisible Tricksters. The only warning of a faerie
dragon's presence is a stifled giggle. The dragon stays
out of sight, watching invisibly as its victims contend
with its pranks. When its fun is done, the dragon might
reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp
mind, a fondness for treasure and good company, and
a puckish sense of humor. Travelers can play to a faerie
dragon's draconic nature by offering it "treasure" in the
form of sweets, baked goods, and baubles in exchange
for information or safe passage through its territory.
The Colors ofAge. A faerie dragon's scales change
hue as it ages, moving through all the colors of the
rainbow. All faerie dragons have innate spellcasting
ability, gaining new spells as they mature.
•
Illumination. The flameskull sheds either dim l ight i n a l 5 -foot Fire Ray. Ranged Spell Attack: +5 to h it, range 30 ft., one target.
rad ius, or bright l ight in a l 5-foot radius and dim light for Hit: 10 (3d6) fi re da mage.
an additional 1 5 feet. It can switch between the options as
an action.
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FLUM PH
The mysterious ftumphs drift through the Underdark,
propelled through the air by the jets whose sound gives
them their name. A ftumph glows faintly, reflecting
its moods in its color. Soft pink means it is amused,
deep blue is sadness, green expresses curiosity, and
crimson is anger.
Intelligent and Wise. Flumphs communicate
telepathically. Though they resemble jellyfish, flumphs
are sentient beings of great intelligence and wisdom,
possessing advanced knowledge of religion, philosophy,
mathematics, and countless other subjects.
Flumphs are sensitive to the emotional states of
nearby creatures. If a creature's thoughts suggest
goodness, a flumph seeks that creature out. When
facing creatures that exude evil, a flumph flees.
Psionic Siphons. Flumphs feed by siphoning mental
energy from psionic creatures, and they can be found
lurking near communities of mind flayers, aboleths,
githyanki, and githzerai. As passive parasites, they take
only the mental energy they need, and most creatures
feel no loss or discomfort from such feeding.
Consuming psionic energy reveals the thoughts and
emotions of the creatures on which the flumphs feed.
Since so many of those creatures are evil, ftumphs are
often subjected to thoughts, emotions, and hungers that
sicken their pure nature. When ftumphs encounter good
hearted adventurers, they eagerly share the dark secrets
they have learned in the hopes of casting down their
evil sources of energy, even if doing so means they must
seek out new sources of nourishment.
Flumph Society. Flumphs live in complex and
organized groups called cloisters, within which each
'
ftumph has a place and purpose. These harmonious ' TRU ST A F L U M P
H .''
- x T H E M v s T 1 c's
groupings have no need for leaders, since all flumphs 1 S T R U L E O F OU
..
" GEQ ••
" S U RVIVAL
contribute in their own way.
incapacitated. At the end of each of its turns, the flu mph can
FLUM PH make a D C 10 Dexterity saving throw, righti ng itself and ending
Small aberration, lawful good
the incapacitated condition if it succeeds.
Armor Class 1 2 Telepathic Shroud. The fl u mph is i m m u n e to any effect that
Hit Points 7 (2d6) would sense its emotions o r read its thoughts, as wel l as all
Speed 5 ft., fly 30 ft. divination spells.
FLUM PH
1 35
FOMORIAN
The most hideous and wicked o f all giantkind are the
godless fomorians, whose deformed bodies reflect their
vile demeanors. Some have facial features randomly
distributed around their misshapen, warty heads.
Others have limbs of grossly different sizes and shapes,
or emit terrible howls each time they draw breath
through misshapen mouths. Their wretched appearance
rarely evokes sympathy, however, for the fomorians
brought their doom upon themselves with the evil that
rules their hearts and minds.
Fey Curse. The elves remember when the fomorians
were among the most handsome of races, possessed
of brilliant minds and unrivaled magical ability. That
physical perfection did not extend to their hearts,
however, as a lust for magic and power consumed them.
The fomorians sought to conquer the Feywild and
enslave its inhabitants, claiming those creatures' magic
for themselves. When the fey united to defend their
realm, the fomorians fought them and were subjected to
a terrible curse.
One by one, the giants fell as their bodies were
warped to reflect the evil in their hearts. Stripped of
their grace and magical power, the wretched horrors
fled from the light, delving deep beneath the world
to nurse their hatred. Cursing their fate, they have
ever after plotted vengeance against the fey that
wronged them.
Giants ofthe Underdark. The fomorians dwell
Huge giant, chaotic evil in eerily beautiful caverns in the Underdark, rarely
venturing to the surface. Their lairs feature abundant
Armor Class 14 (natural armor) access to water, fish, and mushroom forests, as well as
Hit Points 149 ( 1 3 d l 2 + 65)
to the creatures whose slave labor keeps the fomorians
Speed 30 ft.
fed. When those slaves can no longer toil, they are
STR DEX CON I NT WIS CHA slain and devoured. Wickedness and depravity are the
23 (+6) 10 (+O) 20 (+5) 9 (-1) 14 (+2) 6 (-2) cornerstones of fomorian society, in which the strongest
and cruelest giants rule. Fomorians mark their
Skills Perception +8, Stealth +3 territories with the corpses of their enemies, painting
Senses darkvision 1 20 ft., passive Perception 1 8 their cavern walls with blood or stitching together limbs
Languages G ia nt, Undercommon and body parts to make mockeries of the creatures they
Challenge 8 (3,900 XP) have killed.
Ruined Flesh, Evil Minds. The deformities visited
on the fomorians prevent them from hurling rocks like
ACT I O N S
their giant kin, or wearing anything more than scraps
Multiattack. The fomorian attacks twice with its greatclub or of cloth. However, the grotesque positioning of their
makes one greatclub attack and uses Evil Eye once. eyes, noses, and ears gives fomorians keen perceptive
Create/uh. Melee Weapon Attack: +9 to h it, reach 15 ft., one abilities, making it hard to surprise or ambush them.
target. Hit: 19 (3d8 + 6) bludgeoning damage. The greed and evil of the fomorians lies at the heart
of their degeneration and fall, and continues to plague
Evil Eye. The fomorian m agical ly forces a creature it can see them. Fomorians make alliances with other creatures
within 60 feet of it to make a DC 14 Charisma saving throw. The when it suits them, but they are disloyal by nature and
creature takes 27 (6d8) psych ic d a mage on a fai led save, or half betray their allies on a whim.
as m uch damage on a successful one. Curse ofthe Evil Eye. Fomorians can pass their
Curse ofthe Evil Eye (Recharges after a Short or Long Rest). curse onto others using a power called the evil eye-a
With a stare, the fomorian uses Evil Eye, but on a failed last vestige of the giants' once-remarkable spellcasting
save, the creature is a l so cu rsed with magical deformities. ability. A creature cursed by a fomorian's evil eye is
While deformed, the creature has its speed ha lved and has magically twisted and deformed, gaining a glimpse into
•
d isadvantage on a b i l ity checks, saving throws, and attacks the pain and malice that has consumed this evil race.
based on Strength or Dexterity.
The tra nsformed creature can repeat the saving th row
whenever it fi n ishes a long rest, ending the effect on a success.
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FUNGI
With its sky o fjagged stone and perpetual night, the
Underdark is home to all manner of fungi. Taking the
place of plants in the subterranean realm, fungi are vital
to the survival of many underground species, providing
nourishment and shelter in the unforgiving darkness.
Fungi spawn in organic matter, then break that matter
down to consume it, feeding on filth and corpses. As
they mature, fungi eject spores that drift on the lightest
breeze to spawn new fungi.
Not needing sunlight or warmth to grow, fungi
thrive in every corner and crevice of the Underdark.
Transformed by the magic that permeates that
underground realm, Underdark fungi often develop
potent defensive mechanisms or abilities of mimicry
and attack. The largest specimens can spread to create
vast subterranean forests in which countless creatures
live and feed.
GAS SPORE
The first gas spores are thought t o have been spawne
from dead beholders, whose moldering corpses fed a
parasitic fungus with aberrant magic. Having long since
adapted into a unique plant creature, a gas spore grows
quickly and purposefully out of any corpse, creating a
malevolent-looking mockery of the most feared denizen
of the Underdark.
Eye Tyrant's Form. A gas spore is a spherical,
balloon-like fungus that resembles a beholder from a
distance, though its true nature becomes increasingly
obvious as one approaches it. The monster possesses
a blind central "eye" and rhizome growths sprouting
from its upper surface, superficially resembling a
beholder's eyestalks.
Death Burst. A gas spore is a hollow shell filled with a
lighter-than-air gas that enables it to float as a beholder
does. Piercing the shell with even the weakest attack
causes the creature to burst apart, releasing a cloud
of deadly spores. A creature that inhales the spores
becomes host to them, and is often dead within a day. Its
corpse then becomes the spawning ground from which
new gas spores arise.
Beholder Memories. A gas spore that sprouts from a
beholder's corpse sometimes carries within it memories
of its deceased parent. When the gas spore explodes, its
deadly spores cast those memories adrift. Any creature
that inhales the spores and survives inherits one or
more of the beholder's fragmented memories, and might
gain useful information about the beholder's former lair
and other nearby places and creatures of interest.
SHRIEKER
A shrieker i s a human-sized mushroom that emits a
piercing screech to drive off creatures that disturb it.
Other creatures use the fungi as an alarm to signal the
approach of prey, and various intelligent races of the
Underdark cultivate shriekers on the outskirts of their
communities to discourage trespassers.
SHRIEKER
Medium plant, unaligned
Armor Class 5
Hit Points 1 3 (3d8)
Speed 0 ft.
R E ACTI O N S
Shriek. When bright l ight o r a creature i s within 30 feet of the
GAS SPORE shrieker, it e m its a shriek audible within 300 feet of it. The
shrieker continues to shriek until the d isturbance moves out of
Large plant, unaligned
range and for l d4 of the sh rieker's turns afterward.
Armor Class 5
Hit Points 1 ( l d l O - 4)
Speed 0 ft. , fly 10 ft. (hover)
VIOLET FUNGUS
This purplish mushroom uses root-like feelers growing
STR DEX CON I NT WIS CHA from its base to creep across cavern floors. The four
5 (-3) 1 (-5) 3 (-4) 1 (-5 ) 1 (-5) 1 (-5) stalks protruding from a violet fungi's central mass
are used to lash out at prey, rotting flesh with the
Damage Immunities poison slightest touch. Any creature killed by a violet fungus
Condition Immunities b l i nded, deafened, frightened, paralyzed, decomposes rapidly. A new violet fungus sprouts from
poisoned, p rone
the moldering corpse, growing to full size in 2d6 days.
Senses b l i ndsight 30 ft. (blind beyond this radius),
passive Perception 5
Languages - VIOLET FUNGUS
Challenge 1/2 ( 1 00 X P) Medium plant, unaligned
Death Burst. The gas spore explodes when it d rops to 0 h it Armor Class 5
points. Each creature within 20 feet of it m ust succeed on a DC Hit Points 1 8 (4d8)
15 Constitution saving th row or take 10 (3d6) poison damage Speed 5 ft.
and become infected with a disease on a failed save. Creatures
i m m u ne to the poisoned condition are i m m u n e to this disease. STR DEX CON I NT WIS CHA
Spores i nvade a n infected creature's system , killing the 3 (-4) 1 (-5) 10 (+O) 1 (-5 ) 3 (- 4) 1 (-5 )
creature i n a n u m ber of hours eq ual to l d l 2 + the creature's
Constitution score, u n less the d isease is removed. In ha lf Condition Immunities blinded, deafened, frightened
that time, the creature becomes poisoned for the rest of the
Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 6
d u ration. After the creature dies, it sprouts 2d4 Tiny gas spores
Languages -
that grow to ful l size in 7 days.
Challenge 1 /4 (50 XP)
Eerie Resemblance. The gas spore resembles a beholder. A
creature that can see the gas spore can d iscern its true nature
False Appearance. While the violet fu ngus remains motionless,
with a s u ccessful D C 1 5 I n telligence (Nature) check.
it is i n d istinguishable from an ord i nary fu ngus.
ACT I O N S
ACT I O N S
•
Touch. Melee Weapon Attack: + 0 to hit, reach 5 ft., one
Multiattack. The fu ngus makes l d4 Rotting Touch attacks.
creature. Hit: 1 poison damage, and the creature must succeed
on a DC 1 0 Constitution saving throw or become infected with Rotting Touch. Melee Weapon Attack: +2 to hit, reach 1 0 ft. , one
the d isease described in the Death B u rst trait. creature. Hit: 4 (l d8) necrotic damage.
c:::====
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FUNGI
GALEB DUHR
Medium elemental, neutral
ACTI O N S
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 1 2 (2d6 + 5) bludgeoning d am age.
Animate Boulders (1/Day). The galeb d u hr magica lly a n i mates
up to two boulders it can see with i n 60 feet of it. A boulder has
GALEB DUHR statistics l i ke those of a galeb du h r, except it has I ntell igence l
The galeb duhr is a boulder-like creature with stumpy and Charisma l , it can't be charmed or frightened, and it lacks
this action option. A boulder remains a n i m ated as long as
the galeb d u h r mai ntai ns concentration, u p to l m i n ute (as if
appendages that act as arms and legs. It has the ability
to animate the rocks and boulders around it, and is thus
usually encountered in rocky terrain. concentrati n g on a spel l).
Powerful magic allows a spellcaster to summon a
galeb duhr from the Plane of Earth. Some galeb duhr A galeb duhr is permanently bound to the Material
also form naturally in places touched by that plane. The Plane, so that when it dies, it doesn't return to the Plane
galeb duhr is imbued with greater intelligence than most of Earth. It has an excellent memory and is more than
elementals, allowing it to better assess threats and to happy to share information regarding its environment
communicate with creatures entering its guarded area. with creatures it doesn't regard as threats.
Stone Guardian. A galeb duhr doesn't age or require Stone Connection. A galeb duhr can become one with
sustenance, making it an excellent sentinel. A powerful the earth around it, allowing it to imbue nearby rocks
druid might charge a galeb duhr with protecting a stone and boulders with a semblance of life. The galeb duhr
circle or sacred hilltop. Another galeb duhr might be uses its animated boulders to frighten away interlopers
created to guard an underground tomb or a wizard's and defend whatever it has been charged to protect.
41
tower. When it chooses to, the galeb duhr can make When it needs to move close to those intruders, it
itself look like an ordinary boulder, remaining perfectly presses its limbs tight to its body and rolls forward at a
still for years at a time. furious pace.
GALEB D U H R
139
GARGOYLE
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
GARGOYLE the patience and fortitude of stone, and will serve even
Medium elemental, chaotic e�il
the cruelest master for years without complaint.
Elemental Nature. A gargoyle doesn't require air,
Armor Class 1 5 (natu ral a rmor)
food, drink, or sleep.
Hit Points 52 (7d8 + 2 1 )
Speed 30 ft. , fly 6 0 ft.
S H A RDS OF E L E M E N TA L EV I L
STR DEX CON I NT WIS CHA As Ogremoch, the evil Prince of Elemental Earth, treads
1 5 (+2) 11 (+O) 1 6 (+3) 6 (-2) 11 (+0) 7 (-2) his stony real m , it leaves shards of broken rock in his wake.
I mb u ed with slivers of sentience, these shards thrum with
Damage Resistances bl udgeon i ng, piercing, and slashing from the essence of the elemental prince, growing over long years
nonmagical attacks not made with adamantine weapons i nto vaguely humanoid rock formations that resolve at last
Damage Immunities poison into the hard, cruel shapes of gargoyles.
Condition Immunities exhaustion, petrified , poisoned Ogremoch doesn 't create gargoyles deliberately, but
Senses darkvision 60 ft., passive Perception l 0 they are a physical manifestation of his evil. G argoyles a re
Languages Terran mockeries of the elemental air that Ogremoch despises. They
Challenge 2 (450 X P) are heavy creatures of living stone, yet capable of flight. Like
their creator, they possess a fu ndamental hatred for beings
of elemental a i r, aarakocra in particu lar, and rel ish every
False Appearance. While the gargoyle remains motionless, it is opportun ity to destroy such creatures.
i nd istinguishable from an inani mate statue. On their home plane, gargoyles carve out earth motes that
Ogremoch h u rtles i nto Aaqa, the domain of the aarakocra
ACTI O N S and the benevolent Wind Dukes the bird folk serve in the
Multiattack. The gargoyle makes two attacks: one with its bite Elemental Plane of Air.
and one with its claws.
•
Claws. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 5 ( l d 6 + 2) slashing damage.
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GARGOYLE
knowing how unwise it is to defy a creature that can
GENIES alter reality at a whim. A genie isn't beholden to any
Genies are rare elemental creatures out of story noble genie, however, and will sometimes choose to defy
and legend. Only a few can be found on the Material a noble genie's will and risk the consequences.
Plane. The rest reside on the Elemental Planes, where The Power of Worship. Genies acknowledge the
they rule from lavish palaces and are attended by gods as powerful entities but have no desire to court
worshipful slaves. or worship them. They find the endless fawning and
Genies are as brilliant as they are mighty, as proud mewling of religious devotees tiresome-except as it is
as they are majestic. Haughty and decadent, they have directed toward them by their worshipful slaves.
a profound sense of entitlement that stems from the Their miraculous powers, the grandeur of their
knowledge that few creatures except the gods and other abodes, and the numbers of their slaves allow some
genies can challenge their power. genies to deceive themselves into believing they are
Creatures ofthe Elements. A genie is born when as powerful as the gods. Some go so far as to demand
the soul of a sentient living creature melds with the that mortals of other realms-even whole continents or
primordial matter of an elemental plane. Only under worlds-bow down before them.
rare circumstances does such an elemental-infused soul
coalesce into a manifest form and create a genie. DAO
A genie usually retains no connection to the soul
Dao are greedy, malicious genies from the Elemental
that gave it form. That life force is a building block that
Plane of Earth. They adorn themselves with jewelry
determines the genie's form and apparent gender, as
crafted from precious gems and rare metals, and when
well as one or two key personality traits. Although they
they fly, their lower bodies become columns of swirling
resemble humanoid beings, genies are elemental spirits
sand. A dao isn't happy unless it is the envy of other dao.
given physical form. They don't mate with other genies
All That Glitters. The dao dwell in complexes of
or produce genie offspring, as all new genies are born
twisting tunnels and glittering ore-veined caverns
out of the same mysterious fusion of spirit energy and
on the Elemental Plane of Earth. These mazeworks
elemental power. A genie with a stronger connection
are continually expanding as the dao delve into and
to its mortal soul might choose to sire a child with a
reshape the rock around them. Dao care nothing for
mortal, although such offspring are rare.
the poverty or misfortune of others. A dao might grind
When a genie perishes, it leaves nothing behind
powdered gems and gold dust over its food to heighten
except what it was wearing or carrying, along with
the experience of eating, devouring its wealth as mortals
a small trace of its native element: a pile of dust, a
consume a precious spice.
gust of wind, a flash of fire and smoke, or a burst of
Lords ofthe Earth. A dao never assists a mortal
water and foam.
unless the genie has something to gain, preferably
Rule or Be Ruled. Mortal slaves serve to validate
treasure. Among the genies, dao are on speaking and
a genie's power and high self-opinion. A hundred
trading terms with the efreet, but they have nothing
flattering voices are music to a genie's ears, while
but scorn for djinn and marids. Other races native to
two hundred mortal slaves prostrated at its feet are
the Elemental Plane of Earth avoid the dao, which are
proof that it is lord and master. Genies view slaves as
always seeking new slaves to mine the mazeworks of
living property, and a genie without property amounts
their floating earth islands.
to nothing among its own kind. As a result, many
Proud Slavers. The dao trade for the finest slaves
genies treasure their slaves, treating them as honored
that money can buy, forcing them to work in dangerous
members of their households. Evil genies freely threaten
subterranean realms that rumble with earthquakes.
and abuse their slaves, but never to the extent that the
As much as they enjoy enslaving others, the dao
slaves are no longer of use.
hate being enslaved. Powerful wizards have been
In contrast to their love of slaves, most genies loathe
known to lure dao to the Material Plane and trap them
being bound to service themselves. A genie obeys the
in the confines of magic gemstones or iron flasks.
will of another only when bribed or compelled by magic.
Unfortunately for the dao, their greed makes it relatively
All genies command the power of their native element,
easy for mages to cozen them into service.
but a rare few also possess the power to grant wishes.
For both these reasons, mortal mages often seek to bind
genies into service.
DJINNI
Decadent Nobility. Noble genies are the rarest of Proud, sensuous genies from the Elemental Plane
their kind. They are used to getting what they want, of Air, the djinn are attractive, tall, well-muscled
and have learned to trade their ability to grant wishes humanoids with blue skin and dark eyes. They dress in
to attain the objects of their desire. This constant airy, shimmering silks, designed as much for comfort as
indulgence has made them decadent, while their to flaunt their musculature.
supreme power over reality makes them haughty and Airy Aesthetes. Djinn .rule floating islands of
arrogant. Their vast palaces overflow with wonders and cloudstuff covered with enormous pavilions, or topped
sensory delights beyond imagination. with wondrous buildings, courtyards, fountains, and
Noble genies cultivate the jealousy and envy of other gardens. Creatures of comfort and ease, djinn enjoy
genies, asserting their superiority at every opportunity. succulent fruits, pungent wines, fine perfumes, and
�
�
Other genies respect the influence of the noble genies, beautiful music.
GE N I ES
1 I
Djinn are known for their sense of mischief and their world's deserts. Their love of the desert brings them into
favorable attitude toward mortals. Among genies, djinn conflict with the djinn that ride the desert whirlwinds,
deal coolly with efreet and marids, whom they view as and with the earthbound dao. Efreet utterly despise
haughty. They openly despise dao and strike against marids, with whom they have maintained a passionate
them with little provocation. conflict throughout the history of both races.
Masters ofthe Wind. Masters of the air, the djinn ride
powerful whirlwinds that they create and direct on a MARID
whim, and which can even carry passengers. Creatures Hailing from the Elemental Plane o f Water, the marids
that stand against a djinni are assaulted by wind and are the most wondrous of genie-kind. Although all
thunder, even as the djinni spins away on that wind if genies wield great power, even the lowliest marid sees
outmatched in combat. When a djinni flies, its lower itself as clearly superior to the flighty djinn, the ground
body transforms into a column of swirling air. hugging dao, and the fuming efreet.
Accepting Servitors. The djinn believe that servitude
Large and piscine, marids are a strange sight to
is a matter of fate, and that no being can contest the behold, particularly when clad in the finely stitched vests
hand of fate. As a result, of all the genies, djinn are the and colorful pantaloons they favor. They speak in voices
ones most amenable to servitude, though they never as soft as the sea breeze or as sonorous as storm waves
enjoy it. Djinn treat their slaves more like servants breaking against a rocky cliff. In flight, their lower
deserving of kindness and protection, and they part with bodies transform into columns of foamy water.
them reluctantly. Water Lords. Water is a marid's native element,
A mortal who desires the brief service of a djinni can and the genie can manipulate water in virtually any
entreat it with fine gifts, or use flattery to bribe it into way it desires. A marid can walk on water and breathe
compliance. Powerful wizards are able to forgo such naturally beneath its surface. It can create water or
niceties, however, if they can summon, bind into service, shape clouds of fog and mist from the vapor in the air.
or imprison a djinni using magic. Long-term service It can even transform itself into mist, or use water as a
displeases a djinni, and imprisonment is inexcusable. weapon to bludgeon its foes.
Djinn resent the cruel wizards that have imprisoned Marid Homes. Marids are rare on the Material Plane.
their kind in bottles, iron flasks, and wind instruments They inhabit mighty and majestic coral fortresses
throughout the ages. Betrayal, particularly by a mortal located in the Elemental Plane of Water. These citadels
whom a djinni trusted, is a vile deed that only deadly float in the depths of the plane and contain opulent, air
vengeance can amend. filled chambers where slaves and guests reside.
A marid doesn't expect much from its slaves, simply
EFREETI wanting to have them for the status of ownership.
Hulking genies of the Elemental Plane of Fire, the efreet Marids go out of their way to obtain skilled slaves, and
are masters of flame, immune to fire and able to create aren't above kidnapping mortal artists, entertainers, or
it on a whim. Fine silk caftans and damask robes drape storytellers for use in their courts.
their magma-red or coal-black skin, and they bedeck Egotistical Hierarchs. All marids claim a title of
themselves in brass and gold tores, chains, and rings, nobility, and the race is awash in shahs, sultans, muftis,
all glittering with jewels. When an efreeti flies, its lower and khedives. Most of these titles are mere pretense on
body transforms into a column of smoke and embers. the part of the self-important marids.
Haughty and Cruel. The efreet are deceptive, Marids treat all others-including other genies-as
cunning, and cruel to the point of ruthlessness. They inferiors of various grades, ranging from poor cousins to
despise being forced into servitude and are relentless petty annoyances. They tolerate djinn, dislike dao, and
in pursuit of vengeance against creatures that have despise efreet.
wronged them. Efreet don't see themselves in this light, Humanoids are among the lowest of the creatures
naturally, and regard their race as fair and orderly, even that marids must tolerate, although they sometimes
as they admit to an enlightened sense of self-interest. deal with powerful wizards and exceptional leaders
Spiteful Slavers. Efreet view all other creatures on an almost-equal footing. Doing so has sometimes
as enemies or potential serfs. They raid the Material proven to be a mistake, since wizards have managed to
Plane and the elemental planes for slaves, which they imprison marids in conch shells, flasks, and decanters
capture and bring back to their homes on the Elemental over the ages. Bribery and flattery are the best means of
Plane of Fire. The efreet rule as oppressive tyrants, dealing with marids, to which an obsequious mortal is a
promoting only the cruelest among their slaves. Those creature that knows its place.
overseers are given whips to help keep the rank-and-file Whimsical Storytellers. Marids are champion tale
slaves in line. tellers, whose favorite legends emphasize the prowess
Planar Raiders. Most efreet reside on the Elemental of marids in general and of the speaker in particular.
Plane of Fire, either in great domed fortresses of black Fanciful genies, they lie often and creatively. They aren't
glass and basalt surrounded by churning lakes of fire, or always malicious in their deception, but embellishments
in the fabled City of Brass. Additionally, efreet military suit their fancy. Marids consider it a crime for a lesser
outposts thronging with their minions and slaves can be being to interrupt one of their tales, and offending a
found scattered throughout the planes. marid is a sure way to invoke its wrath .
Fist. Melee Weapon Attack: +10 to h it, reach 5 ft., one target.
Earth Glide. The dao can b urrow through nonmagical, Hit: 1 5 (2d8 + 6) bludgeon i n g damage.
u nworked earth and stone. While doing so, the dao doesn't
d isturb the materia l it moves through.
Maul. Melee Weapon Attack: + l 0 to hit, reach 5 ft., one target.
Hit: 20 (4d6 + 6) bludgeoni n g d amage. I f the target is a H uge
Elemental Demise. I f the dao dies, its body disi ntegrates i nto or smaller creature, it must succeed on a DC 18 Strength check
crystalline powder, leavi ng behind only equi pment the dao was or be knocked prone.
wearing or carrying.
G E N I E�
VA R IA N T: G E N I E POW E R S
Gen ies have a variety o f magical capa b i l ities, i n c l u d i n g spells.
A few have even greater powers that a l l ow them to alter their
appearance o r the nature of real ity.
Disguises. Some genies can veil themselves in i l l u s i o n to
pass as other s i m i larly s h a ped creatures. Such gen ies can
i n n ately cast the disguise selfspell at will, often with a longer
d u ration than is normal fo r that s p e l l . M i ghtier genies can
cast the true polymorph spell o n e to three times per d ay,
possi bly with a l onger d u ration than norm a l . Such gen ies can
cha nge o n l y their own sh ape, but a rare few can use the spell
on other creatures a n d objects a s wel l .
Wishes. T h e gen i e power t o grant wishes is lege n d a ry
among m o rtals. O n l y the most potent genies, such as those
among the n o b i l ity, can do so. A particular genie that h a s this
power can grant o n e to three wishes to a creature that i s n ' t
a gen ie. Once a gen i e h a s granted i t s l i m it o f w i s h e s , i t c a n ' t
grant wishes aga i n f o r some a mo u nt oftime ( u s u a l ly 1 year) ,
and cosmic law d i ctates that the same gen ie can expend
its li m i t of wishes on a specific creature o n l y once i n that
creatu re's existence.
To be granted a wish, a creature with i n 60 feet of the gen i e
states a d e s i red effect t o i t . T h e gen i e c a n t h e n cast the
wish spell o n the creature's beh a lf to bring a bout the effect.
Depe n d i n g on the genie's nature, the genie m i ght try to
pervert the i ntent of the wish by exploiting the w i s h 's poo r
word i n g. The perversion of the word i n g is u s u a l l y c rafted to
be to th e ge n ie s b e n e t.
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DJINNI ===-
Large elemental, chaotic good
3/day each: create food and water (can create wine i n stead of
water), tongues, wind walk
l /day each: conjure elemental (a i r elem ental o n l y) , creation,
gaseous form, invisibility, major image, plane shift
Armor Class 1 7 (natural armor)
Hit Points 1 61 ( 1 4 d l 0 + 84)
ACT I O N S
Speed 30 ft. , fly 90 ft.
Multiattack. The d j i n n i m a kes three scim itar attacks.
•
l onger restra i n e d a n d moves to the nearest space outside the
w h i rlwi n d .
At w i l l : detect evil and good, detect magic, thunderwave
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G E N I ES
Innate Spellcasting. The efreeti's i n n ate s pel lcasting a bi l ity
EFREETI is C h a r i s m a ( s p e l l save DC 1 5 , +7 to h it with s p e l l attacks). It
c a n i n n ately cast the fo l l ow i n g s p e l l s , req u i ri n g n o material
Large elemental, lawful evil
co m p o n e nts:
Armor Class 1 7 (natural a r mor)
Hit Points 200 ( 1 6 d l 0 + 1 1 2) At w i l l :
detect magic
Speed 40 ft. , fly 60 ft. 3/day each: enlarge/reduce, tongues
l/day each: conjure elemental (fire e l e m e ntal on ly), gaseous
STR DEX CON I NT WIS CHA form, invisibility, major image, plane shift, wall offire
22 (+6) 12 (+l ) 24 (+7) 1 6 (+3) 1 5 (+2) 1 6 (+3)
ACT I O N S
Saving Throws I nt +7, Wis +6, C h a +7 Multiattack. The efreeti m a kes two scimitar attacks o r uses its
Damage Immunities fire H u rl F l a m e twice.
Senses d a rkvision 1 20 ft . , passive Percepti o n 12
Languages l g n a n Scimitar. Melee Weapon Attack: + 10 to hit, reach 5 ft. , o n e
Challenge 1 1 (7, 200 XP) target. Hit: 1 3 ( 2 d 6 + 6 ) s l a s h i n g d a m age p l u s 7 (2d 6)
fi re d a m age.
Elemental Demise. If the efreeti d i e s , its body d i s i n tegrates in a Hurl Flame. Ranged Spell Attack: +7 to hit, ra nge 1 20 ft., o n e
flash of fi re a n d puff of s m oke, leaving beh i n d o n l y e q u i pment target.Hit: 1 7 ( 5 d 6) fi re d a m age.
t h e efreeti was wea r i n g o r ca rrying.
G E N IFS
r45
Innate Spellcasting. The m a rid's i n nate s p e l l casting a b i l ity is
MA RID C h a r i s m a (spe l l save DC 1 6, +8 to hit with spell attacks). It
can i n nately cast the fo llowing s p e l l s , req u i ri n g n o mate r i a l
Large elemental, chaotic neutral
com po nents:
Armor Class 1 7 (natural a r mor)
Hit Points 229 ( 1 7d l 0 + 1 36) At will:create or destroy water, detect evil and good, detect
Speed 30 ft. , fly 60 ft. , swim 90 ft. magic. fog cloud, purifyfood and drink
3/day each: tongues, water breathing, water walk
STR DEX CON I NT WIS CHA l /day each: conjure elemental (water e l e m e ntal o n ly}, control
22 (+6) 12 (+l) 26 (+8) 1 8 (+4) 17 (+3) 18 (+4) water, gaseous form, invisibility, plane shift
Amphibious. The m a r i d can breathe a i r a n d water. Waterjet. The m a r i d magically s h oots water i n a 60-foot l i n e
that i s S feet w i d e . E a c h creature i n that l i n e m u st m a ke a DC
If the m a r i d d i e s , its body d i s i ntegrates i nto
16 Dexterity savi n g th row. O n a fa i l u re , a ta rget takes 21 (6d6)
Elemental Demise.
a b u rst of water a n d foam , leav i n g b e h i n d o n l y e q u i p m e n t the
b l u d ge o n i n g d a m age a n d , if it i s H u ge or s m a l l e r, i s pushed
m a ri d was wea r i n g or carrying.
u p to 20 feet away from the marid a n d k n ocked prone. O n a
succes s, a target takes half t h e bl u d geo n i ng d a mage, but is
neither pus hed n o r knocked p ro n e .
GHO ST
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.
Ethereal Sight. The ghost c a n see 60 feet i nto the Eth ereal o r other effect, except o n e s that turn u n d e a d , a n d i t retai n s its
P l a n e when it is on the M aterial Plane, and vice versa. a l i g n m e n t , I ntell igence, W i s d o m , Chari s m a , and i m m u nity to
b e i n g charmed and frighten ed. It otherwise uses the possessed
Incorporeal Movement. The ghost c a n move through other target's statistics, but doesn't gain access to the target's
creatures a n d objects a s if they were d i ffi c u l t terra i n . It takes 5 k n owledge, class features, or proficie n c i e s .
( l d l O) force d a m age if it e n d s its turn i n s i d e a n object. The possession l a s t s u nt i l t h e b o d y d rops t o 0 hit p o i nts,
the ghost e n d s it a s a bonus act i o n , or the ghost is turned o r
AC TI O N S forced o u t b y a n effect l i ke t h e dispel evil and good s p e l l . W h e n
Withering Touch. Melee Weapon Attack: +5 to h it, reach 5 ft . , t h e possession e n d s , t h e ghost reappears i n a n u n occupied
o n e target. Hit: 1 7 (4d6 + 3) necrotic d a mage. space within 5 feet of the body. The target is i m m u n e to this
ghost's Possession for 24 h o u rs after s u cceed i n g o n the saving
The ghost enters the Ethereal P l a n e from the
th row or after t h e possess i o n e n d s .
Etherealness.
M aterial Plane, or vice versa. It is visible o n t h e M aterial P l a n e �
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CHO ST
147
GHOULS
Ghouls roam the night i n packs, driven by a n insatiable
hunger for humanoid flesh.
Devourers ofFlesh. 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
Medium undead, chaotic evil destruction. Since then, elves have been immune to the
ghouls' paralytic touch.
Armor Class 1 3 Ghasts. Orcus sometimes infuses a ghoul with
Hit Points 3 6 (8d8)
Speed 30 ft .
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
STR DEX CON INT WIS CHA
1 6 (+3) 17 (+3) 10 (+O) 1 1 (+O) 10 (+O) 8 (- 1 )
follow its commands.
Stench. A n y creature that starts i t s t u r n wit h i n 5 feet o f the STR DEX CON INT WIS CHA
ghast m u st s u cceed o n a DC 10 Constitution saving throw or 1 3 (+l ) 1 5 (+2) 10 (+O) 7 (-2) 10 (+0) 6 (-2)
be poisoned u ntil t h e start of its next turn. O n a s u ccessful
saving throw, the creature is i m m u n e to the ghast's Ste nch Damage Immunities poison
for 24 h o u r s . Condition Immunities c h a r m e d , exh a u st i o n , poisoned
Senses darkvision 60 ft . , pass ive Perce ption 10
Turning Defiance. The ghast a n d a n y g h o u l s w i t h i n 30 feet languages C o m m o n
of it have advantage on saving th rows against effects that Challenge 1 (200 X P)
turn u n d e a d .
ACT I O N S ACTI O N S
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft . , one creature. Bite. Melee Weapon Attack: +2 to h i t , reach 5 ft. , o n e creature.
Hit: 12 (2d8 + 3) pierc i n g d a m age. Hit: 9 (2d6 + 2) piercing d a m age.
Claws. Melee Weapon Attack: +5 to h it, reach 5 ft . , o n e target. Claws. Melee Weapon Attack: +4 to h it, reach 5 ft. , one target.
Hit: 10 (2d6 + 3) s l a s h i n g d a m age. If t h e target is a creatu re Hit: 7 (2d4 + 2) s l a s h i n g d a m a ge. I f the target is a creature
other than an u n dead, it m u st s u cceed on a DC 10 Constitution other than a n elf or u n d e a d , it m u st s u cceed o n a DC 1 0
saving throw o r be paralyzed for 1 m i n ute. The ta rget can Constitution s a v i n g t h row o r b e pa ralyzed fo r 1 m i n ute. The
repeat the saving th row at the e n d of each of its t u r n s , e n d i n g target c a n repeat the saving th row at the e n d of each of its
G H O U LS
GIANTS
Ancient empires once cast long shadows over a world
that quaked beneath the giants' feet. In those lost days,
these towering figures were dragon slayers, dreamers,
crafters, and kings, but their kind fell from glory long
ago. However, even divided among secluded clans
scattered throughout the world, the giants maintain the
customs and traditions of old.
Old as Legend. In remote regions of the world,
the last remaining plinths, monoliths, and statues of
the great giant empires bow their heads in desolate
obscurity. Where once those empires sprawled
across all lands, now the giants dwell in isolated
tribes and clans.
Giants are almost as old as dragons, which were
still young when the giants' heavy feet first shook the
foundations of the world. As they spread across new
lands, giants and dragons fought bitter generational
wars that nearly brought both sides low. No living giant
remembers what started the conflict, but myths and
tales of their race's glorious dawn are still sung in their
steadings and holdfasts, vilifying the primeval wyrms.
Giants and dragons continue to harbor grudges against
one another, and it is seldom that they will meet or
occupy the same area without a fight.
THE 0RDNING
Each o f the main giant races-the cloud, fire, frost,
hill, stone, and storm giants-are related by common
elements of history, religion, and culture. They view one
another as kindred, keeping any inherent animosity over
territory and ambition to a minimum.
Giants belong to a caste structure called the ordning.
Based on social class and highly organized, the ordning
assigns a social rank to each giant. By understanding
its place in the ordning, a giant knows which other
giants are inferior or superior to it, since no two giants
are equal. Each of the giant races analyzes a different
combination of skills or qualities to determine the
ordning. Giants make excelling in these qualities the
purpose of their lives.
At the highest level of the ordning, the races of the
giants are also ranked according to status. Storm giants
are the highest in the ordning, followed by cloud giants,
fire giants, frost giants, stone giants, hill giants, and
finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the
chief of a hill giant tribe is inferior to the most common
of stone giants. The lowest ranked giant of any type is
superior to the highest ranked giant of an inferior type.
It isn't considered evil to disrespect or even betray a
giant of another type, merely rude.
CAS T
R WAL LS A N D
" B O U L DE R S ASSA I L E D O U
V I N ' G A P S T H RO U GH WH I C H
LEA
T H E M DO W N , D ."
A P O N S IN H A N
STR O D E, W E
T H E G I AN T S ADD L E S T O N E'S
W E RN
- C A PT A I N 0
S 1 E G E O F S T E R N G ATE
N T OF T H E
P A RT I A L A C C O U
C LOUD GIANT Children of the Trickster. The patron god and
father of the cloud giants is Memnor the Trickster, the
Cloud giants live extravagant lives high above the world, cleverest and slyest of the giant deities. Cloud giants
showing little concern for the plights of other races align themselves according to the aspects and exploits
except as amusement. They are muscular with light skin of Memnor that they most admire, with evil cloud
and have hair of silver or blue. giants emulating his deceitfulness and self-interest and
High and Mighty. Cloud giants are spread to the good cloud giants emulating his intellect and silver
winds, encompassing vast areas of the world. In times tongued speech. Family members usually align in the
of need, scattered cloud giant families band together as same direction.
a unified clan. However, they can seldom do so quickly. Wealth and Power. A cloud giant earns its place in
Attuned to the magic of their airy domains, cloud the ordning by the treasure it accumulates, the wealth
giants are able to turn into mist and create clouds of it wears, and the gifts it bestows on other cloud giants.
billowing fog. They dwell in castles on high mountain However, value is only one part of the assessment. The
peaks, or on the solid clouds that once held their fiefs. extravagances a cloud giant wears or places about its
Still gracing the skies on occasion, these magic clouds home must also be beautiful or wondrous. Sacks of gold
are a lasting remnant of the giants' lost empires. or gems are worth less to a cloud giant than the jewelry
Better spellcasters than most other giants, some cloud that might be crafted from those materials, creating
giants can control weather, bring storms, and steer the treasures that bring esteem to a cloud giant's household.
wind almost as well as their cousins, the storm giants. Rather than steal from one another or fight over
Affluent Princes. Although cloud giants are lower treasures, cloud giants are inveterate gamblers with a
in the ordning than storm giants, the reclusive storm hunger for high risks and high rewards. They frequently
giants rarely engage with the rest of giantkind. As a bet on the outcome of events nominally outside their
result, many cloud giants see themselves as having control, such as the lives of lesser creatures. Ordning
the highest status and power among the giant races. ranks and kings' ransoms can be won and lost in bets
They order lesser giants to seek out wealth and art over the military triumphs of humanoid nations. Fixing
on their behalf, employing fire giants as smiths and wagers by interfering in the conflict causes the loss of
crafters, and using frost giants as reavers, raiders, and the bet, but such deceit is considered to be cheating
plunderers. Dimwitted hill giants serve them as brutes only if it is discovered. Otherwise, it is cleverness
and combat fodder-sometimes fighting for the cloud honoring Memnor.
giants' amusement. A cloud giant might order hill or
frost giants to steal from nearby humanoid lands, which FIRE GIANT
it considers to be a fair tax for its continued beneficence.
On their mountain summits and solid clouds, cloud Master crafters and organized warriors, fire giants
giants keep extraordinary gardens. Grapes as big dwell among volcanoes, lava floes, and rocky mountains.
as apples grow there, along with apples the size of They are ruthless militaristic brutes whose mastery of
pumpkins, and pumpkins the size of wagons. From metalwork is legendary.
Fire Forged. Fire giant fortresses are built around
the errant seeds of these gardens, tales of cottage
sized produce and magic beans are spread in the and inside volcanoes or near magma-filled caverns.
mortal realm. The blistering heat of their homes fuels the fire giants'
As humanoid nobles keep an aerie for hunting hawks, forges, and causes the iron of their fortress walls to
so do cloud giants keep griffons, perytons, and wyverns glow a comforting orange. In lands far removed from
as their own flying beasts of prey. Such creatures also volcanic heat, fire giants mine coal to burn. Traditional
patrol the cloud giants' gardens by night, along with smithies occupy places of honor in their demesnes, and
trained predators such as owlbears and lions. the giants' stony fortresses constantly belch plumes of
sooty smoke. In more remote outposts, fire giants burn
wood to keep their forge fires lit, deforesting leagues of
land in all directions.
FROST G I AN T B O U L D E R
CLO U D G I A N T B O U L D E R
STONE GIANT BOULDER
R E A N G E R: RO T H
"A N O H E R E IS \VH E
greatest battle trophies come from conquered dragons,
T M E BA R B A R ll\N and the greatest frost giant jarls wear armor of dragon
R T H ER E . "
H O R D E. 111 s B O N l' E L L A G A I N S T T H E
ES A R E U N D ER GIANT
- E L D E R ZELl\ N E 01' I
THAT BOU L D E R OVE scales or wield picks and mauls made of a dragon's
S T I V I N, RECO U N T
ING THE GIANT teeth or claws.
WAR S
GI ANTS
HILL GIANT another's shoulders holding a giant-painted pumpkin
head. Reasoning with a hill giant is futile, although
Hill giants are selfish, dimwitted brutes that hunt clever creatures can sometimes encourage a giant to
b
forage, and raid in constant search of food. They lunder take actions that benefit them.
through hills and forests devouring what they can, Raging Bullies. A hill giant that feels as though it
bullying smaller creatures into feeding them. Their has been deceived, insulted, or made into a fool vents
laziness and dullness would long ago have spelled their its terrible wrath on anything it encounters. Even after
end if not for their formidable size and strength. smashing those who offended it into pulp, the giant
Primitive. Hill giants dwell in hills and mountain
rampages until its rage abates, it notices something
valleys across the world, congregating in steadings built more interesting, or it grows hungry.
of rough timber or in clusters of well-defended mud If a hill giant proclaims itself king over a territory
and-wattle huts. Their skins are tan from lives spent where other humanoids Jive, it rules strictly by terror
lumbering up and down the hilly slopes and dozing and tyranny. Its decisions shift with its mood, and if it
beneath the sun. Their weapons are uprooted trees and forgets the title it bestowed upon itself, it might eat its
rocks pulled from the earth. The sweat of their bodies subjects on a whim.
adds to the reek of the crude animal skins they wear,
poorly stitched together with hair and leather thongs. STONE GIANT
Bigger Means Better. In a hill giant's world,
humanoids and animals are easy prey that can be Stone giants are reclusive, quiet, and peaceful as long
hunted with impunity. Creatures such as dragons and as they are left alone. Their granite-gray skin, gaunt
other giants are tough adversaries. Hill giants equate features, and black, sunken eyes endow stone giants
size with power. with a stern countenance. They are private creatures,
Hill giants don't realize they follow an ordning. They hiding their lives and art away from the world.
Inhabitants ofa Stone World. Secluded caves are
know only that other giants are larger and stronger than
they are, which means they are to be obeyed. A hill giant the homes of the stone giants. Cavern networks are
tribe's chief is usually the tallest and fattest giant that their towns, rocky tunnels their roads, and underground
can still move about. Only on rare occasion does a hill streams their waterways. Isolated mountain ranges are
giant with more brains than bulk use its cunning to gain their continents, with the vast spans of land between
the favor of giants of higher status, cleverly subverting seen as oceans that the stone giants only rarely cross.
the social order. In their dark, quiet caves, stone giants wordlessly
Voracious Eaters. With nothing else to occupy them,
chip away at elaborate carvings, measuring time in
hill giants eat as often as possible. A hill giant hunts and the echoing drip of water into cavern pools. In the
forages alone or with a dire wolf companion, so as to not deepest chambers of a stone giant settlement, far from
have to share with other tribe members. The giant eats the chittering of bats or the patrols paced out by the
anything that isn't obviously deadly, such as creatures giants' cave bear companions, are holy places where
known to be poisonous. Rotten meat is fair game, silence and darkness are complete. Stone takes on its
though, as are decaying plants and even mud. most sacred quality in these cavern cathedrals, their
Farmers fear and loathe hill giants. Where a predator buttresses and columns carved with a beauty that
such as an ankheg might burrow through fields and shames the legendary stonecraft of the dwarves.
consume a cow or two before being driven off, a hill Carvers and Seers. Among stone giants, artistry
giant will consume a whole herd of cattle before moving ranks as the greatest virtue. They create intricate
on to sheep, goats, and chickens, then tearing into fruits, murals, paint sprawling murals across cavern walls, and
vegetables, and grain. If a farm family is at hand, the indulge in a wide variety of other artistic disciplines.
giant might snack on them too. They esteem stone carving as the greatest of skills.
Stupid and Deadly. The hill giants' ability to digest Stone giants strive to draw shapes out of raw stone,
nearly anything has allowed them to survive for eons as which they believe reveal meaning inspired by their god,
savages, eating and breeding in the hills like animals. Skoraeus Stonebones. The giants appoint the tribe's
They have never needed to adapt and change, so their best carvers as their leaders, shamans, and prophets.
minds and emotions remain simple and undeveloped. The holy hands of such giants become the hands of the
With no culture of their own, hill giants ape the god as they work.
traditions of creatures they manage to observe for Graceful Athletes. Despite their great size and
a time before eating them. They don't think about musculature, stone giants are lithe and graceful. Skilled
their own size and strength, however. Tribes of hill rock throwers are granted positions of high rank in the
giants attempting to imitate elves have been known to giants' ordning, testing and demonstrating their ability
topple entire forests by trying to live in trees. Others to hurl and catch enormous boulders. Such giants take
attempting to take over humanoid towns or villages the front ranks when a tribe has cause to defend its
get only as far as the doors and windows of a building, home or attack its enemies. However, even in combat,
taking out its walls and roof as they attempt to enter. artistry is key. A stone giant hurling a rock performs
In conversation, hill giants are blunt and direct, and not just a feat of brute strength but also one of stunning
they have little concept of deception. A hill giant might athleticism and poise.
Dreamers under Sky. Stone giants view the world
•
be fooled into running from another giant if a number of
villagers cover themselves in blankets and stand on one outside their underground homes as a realm of dreams
where nothing is entirely true or real. They behave in
1 52
the surface world the way humanoids might behave eyes. They are benevolent and wise unless angered, in
in their own dreams, making little account for their response to which the fury of a storm giant can affect
actions and never fully trusting what they see or hear. A the fate of thousands.
promise made above ground need not be kept. Insults Distant Prophet-Kings. Storm giants live in isolated
can be made without apology. Killing prey or sentient refuges so far above the surface of the world or below
beings is no cause for guilt in the dreaming world the sea that they are beyond the reach of most other
beneath the sky. creatures. Some make their abodes in cloud-top
Stone giants lacking in athletic grace or artistic skill castles so high that flying dragons appear as specks
dwell at the fringes of their society, serving as the tribe's below. Others live atop mountain peaks that pierce the
outlying guardians and far-wandering hunters. When clouds. Some occupy palaces covered with algae and
trespassers stray too far into the mountain territory of a coral at the bottom of the ocean, or grim fortresses in
stone giant clan, those guardians greet them with hurled undersea rifts.
rocks and showers of splintered stone. Survivors of such Detached Oracles. Storm giants recall the glory of
encounters spread tales of stone giant violence, never ancient giant empires forged by the god Annam. They
realizing how little those brutes dwelling in the unreal seek to restore what was lost when those empires fell.
dreaming world resemble their quiet and artistic kin. They don't compete for status in the ordning but live
out the centuries of their existence in contemplative
STORM GIANT seclusion, watching the starry heavens and the ocean's
Storm giants are contemplative seers that live in places depths for signs, symbols, and omens of Annam's favor.
far removed from mortal civilization. Most have pale Storm giants see the events of the world in a wide
purple-gray skin and hair, and glittering emerald eyes. perspective. They can foretell the rise and fall of kings
Some rare storm giants are violet-skinned, with deep and empires, see the beginnings and ends of fortune
violet or blue-black hair and silvery gray or purple and disaster, and find the patterns within seemingly
unrelated events. By reading omens and prophesying,
storm giants learn of vast secrets previously unknown
G I A N T Goos and troves of lore utterly forgotten.
When the giants' a ncient e m p i res fel l , An n a m , fa t h e r of a l l
Kings will rise and fall, wars will be won and lost,
giants, forsook h i s c h i l d ren a n d the world. H e swore never to
look u pon either again u ntil the giants had retu rned to their
and good and evil will wrestle in conflict. Storm giants
glory a n d recl a i med their b i rthright as rulers of the wo rld. As
have watched these events in the manner of mortal
a res u lt, giants pray not to Annam but to h i s d ivine c h i l d re n ,
gods over many lifetimes, and they know it is pointless
along with a host of h e ro-deities a n d godly v i l l a i n s t h a t m a ke to intervene. Even so, a storm giant might willingly
up the giants' pantheon. disclose certain secrets to benevolent beings that visit
Ch ief among these gods are the c h i l d ren of A n n a m , whose its remote domain with specific purpose. Such creatures
sons represent each type of giant: Stron m a u s for storm must speak and act respectfully, however, for a storm
giants, M e m n o r for cloud giants, Skoraeus Stonebones for giant roused to anger is a force of utter destruction.
stone giants, Thrym for frost giants, S u rt u r for fi re gia nts, Solitary Lives. Storm giants communicate
and G ro l a ntor for h i l l giants. N ot all giants auto m atically
infrequently with others of their kind. They do so
revere their k i n d 's pri m a ry d eity, h owever. Many good cloud
giants refu se to wo rs h i p the deceitful M e m n o r, a n d a storm
usually to compare signs and omens or engage in a rare
giant dwel l i n g in the icy m o u n t a i n s of the n o rth m i ght pay
courtship. Storm giant parents stay together to raise a
more hom age to Thrym th an Stro n m a u s . Other giants feel
child to maturity, then return to the solitary isolation
a stronger connection to A n n a m 's d a u ghters, who i nc l u d e they cherish.
H iatea, the h u ntress a n d h o m e warden; l a l l a n i s , goddess Some humanoid cultures worship storm giants as
of love and peace; and Dia ncastra, a n i m petuo u s a n d they would worship lesser gods, creating myths and
arrogant trickster. stories around the giants' exploits and vast knowledge.
Some giants abandon their own gods a n d fall prey to A storm giant is governed by the dictates of its
demon cu lts, paying h o mage to Baph omet or Kostchtchie. conscience, however, and not by any culture's laws or
To wors h i p them or any other n on-giant deity i s a great
codes of honor. As such, a storm giant that bends its
s i n aga i n st the ord n i n g, a n d al most certa i n to m a ke a
giant an outcast.
mind toward greed or gains a taste for petty power can
easily become a terrible threat.
Ii ILL G I A N T
153
TALL TALL TALL TALL 24' TALL TALL
Huge giant, neutral good (50%) or neutral evil (50%)
Saving Throws Con +1 0, Wis +7, Cha +7 Huge giant, lawful evil
Skills I n s i ght +7, Perception +7
Senses passive Perception 1 7 Armor Class 1 8 ( p l ate)
Languages Co m m o n , G i a n t Hit Points 1 62 ( 1 3 d l 2 + 78)
Challenge 9 (5,000 XP) Speed 30 ft.
Innate Spellcasting. T h e giant's i n nate spellcasting a b i l ity i s Saving Throws Dex +3, Con +10, Cha +5
C h a r i s m a . It can i n nately cast t h e fol l owi ng s p e l l s , req u i r i n g n o Skills Athletics +1 1 , Perce pti o n +6
material components:
Damage Immunities fi re
Senses pass ive Perception 1 6
At will: detect magic.fog cloud, light Languages G i ant
3/day each: featherfall, fly, misty step, telekinesis Challenge 9 ( 5 ,000 X P)
l /day each: control weather, gaseous form
ACT I O N S ACTI O N S
Multiattack. The giant m a kes two m o r n i n gstar attacks. Multiattack. The giant m a ke s two greatsword attacks.
Morningstar. Melee Weapon Attack: + 12 to h it, reach 10 ft ., one Greatsword. Melee Weapon Attack: +1 1 to h it, reach 10 ft. , one
target.
Hit: 21 (3d8 + 8) p i e rci n g d a m age. target.
Hit: 28 (6d6 + 7) s l a s h i n g d a m age.
Rock. Ranged Weapon Attack: +1 2 to h it, range 60/240 ft. , one Rock. Ranged Weapon Attack: + 11 to h it, range 60/240 ft. , one
target.Hit: 3 0 (4d l 0 + 8) b l u d geo n i n g d a m age. target.Hit: 29 (4d l 0 + 7) b l u d geo n i n g d a m age.
1 54
GfANTS
Huge giant, neutral evil
ACTI O N S ACT I O N S
Multiattack. The giant m a ke s two greataxe attacks. Multiattack. The giant m a kes two greatc l u b attacks.
Greataxe. Melee Weapon Attack: +9 to h it, reach 10 ft ., o n e Greatc/ub. Melee Weapon Attack: +8 to h it, reach 10 ft. , one
target.
Hit: 25 ( 3 d l 2 + 6 ) s l a s h i n g d a m age. target.Hit: 1 8 (3d8 + 5) b l u d ge o n i n g d a m age.
Rock. Ranged Weapon Attack: +9 to h it, range 60/240 ft., one Rock. Ranged Weapon Attack: +8 to h it, range 60/240 ft., one
target.Hit: 28 (4d l 0 + 6) b l u d geon i n g d a m a ge. target.Hit: 21 ( 3 d l 0 + 5) b l u d geo n i n g d a m age.
G I ANT
1 55
STORM GIANT
Huge giant, chaotic good
GlANTS
GI BBERING MOUTHER
O f all the terrors created b y foul sorcery, gibbering
mouthers are among the most wicked and depraved.
This creature is the composite eyes, mouths, and
liquefied matter of its former victims. Driven to insanity
by the destruction of their bodies and absorption into
the mouther, those victims gibber incoherent madness,
forced to consume everything in reach.
Amoeboid Form. The gibbering mouther's body is
an amorphous mass of mouths and eyes that propels
itself by oozing forward, fastening several mouths
to the ground and pulling its bulk behind. Though
it moves slowly, it swims through water, mud, and
quicksand with ease.
Mouths ofMadness. When a gibbering mouther
senses prey, its mouths begin to murmur and chatter,
each with a different voice: deep or shrill, wailing
or ululating, crying out in agony or ecstasy. This
cacophonous gibbering overcomes the senses of any
creature that hears it, causing most to flee in terror.
Others are overcome with madness or stand paralyzed,
fixated on the horrific creature as it oozes forward to
consume them.
All-Consuming. Driven to devour any creature it can
reach, a gibbering mouther flows over victims transfixed
by its mad ranting, its multitudinous voices temporarily
silenced as it gnaws and swallows living flesh. The
monster liquefies stone with which it comes into contact,
hindering creatures that overcome its gibbering and
attempt to flee.
A gibbering mouther leaves nothing of its prey
behind. However, even as the last of a victim's body is
consumed, its eyes and mouth boil to the surface, ready
to join the chorus of tormented gibbering that welcomes
the monster's next meal.
next t u r n . glob at a point it can see with i n 1 5 feet of it. The g l o b explodes
i n a b l i n d i n g fl a s h of l i ght o n i m pact. Each creature wit h i n 5
Gibbering_ The mouther babbles i n co h erently while it can feet of the flash m u s t s u cceed on a DC 1 3 Dexterity saving
see a ny creature a n d isn't i n capacitated. Each creature that throw or be bl i n ded u n t i l the e n d of the m o uther's next turn.
starts its turn wit h i n 20 feet of the mouther a n d can hear the
g i b b e r in g m u s t s uc ce e d o n a D C O
t::== ==== === ========== l ==
= == = W
i s d o m s av in g th row .
=
== ==== ==== == =
= =========================
==================::::==
::: ==========:::::i �
157
G I B B E R I N G M OUT H E R
GITH
The warlike githyanki and the contemplative githzerai
are a sundered people-two cultures that utterly despise
one another. Before there were githyanki or githzerai,
these creatures were a single race enslaved by the mind
flayers. Although they attempted to overthrow their
masters many times, their rebellions were repeatedly
crushed until a great leader named Gith arose.
After much bloodshed, Gith and her followers threw
off the yoke of their illithid masters, but another leader
named Zerthimon emerged in the aftermath of battle.
Zerthimon challenged Gith's motives, claiming that
her strict martial leadership and desire for vengeance
amounted to little more than another form of slavery
for her people. A rift erupted between followers of each
leader, and they eventually became the two races whose
enmity endures to this day.
Whether these tall, gaunt creatures were peaceful or
savage, cultured or primitive before the mind flayers
enslaved and changed them, none can say. Not even
the original name of their race remains from that
distant time.
GITHYANKI
The githyanki plunder countless worlds from the decks
of their astral vessels and the backs of red dragons.
Feathers, beads, gems, and precious metals decorate
their armor and weapons-the legendary silver swords
with which they cut through their foes. Since winning
their freedom from the mind flayers, the githyanki have
become ruthless conquerors under the rulership of their
dread lich-queen, Vlaakith.
Astral Raiders. The githyanki despise all other races,
undertaking devastating raids that take them from their
strongholds in the Astral Plane to the farflung corners
of the multiverse. War is the ultimate expression of
githyanki culture, and their pitiless black eyes know
no mercy. After a raid, they leave shattered survivors
enough food and resources to weakly endure. Later, the
githyanki return to their conquered foes, plundering
them again and again.
Followers ofGith. In their own language, githyanki
means "followers of Gith." Under the guidance of Gith,
the githyanki stratified into a militaristic society, with
a strict caste system, dedicated to the ongoing fight
against the victims and sworn enemies of their race.
When their leader Gith perished, she was replaced by
her undead adviser, Vlaakith. The lich-queen forbade
worship of all beings except herself.
Of all their enemies, the githyanki most hate their
former masters, the mind flayers. Their close kin,
the githzerai, are second in their enmity. All other
creatures are treated with simple contempt by the
githyanki, whose xenophobic pride defines their view of
inferior races.
Silver Swords. In ancient times, gith knights created
special weapons to combat their mind flayer masters.
These silver swords channel the force of the wielder's
will, dealing psychic as well as physical damage. A
githyanki can't become a knight until it masters the
singular discipline needed to will such a blade into
existence. A silver sword is equivalent to a greatsword, Githzerai fortress-monasteries stand resolute against
and takes on the properties of a +3 greatsword in the the chaos that surrounds them, virtually impervious
hands of its creator. to the turmoil of their surroundings, because the
In the eyes of the githyanki, each silver sword is a githzerai will it. Each monastery is overseen by monks
priceless relic and a work of art. Githyanki knights that impose a strict schedule of chants, meals, martial
will hunt down and destroy any non-githyanki that arts training, and devotions according to their own
dares to carry or wield a silver sword, reclaiming it for philosophy. Behind their psionically fortified walls, the
their people. githzerai embrace thought, learning, psionic power,
Red Dragon Riders. In the uprising against the order, and discipline above all other things.
illithids, Gith sought allies. Her adviser Vlaakith The social hierarchy of the githzerai is based on merit,
appealed to Tiamat, the goddess of evil dragonkind, and those githzerai who are the wisest teachers and
and Gith ventured into the Nine Hells to meet with her. the most skilled at physical and mental combat become
Only Tiamat now knows what passed between them, leaders. The githzerai revere great heroes and teachers
but Vlaakith returned to the Astral Plane with the of the past, emulating those figures' virtues in their
Dragon Queen's red dragon consort Ephelomon, who everyday lives.
proclaimed that his kind would forever act as allies to Disciples ofZerthimon. Githzerai revere Zerthimon,
the githyanki. Not all red dragons honor the alliance the founder of their race. Although Gith won their
kindled so long ago, but most at least don't consider the people's freedom, Zerthimon saw her as unfit to lead.
githyanki their enemies. He believed that her warmongering would soon make
Outposts in the Mortal Realm. Since creatures her a tyrant no better than the mind flayers.
that dwell on the Astral Plane don't age, the githyanki Skilled githzerai monks that best exemplify the
establish creches in remote areas of the Material Plane teachings and principles of Zerthimon are called zerths.
to raise their young. Doubling as military academies, These powerful and disciplined monks can shift their
these creches train young githyanki to harness their bodies from one plane to another using only the power
psychic and combat abilities. When a githyanki grows of their minds.
to adulthood and slays a mind flayer as part of a sacred Beyond Limbo. Though githzerai rarely deal with
rite of passage, it is permitted to rejoin its people on the the realms beyond Limbo, advanced monks of other
Astral Plane. races sometimes seek out a githzerai monastery and
attempt to gain admittance as students. More rarely, a
GITHZERAI githzerai master establishes a hidden monastery on the
Focused philosophers and austere ascetics, the Material Plane to train young githzerai or to spread the
githzerai pursue lives of rigid order. Lean and muscular, philosophy and teachings of Zerthimon.
they wear unadorned clothing free of ornamentation, As disciplined as they are, the githzerai have never
keeping their own counsel and trusting few creatures forgotten their long imprisonment by the mind flayers.
outside of their own kind. Having turned their backs As a special devotion, they organize a rrakkma-an
on their warlike githyanki kin, the githzerai maintain a illithid hunting party-to other planes, not returning
strict monastic lifestyle, dwelling on islands of order in to their monasteries until they slay at least as many
the vast sea of chaos that is the plane of Limbo. illithids as there are hunters in the party.
Psionic Adepts. The progenitors of the githzerai
adapted to-and were transformed by-the psychic
environment imposed on them by their illithid
overlords. Under the teachings of Zerthimon, who
called on his people to abandon the warlike ambitions
of Gith, the githzerai focused their mental energy
on creating physical and psychic barriers to protect
them from attack, psychic or otherwise. Fighting is
personal to a githzerai, which uses its mind to daze
and incapacitate opponents, leaving them vulnerable to
physical punishment.
Order amid Chaos. The githzerai willingly dwell in
the heart of utter chaos in Limbo-a twisting, mercurial
plane prone to manipulation and subjugation by
githzerai minds strong enough to master it. Limbo is
a maelstrom of primal matter and energy, its terrain a
storm of rock and earth swept up in torrents of murky
liquid, buffeted by strong winds, blasted by fire, and
chilled by crushing walls of ice.
The forces of Limbo react to sentience, however.
Using the power of their minds, the githzerai tame the
plane's chaotic elements, causing them to settle into
fixed and survivable forms and creating oases and
sanctuaries within the maelstrom.
G ITH
1 59
GITHYANKI WARRIOR
Medium humanoid (gith), lawful evil
ACTI O N S
Multiattack. The githya n k i m a kes two greatsword attacks.
GITHYANKI KNIGHT
Medium humanoid (gith), lawful evil
ACT I O N S
Multiattack. The githyanki m a kes two si lver greatsword attacks.
OITH
160
GITHZERAI MONK
Medium humanoid (gith), lawful neutral
Armor Class 1 4
Hit Points 3 8 (7d8 + 7)
Speed 30 ft.
ACT I O N S
Multiattack. The githzerai m a kes two u n a r m e d strikes.
GITHZERAI ZERTH
Medium humanoid (gith), lawful neutral
Armor Class 1 7
Hit Points 8 4 ( 1 3 d 8 + 26)
Speed 30 ft.
ACT I O N S
Multiattack. The githzerai m a kes two u n a r m e d stri kes.
ACT I O N S
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft. , o n e creature.
Hit: 4 ( l d4 + 2) pierc i n g d a m age.
Spear. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft . or
range 20/60 ft. , o n e target. Hit: 5 (ld6 + 2) p i e rc i n g d a mage, or
6 ( l d 8 + 2) pi ercing d a m age if used with two h a n d s to m a ke a
m e l ee attack.
Senses d a rkvision 60 ft. , passive Perception 1 0 STR DEX CON INT WIS CHA
Languages G no l l 17 (+3) 1 5 (+2) 15 (+2) 1 0 (+O) 11 (+O) 13 (+l)
Challenge 2 (450 XP)
Saving Throws Con +4, Wis +2, C h a +3
Rampage. When the gn ol l reduces a creature to 0 hit points Senses d a rkvision 60 ft., passive Perce pti o n 10
ACTI O N S Rampage. When the g n o l l red u ces a creature to 0 hit poi nts
Multiattack. The gnoll m a kes two attacks, either with its g l a i ve with a melee attack o n its turn, t h e gnoll can take a b o n u s
or its l o n gbow, a n d uses its I n cite Ra m page if it can. a c t i o n to m o v e u p t o half its s p e e d a n d m a ke a b i t e attack.
G N O LLS
DEEP GNOME (SVIRFNEBLIN)
Small humanoid (gnome), neutral good
deep gnomes fear and despise the murderous, demon target.Hit: 6 ( 1 d8 + 2 ) pierci n g d a m a ge.
worshiping drow the most. Poisoned Dart. Ranged Weapon Attack: +4 to h it, range 30/ 1 20
Earth Friends. Deep gnomes are often encountered ft . , o n e creature. H it: 4 ( l d 4 + 2) piercing d a mage, a n d the
in the company of creatures from the Elemental Plane target m u st succeed o n a DC 12 Constitution sav i n g t h row or
of Earth. Some svirfneblin can summon such creatures. be poisoned fo r 1 m i n ute. The target c a n repeat the saving
t h row at the end of each of its turns, e n d i n g the effect o n itself
•
Earth creatures guard svirfneblin settlements,
especially xorn enticed to service with the promise of on a s u ccess.
gems to feed on.
G N O M E , D E E P (SVIRFN E B LI N )
GOBLINS
Goblins are small, black-hearted, selfish humanoids that
lair in caves, abandoned mines, despoiled dungeons,
and other dismal settings. Individually weak, goblins
gather in large-sometimes overwhelming-numbers.
They crave power and regularly abuse whatever
authority they obtain.
Goblinoids. Goblins belong to a family of creatures
called goblinoids. Their larger cousins, hobgoblins and
bugbears, like to bully goblins into submission. Goblins
are lazy and undisciplined, making them poor servants,
laborers, and guards.
Malicious Glee. Motivated by greed and malice,
goblins can't help but celebrate the few times they have
the upper hand. They dance, caper with sheer joy when
victory is theirs. Once their revels have ended, goblins
delight in the torment of other creatures and embrace
all manner of wickedness.
Leaders and Followers. Goblins are ruled by the
strongest or smartest among them. A goblin boss might
command a single lair, while a goblin king or queen
(who is nothing more than a glorified goblin boss)
rules hundreds of goblins, spread out among multiple
lairs to ensure the tribe's survival. Goblin bosses are
easily ousted, and many goblin tribes are taken over by
hobgoblin warlords or bugbear chiefs.
Challenging Lairs. Goblins festoon their lairs with
alarms designed to signal the arrival of intruders. Those
lairs are also riddled with narrow tunnels and bolt-holes
that human-sized creatures can't navigate, but which
goblins can crawl through with ease, allowing them to
flee or to circle around and surprise their enemies.
Rat Keepers and WolfRiders. Goblins have an
affinity for rats and wolves, raising them to serve as
companions and mounts, respectively. Like rats, goblins
shun sunlight and sleep underground during the day.
Like wolves, they are pack hunters, made bolder by their
numbers. When they hunt from the backs of wolves,
goblins use hit-and-run attacks.
Worshipers ofMaglubiyet. Maglubiyet the Mighty
One, the Lord of Depths and Darkness, is the greater
god of goblinoids. Envisioned by most goblins as an
eleven-foot-tall battle-scarred goblin with black skin and
fire erupting from his eyes, he is worshiped not out of
adoration but fear. Goblins believe that when they die in
battle, their spirits join the ranks of Maglubiyet's army
on the plane of Acheron. This is a "privilege" that most
goblins dread, fearing the Mighty One's eternal tyranny
even more than death.
,. B R E E - YA R f(
·' "
wE
- Goe L I N
F OR ..
S U RREN D E '
R. "
(O R S O T
>< E y S AY)
GOBLIN Boss
Small humanoid (goblinoid), neutral evil
ACT I O N S
Skills Stealth + 6
Senses d a rkvision 6 0 ft. , passive Percepti o n 9 Multiattack. The gob l i n m a kes two attacks with its s c i m itar.
Languages Com m o n , G o b l i n The seco n d attack h a s d i sadva ntage.
Challenge 1 /4 (SO X P)
Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft. , o n e
target.Hit: 5 ( l d 6 + 2 ) s l a s h i n g d a m age.
Nimble Escape. The go b l i n can take the D i s e n gage o r H i d e
javelin. Melee or Ranged Weapon Attack: +2 to h it, reach 5 ft. or
action a s a b o n u s action o n each o f i t s t u r n s .
range 30/ 1 20 ft. , o n e target. Hit: 3 ( l d 6) p i e rc i n g d a m age.
ACT I O N S
R E ACT I O N S
Scimitar. Melee Weapon Attack: +4 to h it, reach 5 ft. , o n e
Redirect Attack. When a creature the g o b l i n can see targets
target. Hit: 5 (l d 6 + 2) s l a s h i n g d a m a ge.
GOBLI N S
166
GO LE M S CLAY GOLEM
Golems are made from humble materials-clay, flesh Sculpted from clay, this bulky golem stands head and
and bones, iron, or stone-but they possess astonishing shoulders taller than most human-sized creatures. It is
power and durability. A golem has no ambitions, human shaped, but its proportions are off.
needs no sustenance, feels no pain, and knows no Clay golems are often divinely endowed with purpose
remorse. An unstoppable juggernaut, it exists to follow by priests of great faith. However, clay is a weak vessel
its creator's orders, and it protects or attacks as that for life force. If the golem is damaged, the elemental
creator demands. spirit bound into it can break free. Such a golem
To create a golem, one requires a manual ofgo/ems runs amok, smashing everything around it until it is
(see the Dungeon Master's Guide). The comprehensive destroyed or completely repaired.
illustrations and instructions in a manual detail the
process for creating a golem of a particular type. FLE SH GOLEM
Elemental Spirit in Material Form. The construction A flesh golem is a grisly assortment of humanoid body
of a golem begins with the building of its body, requiring parts stitched and bolted together into a muscled brute
great command of the craft of sculpting, stonecutting, imbued with formidable strength. Its brain is capable
ironworking, or surgery. Sometimes a golem's creator of simple reason, though its thoughts are no more
is the master of the art, but often the individual sophisticated than those of a young child. The golem's
who desires a golem must enlist master artisans to muscle tissue responds to the power of lightning,
do the work. invigorating the creature with vitality and strength.
After constructing the body from clay, flesh, iron, or Powerful enchantments protect the golem's skin,
stone, the golem's creator infuses it with a spirit from deflecting spells and all but the most potent weapons.
the Elemental Plane of Earth. This tiny spark of life A flesh golem lurches with a stiff-jointed gait, as if not
has no memory, personality, or history. It is simply the in complete control of its body. Its dead flesh isn't an
impetus to move and obey. This process binds the spirit ideal container for an elemental spirit, which sometimes
to the artificial body and subjects it to the will of the howls incoherently to vent its outrage. If the spirit
golem's creator. breaks free of its creator's will, the golem goes berserk
Ageless Guardians. Golems can guard sacred sites, until calmed, or until its shell of flesh is destroyed or
tombs, and treasure vaults long after the deaths of completely healed.
their creators, carrying out their appointed tasks for
all eternity while brushing off physical damage and I RON GOLEM
ignoring all but the most potent spells.
The mightiest o f the golems, the iron golem i s a
A golems can be created with a special amulet or
massive, towering giant wrought of heavy metal. An
other item that allows the possessor of the item to
iron golem's shape can be worked into any form, though
control the golem. Golems whose creators are long dead
most are fashioned to look like giant suits of armor. Its
can thus be harnessed to serve a new master.
fist can destroy creatures with a single blow, and its
Blind Obedience. When its creator or possessor is
clanging steps shake the earth beneath its feet. Iron
on hand to command it, a golem performs flawlessly. If
golems wield enormous blades to extend their reach,
the golem is left without instructions or is incapacitated,
and all can belch clouds of deadly poison.
it continues to follow its last orders to the best of its
An iron golem's body is smelted with rare tinctures
ability. When it can't fulfill its orders, a golem might
and admixtures. Though other golems bear weaknesses
react violently-or stand and do nothing. A golem that
inherent in their materials or the power of the elemental
has been given conflicting orders sometimes alternates
spirit bound within them, iron golems were designed
between them.
to be nearly invulnerable. Their iron bodies imprison
A golem can't think or act for itself. Though it
the spirits that drive them, and are susceptible only
understands its commands perfectly, it has no grasp
to weapons imbued with magic or the strength
of language beyond that understanding, and can't be
of adamantine.
reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air,
food, drink, or sleep.
STONE GoLEM
Stone golems display great variety i n shape and form,
cut and chiseled from stone to appear as tall, impressive
statues. Though most bear humanoid features, stone
golems can be carved in any form the sculptor can
imagine. Ancient stone golems found in sealed tombs
•" B EYOND TH E UNO P E Nl\ BL E o ooRS Ll\VNE GTHRl\RND
I\
, or flanking the gates of lost cities sometimes take the
LL ENO lN G BE FOR E I\TOW ERl N G STOLER /\ND ONE forms of giant beasts.
Hl\ SAT l\N lRO N ST/\ T UE Tl\L C L.U TC.H EO Like other golems, stone golems are nearly
U PO N \Y H\Cl-' TWO M EN . lN O NE HA NO IT \\/ HIP.
W ID ER TH ANoR O, IN T HE O THE R, A FEATH ER impervious to spells and ordinary weapons. Creatures
l\N lRO N Sw H l\VE T UR N ED Bl\C K TH EN ." that fight a stone golem can feel the ebb and flow of time
W E S HO UL D AR C HM l\GE , slow down around them, almost as though they were
- M o RD ENK l\lNPAE NR.TTHE
V ' S HAR RO WIN G made of stone themselves.
cH RO NlC Ll NG l HN IST HE O UN GEO NS BELOW
El<PLOlT S M l\ UR E C
l\ST LE
G O LE M S
•
•
Haste (Recharge 5-6).
Berserk. Whe never t h e golem starts its turn with 60 hit poi nts go l e m magically gains a +2 b o n u s to its AC, has advantage
or fewer, ro l l a d 6 . On a 6, t h e golem goes berserk. On each of on Dexterity saving t h rows, a n d can u se its s l a m attack as a
b o n u s a c ti o n .
C::==================================::::=========================�======================::::==::;:========::::i
168
FLESH GOLEM
Medium construct, neutral
Armor Class 9
Hit Points 93 ( l l d 8 + 44)
Speed 30 ft .
Berserk. Whe never the golem starts its turn with 40 hit points
o r fewer, ro l l a d 6 . O n a 6, t h e golem goes berserk. O n each of
its turns w h i l e berserk, the golem attacks the nearest creature
it can see. I f n o creature is near e n ough to move to and attack,
the golem attacks a n object, with preference for an object
s m a l l e r than itself. O n ce the golem goes berserk, it cont i n u e s
t o d o so u nt i l i t is destroyed or regai n s a l l i t s hit points.
The go l e m ' s creator, if w i t h i n 60 feet of the be rserk golem,
can try to c a l m it by speaki n g fi r m ly a n d p e r s u asively. The
golem must be able to hear its creator, who m u st take an
action to m a ke a DC 15 C h a r i s m a (Persuas ion) check. I f the
check s u cceeds, the go I e m ceases being berserk. I f it takes
d a mage while sti l l at 40 hit points or fewer, the golem m i ght go
be rserk a g a i n .
ACTI O N S
Multiattack. The go l e m m a ke s two s l a m attacks.
GO LE M :>
1& 9
Large construct, unaligned STONE GOLEM
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20 d l 0 + 1 00) Armor Class 1 7 (natural a r m or)
Speed 30 ft. Hit Points 1 78 ( 1 7d l 0 + 85)
Speed 30 ft.
STR DEX CON INT WIS CHA
24 (+7) 9 (-1 ) 20 (+5) 3 (-4) 1 1 (+O) l (-5) STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 11 (+O) l (-5)
Damage Immunities fi re, poison, psyc h i c ; b l u d geoni ng,
pierc i n g, and s l a s h i n g from n o n m agical attacks not m a d e Damage Immunities poison, psych ic; b l u dgeo n i ng, piercing,
w i t h a d a m a n t i n e weapons a n d s l a s h i n g from n o n m a gical attacks not m a d e with
Condition Immunities c h a rmed, exhau stio n , frighte n e d , a d a m a n t i n e weapons
p a ralyzed, petrifi ed, poisoned Condition Immunities charmed, exh austion, frighte n e d ,
Senses d a rkvision 1 20 ft. , passive Perception l 0 paralyzed, petrified, poisoned
Languages u n d erstands the languages of its creator but Senses d a rkvision 1 20 ft . , passive Perception 10
c a n 't speak Languages u n d erstands t h e l an g uages of its creator but
Challenge 16 ( 1 5,000 XP) c a n 't speak
Challenge 1 0 ( 5 ,900 XP)
Immutable Form. The go l e m is i m m u n e to a n y spell or effect Magic Resistance. The go l e m h a s advantage on saving th rows
t h at wou l d alter its fo r m . aga i n st spel l s a n d other m agical effects.
Magic Resistance. The go lem h a s advantage on savi n g th rows Magic Weapons. The go l e m ' s weapon attacks are magical.
against s p e l l s a n d oth e r magical effects.
GORGON
allowing them to detect the presence of creatures and
objects in their immediate vicinity. The creature's ability
to manipulate electricity to sense and move also allow it
to absorb lightning without harm.
Although solitary by nature, grells sometimes gather
in small groups called covens.
Floating Ambushers. A grell prefers to ambush
lone creatures or stragglers, hovering silently near the
ceiling of a passage or cavern until a suitable target
passes below, whereupon it descends quickly and wraps
its tentacles around its prey. It then floats away to its lair
with the paralyzed creature in its clutches.
Alien Devourers. Grell are alien predators that group
other creatures into three categories: edibles, inedibles,
and Great Eaters (those rare creatures that might prey
on a grell). Grells have no compunction about attacking
creatures they classify as edible, including humanoids.
They tend to avoid bigger creatures that they have little
hope of carrying away.
A grell will sometimes allow adventurers to wage
war on the other monstrous inhabitants of the dungeon
complex it calls home, staying out of the adventurers'
way as they dispose of larger threats while waiting for
the right time to strike.
GRELL
Medium aberration, neutral evil
Armor Class 1 2
Hit Points 5 5 ( 1 0 d 8 + 1 0)
Speed 10 ft. , fly 30 ft. (hover)
into its tentacles to handle or manipulate objects it When the grell moves , a ny M e d i u m o r s m a l l er target it is
Grells have no eyes and floats by means of a sort of Beak. Melee Weapon Attack: +4 to h it, reach 5 ft . , o n e target.
levitation. They have keen hearing, however, and their Hit: 7 (2d4 + 2) p ierci ng d a m age.
skin is sensitive to vibrations and electrical fields,
GRELL
GRICK
The wormlike grick waits unseen, blending in with the
GRICK rock of the caves and caverns it haunts. Only when prey
Medium monstrosity, neutral
comes near does it rear up, its four barbed tentacles
Armor Class 14 (nat u ra l a r m or) unfurling to reveal its hungry, snapping beak.
Hit Points 27 (6d8) Passive Predators. Gricks rarely hunt. Instead, they
Speed 30 ft . , c l i m b 30 ft . drag their rubbery bodies to places where creatures
regularly pass, lurking out of sight amid rocky rubble
STR DEX CON I NT WIS CHA and debris, squeezing into burrows, holes, or crevices,
14 (+2) 14 (+2) 11 (+O) 3 (- 4) 1 4 (+2) 5 (-3) climbing up to ledges, or coiling around stalactites
to drop on unwary prey. A grick consumes virtually
Damage Resistances b l u d ge o n i n g, p i e rcing, and s l a s h i n g from anything that moves except for other gricks. It targets
n o n m agical attacks
Senses darkvision 60 ft. , pass ive Perception 1 2
the nearest prey, grabbing a fallen creature with its
tentacles and dragging it off to eat alone.
Languages -
Challenge 2 (450 XP) Roving Ambushers. Gricks remain in an area until
the food supply dwindles, often because sentient
creatures become aware of their presence and plot
Stone Camouflage. The grick has advantage o n Dexterity alternate routes around their lairs. When prey is scarce
(Stealth) checks made to h i d e in rocky terra i n . in the Underdark, gricks venture aboveground to hunt
in the wilderness, lurking in trees or on cliff-side ledges.
ACT I O N S
A grick pack is often led by a single well-fed, oversized
Multiattack. The grick m a kes o n e attack with its tentacles. I f alpha around which the others congregate.
t h a t attack h its, the g r i c k can m a ke o n e beak attack aga i n s t t h e Spoils ofSlaughter. Over time, grick lairs accumulate
s a m e target.
the cast-off possessions of intelligent prey, and expert
Tentacles. Melee Weapon Attack: +4 to h it, reach 5 ft., one guides know to look out for these telltale signs.
target.Hit: 9 ( 2 d 6 + 2) s l a s h i n g d a mage. Underdark explorers sometimes seal off the routes
leading to and from a grick lair to starve them, then
Beak. Melee Weapon Attack: +4 to h it, reach 5 ft. , o n e target.
claim the wealth of the foul creatures' victims.
Hit: 5 ( l d 6 + 2) pierc i n g d a m age.
GRICK ALPHA
Large monstrosity, neutral
ACTI O N S
Multiattack. T h e grick m a kes two attacks: o n e with its tail a n d
o n e w i t h its tentacles. I f it h its w i t h its tentacles, t h e grick can
m a ke o n e beak attack aga i nst the s a m e target.
1 73
Griffons are ferocious avian carnivores with the
muscular bodies of lions and the head, forelegs, and
wings of eagles. When they attack, griffons are as swift
and deadly as eagles, even as they strike with a lion's
savage might and grace.
Horse Eaters. Griffons hunt in small prides, flying
high over plains and forests near their rocky cliff-side
aeries. Herd animals and horses are the prey they
crave above all others, though they also hunt and kill
hippogriffs. When it spots horses, a griffon screeches
to alert its pride mates, which descend quickly
toward their prey.
Those riding or herding horses dread the griffon's
piercing cry, preparing themselves for the bloody fight
that inevitably follows. A griffon ignores a horse's rider
when possible, and a rider that abandons its mount, or
a herder that releases one or two horses, can escape
GRIFFON unharmed while the griffon targets its chosen prey.
Large monstrosity, unaligned
Riders who attempt to protect their horses attract the
Armor Class 1 2 full fury of an attacking griffon.
Hit Points 5 9 ( 7d l 0 + 2 1 ) Sky Dwellers. Griffons lair in high rocky clifftop
Speed 30 ft., fly 8 0 ft. aeries, building their nests from sticks, leaves, and the
bones of their prey. Once griffons establish a territory,
STR DEX CON INT WIS CHA they remain in that area until the food supply has
1 8 (+4) 1 5 (+2) 1 6 (+3) 2 (- 4) 13 (+l) 8 (- 1 ) been exhausted.
Aggressive and territorial, griffons engage in brutal
Skills Perception +5 aerial combat to defend their aeries, tearing and
Senses darkvision 60 ft., passive Perception 1 5 shredding the wings of flying intruders to send them
Languages - spiraling to the ground. Creatures that climb to a
Challenge 2 (450 X P)
griffon's lair are plucked from the cliffs and eaten, or are
knocked from the heights to go tumbling to their deaths.
Keen Sight. T h e griffon h a s advantage o n Wisdom (Perception) Trained Mounts. A griffon raised from an egg can be
checks that rely o n si ght. trained to serve as a mount. However, such training is
time consuming, expensive (mostly for the ample food
ACTI O N S the creature requires), and dangerous. Expert trainers
Multiattack. The griffon m a kes two attacks: o n e with its beak well versed in the griffon's legendary ferocity are typically
a n d o n e with its c l aws. the only ones able to raise these creatures safely.
Beak. Melee Weapon Attack: +6 to h it, reach 5 ft. , o n e target.
Once trained, a griffon is a fierce and loyal steed. It
Hit: 8 ( l d 8 + 4) piercing d a mage.
•
bonds with one master for life, fighting to the death to
protect that rider. A griffon mount retains its ravenous
Claws. Melee Weapon Attack: +6 to h it, reach 5 ft. , o n e target. appetite for horseflesh, and a wise master ensures that
Hit: 11 (2d6 + 4) s l a s h i n g d a mage. a griffon remains satiated with other prey when passing
c==::::==:=====::j through civilized lands.
G R I FFON
1 74
GRIM LOCK
The degenerate subterranean grim locks were once
human, but their worship of the mind flayers over
generations of prowling the Underdark transformed
them into blind, monstrous cannibals long ago.
Debased Cultists. The empire of the mind flayers
once spread across many worlds, enslaving countless
races. Among those were human cultures whose high
priests the mind flayers subverted using their insidious
powers of thought control. Those leaders gradually
turned the faiths of their followers toward the illithids,
which they worshiped as blasphemous deities.
Over time, the rituals of these enslaved humans
created fervent cannibal cults that regarded the brain
eating of the mind flayers as a holy sacrament. The
illithids commanded their worshipers to abduct other
sentient creatures to be sacrificed. After the victims'
brains had been consumed, the mind flayers gave the
lifeless bodies to the cultists.
Blind Hunters. When the rule of the mind flayers GRIMLOCK
crumbled, their cults faced constant warfare from their Medium humanoid (grim/ock), neutral evil
enemies, the same creatures that had once been their
Armor Class 1 1
Hit Points 1 1 (2d8 + 2)
victims. The cults fled into the Underdark domains of
Speed 30 ft.
their illithid gods. Over generations in that lightless
realm, the cultists learned to rely on their other senses
for survival. In time, their eyes withered away and STR DEX CON I NT WIS CHA
eyelids sealed, leaving only covered eye sockets behind. 1 6 (+3) 12 (+l ) 12 (+l) 9 (-1 ) 8 (-1 ) 6 (-2)
A grimlock's ears prick up at the faintest footfall or
whisper echoing down stone passageways. It can speak Skills Ath l etics +5, Perception +3, Stealth +3
in tones too low for most other humanoids to hear. The Condition Immunities b l i nd e d
odors of sweat, flesh, and blood awaken its hunger, Senses b l i n d sight 30 ft. or 1 0 ft. w h i l e deafened ( b l i n d beyond
and it can track by such scents like a bloodhound. To this rad i u s) , pass ive Perception 13
enhance their senses, grimlocks leave trails of blood, Languages U n dercommon
piles of dung, or the viscera of slain prey in places far Challenge 1/4 (SO XP)
from their lairs. When intruders pass through those
areas, they carry the foul scents with them, warning the Blind Senses. The g r i m l oc k can't use its b l i n d s i ght w h i l e
grimlocks of their approach. deafe n e d a n d u n a b l e to s m e l l .
For most creatures, blindness is an enormous
Keen Hearing and Smell. The grim l o c k h a s adva ntage o n
Wisdom (Perception) checks that rely on h e a r i n g or s m e l l .
hindrance. For a grimlock with its other heightened
senses, sightlessness is a boon. A grimlock isn't fooled
by visual illusions or misperceptions. It is fearless as it Stone Camouflage. T h e gri m l o c k h a s adva ntage o n Dexterity
stalks prey. (Stealth) checks made to h i d e in rocky terra i n .
Endless War. Grimlocks still venerate the mind
flayers, serving them whenever possible. Grimlocks also ACT I O N S
recall the war in which they were driven underground. Spiked Bone Club. Melee Weapon Attack: + 5 to hit, reach 5 ft.,
To them, it has never ended. They continue to return o n e target. Hit: 5 (ld4 + 3) b l u d geo n i n g d a m age p l u s 2 (l d4)
to the surface world to abduct captives for their piercing d a mage.
illithid masters.
1 75
G R I M LO C K
.....,
H \GS
Some humanoids make the mistake of thinking that
the hags' rules of conduct apply to all creatures. When
confronted by such an individual, a hag might find it
amusing to string the fool along for a while before
teaching it a permanent lesson.
Dark Lairs. Hags dwell in dark and twisted
woods, bleak moors, storm-lashed seacoasts,
and gloomy swamps. In time, the landscape
around a hag's lair reflects the creature's
noxiousness, such that the land itself can
attack and kill trespassers. Trees twisted by
darkness attack passersby, while vines snake
through the undergrowth to snare and drag off
creatures one at a time. Foul stinking fogs turn
the air to poison, and conceal pools of quicksand and
sinkholes that consume unwary wanderers.
GREEN H AG
The wretched and hateful green hags dwell in dying
forests, lonely swamps, and misty moors, making
their homes in caves. Green hags love to manipulate
other creatures into doing their bidding, masking their
intentions behind layers of deception. They lure victims
to them by mimicking voices calling out for help, or
drive unwanted visitors away by imitating the cries of
fierce beasts.
Obsession with Tragedy. Green hags revel in
the failings and tragedies of other creatures. They
derive joy from bringing people low and seeing hope
turn into despair, not just for individuals but also for
whole nations.
Covens. A green hag that is part of a coven (see
the "Hag Covens" sidebar) has a challenge rating of
5 (1 ,800 XP).
H AUS
177
NIGHT HAG
Sly and subversive, night hags want to see the virtuous
turn to villainy: love turned into obsession, kindness
turned to hate, devotion to disregard, and generosity
to selfishness. Night hags take perverse joy in
corrupting mortals.
Night hags were once creatures of the Feywild, but
their foulness saw them exiled to Hades long ago, where
they degenerated into fiends. The night hags have long
since spread across the Lower Planes.
Sou/mongers. While a humanoid sleeps, a night hag
can straddle the person ethereally and intrude upon its
dreams. Any creature with truesight can see the hag's
spectral form straddling its prey. The ethereal hag fills
her victim's head with doubts and fears, in the hope of
tricking it into performing evil acts in the waking world.
The hag continues her nightly visitations until the victim
finally expires in its sleep. If the hag has driven her
victim to commit evil deeds, she traps its corrupted soul
in her soul bag (see the "Night Hag Items" sidebar) for
transport to Hades.
Covens. A night hag that is part of a coven (see
the "Hag Covens" sidebar) has a challenge rating of
7 (2,900 XP).
SEA HAG
Sea hags live in dismal and polluted underwater lairs,
surrounded by merrow and other aquatic monsters.
Beauty drives a sea hag to fits of anger. When
confronted with something beautiful, the hag might
simply attack it or deface it. If something beautiful gives
hope, a sea hag wants it to cause despair. If it inspires
courage, the sea hag wants it to cause fear.
Ugly Inside and Out. Sea hags are by far the ugliest
of all hags, with slimy scales covering their pallid skin.
A sea hag's hair resembles seaweed and covers her
emaciated body, and her glassy eyes seem as lifeless
as a doll's. Although a sea hag can hide her true form
under a veil of illusion, the hag is cursed to forever
appear ugly. Her illusory form appears haggard at best.
Covens. A sea hag that is part of a coven (see the "Hag
Covens" sidebar) has a challenge rating of 4 ( 1 , 100 XP).
Amphibious. The h a g can b reathe air a n d water. Illusory Appearance. The hag covers herself a n d anyth i n g she
i s wea ring or carryi n g with a magical i l l u s i o n that m a kes her
Horrific Appearance. Any h u m a no i d that starts its t u rn wit h i n look l i ke a n ugly creature of h e r general size a n d h u m a n o i d
30 feet o f t h e h a g a n d can s e e the h a g ' s t r u e fo r m m u st m a ke s h a p e . The effect e n d s if the h a g t a k e s a b o n u s a c t i o n to e n d it
a DC 1 1 Wisdom saving th row. On a fa i led save, t h e creature is or if s h e d ies.
frightened fo r l m i n ute. A creature can repeat the saving th row The c h a n ges wrought by th·i s effect fa i l to h o l d up to physical
at the e n d of each of its turns, with d i sadvantage if the h a g is i n spectio n . For exa m p l e , the h a g cou l d appear to have n o
with i n line of s ight, e n d i n g the effect o n itself o n a success. If c l aws, but s o m e o n e t o u c h i n g h e r h a n d mi ght fee l the claws.
a creature's saving throw is s u ccessfu l or the effect ends for it, Otherwise, a creature must take an action to v i s u a l l y i nspect
the creature is i m m u ne to the hag's H orrific Appearance fo r the the i l l u sion and succeed on a DC 16 I ntell igence ( I n vestigation)
next 24 h o u rs. check to d i scern that the hag is d isguised.
HAGS
1 79
HALF - D RAGON
When a dragon i n polymorphed form mates with an
other creature, the union sometimes produces half
dragon offspring. A creature might also transform into a
half-dragon as a result of a mad wizard's spell or a ritual
bath in dragon's blood. In all these cases, the result is a
creature that combines the essence of a
dragon with the form of its original race.
Regardless of origin, all half-dragons have
similar appearances and special abilities.
Draconic Nature. Half-dragons can't procre
ate. Those that wish to do so must almost always resort
to magic. By way of compensation, half-dragons are
blessed with long life. A typical half-dragon's life span is
twice that of its nondraconic line, so that a half-dragon
human might live more than a century and a half.
Half-dragons inherit personality traits common to
their draconic heritage. For example, half-gold dragons
are often shy and secretive, while half-copper dragons
are impish and playful. Half-green dragons are deceitful,
while half-white dragons are often dim-witted brutes.
These traits are tempered by a half-dragon's other lin
eage, but greed, arrogance, and paranoia are qualities
that even good-aligned half-dragons often possess.
• h a l f a s m u c h d a m a ge o n a successfu l o n e.
Here the half-dragon template has been applied to a
human veteran who wears plate armor.
c:::=:====
::=:::: ====
=== ====
== ::::
== ::::i
HALF D RAGON
1 80
HARPY
Taking glee in suffering and death, the sadistic harpy
is always on the hunt for prey. Its sweet song has lured
countless adventurers to their deaths, drawing them in
close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a
vulture with the torso, arms, and head of a human.
Its wicked talons and bone club make it a formidable
threat in combat, and its eyes reflect the absolute evil
of its soul.
Divine Curse. Long ago, an elf wandering a forest
heard birdsong so pure and wholesome that she was
moved to tears. Following the music, she came upon
a clearing where stood a handsome elf youth who had
also paused to hear the bird's song. This was Fenmarel
Mestarine, a reclusive elf god. His divine presence stole
her heart as he fled, vanishing into the woods as if he
was never there.
Though the elf searched the woods and called for her
stranger, she found no sign of his passage. Driven to
despair by her longing, she begged the gods to help her.
Aerdrie Faenya, elf goddess of the sky, heard the elf's
cries and was moved to her aid. She appeared as the Medium monstrosity, chaotic evil
bird whose song had entranced the outcast god, then
taught that song of beauty and seduction to the elf. Armor Class 1 1
When her singing failed to draw Fenmarel Mestarine Hit Points 3 8 (7d8 + 7)
to her side, the elf cursed the gods, invoking a dreadful Speed 20 ft ., fly 40 ft.
power and transforming her into the first harpy. The
STR DEX CON I NT WIS CHA
12 (+l) 13 (+l) 12 (+l) 7 (-2) 1 0 (+O) 13
curse worked its magic on the elf's spirit as well as
(+l)
her body, turning her desire for love into a hunger for
Senses passive Percepti o n l0
flesh, even as her beautiful song continued to draw
creatures to her deadly embrace. Languages Co m m o n
Harpy Song. To hear a harpy's song is to hear music Challenge l (200 X P)
more beautiful than anything else in the world. A
traveler that succumbs to the entrancing effect of that
singing is compelled to blunder toward its source. A ACT I O N S
harpy sometimes charms victims before it attacks, but Multiattack. The h a rpy m a kes two attacks: o n e with its claws
a more effective use of its song is to lure prey over cliffs, a n d o n e with its c l u b .
into bogs and quicksand, or into deadly pits. Creatures
Claws. Melee Weapon Attack: + 3 t o h it, reach 5 ft. , o n e target.
Hit: 6 (2d4 + l) s l a s h i n g d a mage.
trapped or incapacitated then become easy targets for
the harpy's wrath.
Sadistic Cowards. Harpies haunt bleak coastal cliffs Club. Melee Weapon Attack: +3 to h it, reach 5 ft ., o n e target.
and other places hazardous to non-flying creatures. Hit: 3 ( l d 4 + l) b l u d geon i n g d a mage.
Luring Song. The h a rpy s i n g s a magical melody. Every
Harpies have no interest in a fair fight, and they
h u m a n o i d and giant wit h i n 300 feet of the h a rpy that can hear
never attack unless they have a clear advantage. If
the song m ust succeed o n a D C 1 1 W i s d o m saving th row o r
a fight turns against a harpy, it lacks the cunning to
be charmed u n t i l the song e n d s . The h a rpy m u st t a k e a b o n u s
adapt and will flee and go hungry rather than risk
a c t i o n on i t s s u bsequent t u r n s to cont i n u e si n g i n g. I t can stop
straight-up combat.
s i n g i n g at any time. The song ends if the h a rpy is i n c a pacitated.
When they attack, harpies play with their food,
delighting in the "music" their victims make as they W h i l e c h a rmed by t h e h a rpy, a target is i n c a pacitated a n d
scream. A harpy takes its time dismembering a helpless ign ores t h e songs o f other h a rpies. If t h e charmed target i s
foe and can spend days torturing a victim before the m o re than 5 feet away from the harpy, t h e target m u s t move
merciful end. o n its turn toward the h a rpy by the most d i rect route, tryi n g
Gruesome Collectors. Harpies take shiny baubles, t o get wit h i n 5 feet. I t doesn't avoi d opportun ity attacks, b u t
valuable objects, and other trophies from their victims, before moving i nto d a m a g i n g terra i n , s u c h a s lava o r a pit, a n d
sometimes fighting with each other for the right to claim w h e n ever i t takes d a m age from a s o u rce other t h a n t h e h a rpy,
the choicest prizes. When no valuable objects can be the target can repeat the saving th row. A charmed target can
a l s o repeat the saving t h row at the e n d of each of its t u r n s . If
4
found, a harpy takes hair, bones, or body parts to line
its nest. A harpy's lair is usually hidden in remote ruins, the saving throw is s u ccessful, the effect e n d s o n it.
where adventurers can discover valuable treasure and A target that s u ccessfu l ly saves i s i m m u ne to t h i s h a rpy's
H ARPY
181
- '
HELL HOUND
Medium.fiend, lawful evil
INT WIS
Monstrous, fire-breathing fiends that take the form of STR DEX CON CHA
powerful dogs, hell hounds are found on the battlefields 17 (+3) 12 (+l) 1 4 (+2) 6 (-2) 1 3 (+l) 6 (-2)
of Acheron and throughout the Lower Planes. On the
Material Plane, hell hounds are most commonly seen Skills Percepti o n +5
in service to devils, fire giants, and other evil creatures Damage Immunities fire
that use them as guard animals and companions. Senses d a r k v i s i o n 60 ft. , pass ive Percepti o n 1 5
Burning Hunger. Hell hounds hunt in packs, feeding Languages u n d e rst a n d s I n fernal b u t c a n 't speak i t
on any creature that appears edible. They avoid Challenge 3 (700 XP)
potentially dangerous foes in favor of targeting the
weakest prey with their savage bite and fiery breath, Keen Hearing and Smell. The h o u n d has adva ntage on W i s d o m
demonstrating a relentless determination as they pursue ( Perception) c h e c k s t h at r e l y o n heari n g o r s m e l l .
that prey to the bitter end.
When hell hounds feed, the flesh they consume stokes Pack Tactics. The h o u n d h a s advantage o n a n attack ro l l
agai nst a creature if a t least o n e o f t h e h o u n d 's a l l ies is within 5
the infernal fires that burn within them. When a hell
feet of t h e creature a n d the a l l y isn't i nca pacitated.
hound dies, that fire consumes the creature's remains
in a billowing eruption of smoke and blazing embers, ACT I O N S
leaving nothing behind but scorched tufts of black fur.
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , o n e target.
Evil to the Core. Hell hounds are smarter than
Hit: 7 ( l d 8 + 3) pierc i n g d a m a ge p l u s 7 (2d6) fi re d a m age.
mundane beasts, and their lawful nature makes them
good at following orders. However, a hell hound's evil Fire Breath (Recharge 5-6). The hound exhales fi re in a 1 5 -foot
disposition means that the creature can't be trained to cone. Each creature in that area m u s t m a ke a DC 12 Dexterity
saving th row, t a k i n g 21 (6d6) fi re d a m age o n a fa i l ed save, or
•
be anything other than a ruthless killer. If a hell hound
isn't allowed to indulge its malevolent hunger, it quickly half as m u c h d a m age on a s u ccessful o n e .
abandons or turns against its master.
HELMED HORROR
This construct possesses intelligence, the ability
to reason and adjust its tactics, and an unswerving
devotion to its maker that persists even after its
maker's demise. Resembling an animated suit of
empty plate armor, a helmed horror serves without
ambition or emotion.
Magical Purpose. Though it takes more magical
resources to create a helmed horror than a lesser
suit of animated armor, the helmed horror requires
Jess direction and maintenance as it carries out its
appointed tasks. A helmed horror follows its orders
with complete loyalty, and is intelligent enough to
understand the difference between an order's intent and
its exact wording. Unlike many constructs, it seeks to
fulfill the former rather than slavishly follow the latter.
Tactical Cunning. A helmed horror fights with
the cunning of a skilled warrior, taking to the air as
it attacks weaker characters and spellcasters first.
However, a helmed horror lacks the insight to change
its environment, fortify it, or otherwise take active
measures to improve its defensive position.
Constructed Nature. A helmed horror doesn't
require air, food, drink, or sleep.
HELMED HORROR
Medium construct, neutral
Skills Perception +4
Damage Resistances b l udgeo n i ng, piercing, a n d s l a s h i n g from
n o n magical attacks not m a d e with a d a m antine weapo n s
Damage Immunities force, necrotic, poison
Condition I mmunities b l i n d e d , charmed, deafe n e d , frightened,
paralyzed, petrified, poisoned, s t u n n ed
Senses b l i n d sight 60 ft. ( b l i n d beyond this rad i u s) ,
passive Perception 1 4
Languages u n d e rsta n d s t h e l a n g u ages o f i t s creator but
can't speak
Challenge 4 ( l , 1 00 X P)
ACTI O N S
Multiattack. The h e l m e d horror m a kes two lon gsword attacks.
HELMED HORROR
HIPPO GRIFF
Large monstrosity, unaligned
Armor Class 1 1
Hit Points 1 9 (3d l 0 + 3)
Speed 40 ft. , fl y 60 ft.
H f PPOGRI F F
HOBGOBLINS
War horns sound, stones fly from catapults, and the
thunder of a thousand booted feet echoes across
the land as hobgoblins march to battle. Across the
borderlands of civilization, settlements and settlers
must contend with these aggressive humanoids, whose
thirst for conquest is never satisfied.
Hobgoblins have dark orange or red-orange skin, and
hair ranging from dark red-brown to dark gray. Yellow
or dark brown eyes peer out beneath their beetling
brows, and their wide mouths sport sharp and yellowed
teeth. A male hobgoblin might have a large blue or red
nose, which symbolizes virility and power among
goblinkin. Hobgoblins can live as long as humans,
though their love of warfare and battle means
that few do.
Goblinoids. Hobgoblins belong to a family of
creatures called goblinoids. They are often found
lording over their cousins, the smaller goblins and the
ferocious bugbears.
Martial Might. A hobgoblin measures virtue by
physical strength and martial prowess, caring about
nothing except the opportunity to demonstrate skill
and cunning in battle. Hobgoblins of high military
rank attain their positions by force, then hold those
positions by imposing their authority through
draconian measures.
Hobgoblins train to fight with a variety of weapons,
and have great skill at crafting arms, armor, siege
engines, and other military devices. Organized and
disciplined, they take exceptional care of their weapons,
armor, and personal possessions. They favor the bold
colors associated with their tribes, and trim their
often-elaborate uniforms with blood-red piping and
leather dyed black.
Military Legions. Hobgoblins organize themselves
into tribal bands known as legions. In their martial
society, every hobgoblin has a rank, from the powerful
leaders and champions, to the rank-and-file foot
soldiers, to the goblins that find themselves driven
into the front lines at spear point. A legion is headed
by a warlord with several captains serving under its
command. A hobgoblin warlord is a ruthless tyrant
more interested in strategy, victory, glory, reputation,
and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their
own legion, rival legions compete constantly for
reputation and status. Meetings between legions
erupt in violence if troops aren't restrained, and only
exceptionally powerful leaders can force legions to
cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp
of tactics and discipline, and can carry out sophisticated
battle plans under the direction of a strategically
minded leader. However, they hate elves and attack
them first in battle over any other opponents, even if
doing so would be a tactical error.
Legions often supplement their ranks with less
reliable and more expendable troops, including goblins,
bugbears, ores, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of strongholds in strategically advantageous locations,
training animals to service. Like the more civilized which they then use as staging areas to expand
races, they use oxen and horses to transport goods their territory.
and weaponry over long distances. They communicate Hobgoblin warlords never tire of combat, but
with each other using trained ravens, and keep vicious they don't take up arms lightly. Before they attack,
wolves to guard prisoners and protect hobgoblin camps. hobgoblins conduct thorough reconnaissance to gauge
Hobgoblin cavalry use trained worgs as steeds, in the the strengths and weaknesses of their foes. When
same way that goblins ride wolves. Some tribes even assaulting a stronghold, they surround it first to cut off
keep carnivorous apes as fighting beasts. escape routes and supply lines, then slowly starve their
Conquer and Control. Hobgoblins claim lands enemies out.
with abundant resources, and they can be found in Hobgoblins fortify their own holdings, bolstering
forests and mountains, near mines and humanoid existing defenses with innovations of their own.
settlements, and anywhere else that wood, metal, and Whether they lair in cavern complexes, dungeons,
potential slaves can be found. They build and conquer ruins, or forests, they protect their strongholds with
ditches, fences, gates, guard towers, pit traps, and crude
catapults or ballistas.
Legion ofMaglubiyet. Hobgoblins worship
Maglubiyet the Mighty One, the greater god of
goblinoids. As terrifying as this figure is, hobgoblins
don't fear death, believing that when they die in battle,
their spirits join the honored ranks of Maglubiyet's army
on the plane of Acheron.
u R SH I E L D S .
sE F ORE o
IHEV B R E A K
O U R S\.. ••" D E S ''
S E N E AT H
TH E V FAL L Q.UE R .
IS o u R s T O coN
ME
THE I R H O VES.
u R S LA
D RE N o
TH E I R C H IL I
Ac H E RO N .
Ac H E R O N !
o u R s .'
HOBGOBLIN CAPTAIN
V I CT O R '( I S AT I O N O F A Medium humanoid (goblinoid), lawful evil
-TRA N S L
WA R CH A NT
1-\o s GO B L I N
Armor Class 1 7 ( h a l f p l ate)
Hit Points 39 (6d8 + 1 2)
Speed 30 ft.
186
H O B G O B LI N S
Longsword. Melee Weapon Attack: +9 to h i t, reach 5 ft. , one
target. Hit: 7 ( l d 8 + 3) s l a s h i n g d a mage, or 8 ( l d l O + 3)
Medium humanoid (goblinoid), lawful evil
s l a s h i n g d a mage if used with two h a n d s .
Armor Class 20 (plate, s h i e l d ) Shield Bash. Melee Weapon Attack: +9 t o h it, reach 5 ft. , o n e
Hit Points 97 ( 1 3 d 8 + 3 9 ) creature. Hit: 5 ( l d 4 + 3) b l u d geon i n g d a m a ge. I f the ta rget i s
Speed 30 ft. La rge or s m a l ler, it m u s t s u cceed on a D C 1 4 Strength saving
t h row o r be k n ocked prone.
STR DEX CON I NT WIS CHA
1 6 (+3) 1 4 (+2) 1 6 (+3) 14 (+2) 11 (+O) 1 5 (+2) javelin. Melee o r Ranged Weapon Attack: +9 to h it, reach 5 ft. o r
r a n g e 30/ 1 20 ft. , one target. Hit: 6 ( l d 6 + 3) pierc i n g d a m age.
Saving Throws I n t +5, W i s +3, C h a +5
For
Senses d a rkvision 60 ft. , passive Perception l0
Leadership (Recharges after a �hort or Long Rest). l
m i n ute, the hobgo b l i n c a n utter a special co m m a n d or wa r n i ng
Languages C o m m o n , G o b l i n
whenever a nonhostile creature that it can see with i n 30 feet
Challenge 6 (2, 300 XP)
of it m a kes an attack rol l or a saving th row. The creature ca n
a d d a d4 t o i t s ro l l provided it can hear a n d u n d e rstand the
Martial Advantage. Once per t u r n , the hobgo b l i n c a n deal a n hobgo b l i n . A creature can benefit fro m o n l y one Lead e r s h i p d i e
extra 1 4 (4d6) d a mage t o a creature it h its w i t h a weapon attack at a t i m e . T h is effect e n d s if t h e hobgo b l i n is i n capacitated.
if that creature is with i n 5 feet of an a l ly of the hobgo b l i n that
i s n 't i n ca pacitated. R EACT I O N S
Parry. The hobgo b l i n adds 3 to its AC aga i nst o n e m e lee attack
ACTI 0 N S
t h at would hit it. To do so, the hobgo b l i n must see the attacker
Multiattack. The hobgo b l i n makes three melee attacks. and be w i e l d i n g a m e l e e wea pon ·
A lte r n at ive ly, it c a n m a k e t wo r a n ge d at ta c k s w ith its a ve l i n s . �
t::== = = = === = = = == = = = = =
= ======= = ==== ======== j ==================:::;:============
========::::�
: ::::==
::: ======::::::i �
HOBGOBLlNS
1 87
Tiny construct, neutral
•
spy, a scout, an emissary, or a messenger, a homunculus
is an invaluable servant for a spellcaster engaged in poisoned i n t h i s way.
secret experimentation or adventuring.
H O M U NC ULUS
188
HooK HORROR
A fierce predator o f the Underdark, the hook horror
aggressively defends its hunting grounds. The
subterranean caverns where these creatures dwell echo
with the constant clacking and scraping of their hooks
as they wend their way up cliffs and along cavern walls.
The monstrous hook horror has a head resembling a
Large monstrosity, neutral
vulture's and the torso of an enormous beetle, with an
Armor Class 1 5 (natural armor) exoskeleton studded by sharp, bony protuberances. It
Hit Points 75 (lOdlO + 20) gains its name from its long, powerfully built arms and
Speed 30 ft., c l i m b 30 ft. legs, which end in wickedly curved hooked claws.
Echoes in the Dark. Hook horrors communicate by
STR DEX CON I NT WIS CHA striking their hooks against their exoskeletons or the
1 8 (+4) 10 (+O) 1 5 (+2) 6 (-2) 12 (+l) 7 (-2) stone surfaces around them. What sounds to others like
random clacking noise is actually a complex language
Skills Perception +3 that only hook horrors understand, and which carries
Senses blindsight 60 ft. , darkvision 1 20 ft., passive Perception 1 3 for miles through the echoing Underdark.
Languages H ook Horror Pack Predators. The omnivorous hook horrors eat
Challenge 3 (700 XP) lichens, fungi, plants, and any creature they can catch.
A hook horror's hooked limbs give it excellent purchase
Echolocation. The hook horror can't use its blindsight on rock surfaces, and these creatures use their
while deafened. climbing skills to ambush prey from above. They hunt
in packs, working together against the largest and most
Keen Hearing. The hook horror has advantage on Wisdom
dangerous opponents. If a battle goes poorly, a hook
(Perception) checks that rely on hearing.
horror quickly climbs a cavern wall to flee.
ACT I O N S Dedicated Clans. Hook horrors live in extended
family groups or clans. Each clan is ruled by the eldest
Multiattack. The hook horror makes two hook attacks.
female, who typically places her mate in charge of
Hook. Melee Weapon Attack: +6 to h it, reach 10 ft. , one target. the clan's hunters. Hook horrors lay eggs, which are
Hit: 1 1 (2d6 + 4) piercing damage. clustered in a central, well-defended area of a clan's
home caverns.
HOOK'. HORRO
HYDRA HYDRA
The hydra i s a reptilian horror with a crocodilian body Huge monstrosity, unaligned
and multiple heads on long, serpentine necks. Although
its heads can be severed, the hydra magically regrows Armor Class 1 5 (natural armor)
them in short order. A typical specimen has five heads. Hit Points 1 7 2 ( 1 5d l 2 + 75)
At the dawn of time, Tiamat, the Queen of Evil Speed 30 ft., swim 30 ft.
Dragons, slew a rival dragon god named Lernaea and
cast her blood across the multiverse. Each drop that fell STR DEX CON I NT WIS CHA
upon a world spawned a multi-headed hydra consumed 20 (+5) 12 (+l) 20 (+5) 2 (- 4 ) 10 (+O) 7 (-2)
by a hunger as great as the fallen god's hatred. Great
champions are known to test their mettle against these Skills Perception +6
fearsome creatures. Senses darkvision 60 ft. , passive Perception 1 6
Everlasting Hunger. A rapacious and gluttonous
Languages -
Challenge 8 (3,900 XP)
monster, a hydra snatches and tears apart its prey in a
frenzy of feeding. When a hydra has cleared a territory
of food and driven off any creatures smart enough to Hold Breath. The hydra can hold its breath for 1 hour.
avoid it, it moves on to seek its meals elsewhere. A
Multiple Heads. The hydra has five h eads. While it has more
hydra's hunger is so great that if it can't feed, it might than one head, the hydra has advantage on savi ng throws
turn against itself, its heads attacking each other as the aga i n st being b l i nded, charmed, deafened, frightened,
creature eats itself alive. stu nned, and knocked u nconscious .
Hardy Water Dwellers. Hydras are natural Whenever t h e hydra takes 25 or more damage i n a si ngl e
swimmers, dwelling in rivers, along lakeshores, in turn, one o f i t s h e a d s d i e s . If a l l i t s h e a d s die, t h e hydra dies.
ocean shallows, and in wetland bogs. A hydra rarely At the end of its turn, it grows two heads for each of its h eads
requires shelter from the elements, so it doesn't that died si nce its last turn, u n less it has taken fi re damage
normally have a lair. Only in colder climes are hydras since its last turn. The hydra regains 10 hit points fo r each head
drawn to the protection of sheltered caverns and ruins. regrown i n this way.
When a hydra sleeps, at least one of its heads remains
Reactive Heads. For each head the hydra has beyond
awake and alert, making the creature difficult to catch
one, it gets an extra reaction that can be used only for
by surprise. opportun ity attacks.
HYDRA
T ION OF
E NO I NT E N
Y· W E HAY
··o o N ' T c:R O UR BRAIN
lN F AC: T, V
R B RA I N . "
E AT I N G vo U
I S GO I N G O N A w oNOE R F U L J O u RN E '/.'
, M I ND F
LAY E R
INTELLECT D EVOURER
EL- 5 L U RRK
- QO R I K A n intellect devourer resembles a walking brain
protected by a crusty covering and set on bestial clawed
legs. This foul aberration feeds on the intelligence of
sentient creatures, taking over a victim's body on behalf
of its mind flayer masters.
Illithid Creations. Mind flayers breed intellect
devourers to serve as roaming hunters of the
Underdark, creating an intellect devourer by taking the
brain of a thrall and subjecting it to a horrible ritual. As
it sprouts legs, the brain becomes an intelligent predator
as twisted and evil as its masters.
Deadly Puppet Masters. An intellect devourer
consumes a creature's mind and memories, then turns
the host body into a puppet under its control. An intellect
devourer typically uses its puppet host to lure others
into the domain of the mind flayers to be enthralled
or consumed.
Skills Perception +2, Stealth +4 Body Thief The i ntellect devourer i n itiates an I ntelligence con
Damage Resistances b ludgeon ing, piercing, and slashing from test with an incapacitated humanoid with i n 5 feet of it that isn't
nonmagical attacks protected by protection from evil and good. If it wins the contest,
Condition Immunities blinded the i ntellect devourer magical ly consumes the target's brain,
Senses b l indsight 60 ft. (blind beyond this radius), teleports i nto the skull, and takes control of the body. While
passive Perception 1 2 there, the intellect devourer has total cover against attacks and
Languages u nderstands Deep Speech but can't speak, other effects originating outside its host. The i ntellect d evourer
telepathy 60 ft. retai n s its I ntell igence, Wisdom, and Charisma scores, as wel l
Challenge 2 (450 XP) as i t s understanding of D e e p Speech, i t s telepathy, and its
traits. It otherwise adopts the target's statistics. I t knows ev
Detect Sentience. The intellect devourer can sense the e ryth i n g the creature knew, including spel l s and languages.
presence and location of any creature with i n 300 feet of it that If the host body dies, the i ntellect devou rer must leave it. A
has an I ntelligence of 3 or higher, regardless of i nterposing protection fro m evil and good spell cast on the body d rives the
barriers, un less the creature i s protected by a mind blank spell. i ntellect devourer out. The i ntel lect devourer is also forced out
if the target regai n s its devoured brain by means of a wish. By
ACTI O N S spending 5 feet of its movement, the i ntellect devourer can vol
untarily leave the body, teleporting to the nearest unoccupied
Multiattack. The i ntellect devourer m a kes one attack with its
space within 5 feet of it. The body then dies, u n less its b rain is
claws and uses Devou r I ntellect.
restored within 1 round.
I NTELLECT D E V O U R E R
Medium elemental, neutral INVISIBLE STALKER
An invisible stalker is a n air elemental that has been
Armor Class 1 4 summoned from its native plane and transformed
Hit Points 1 04 (1 6d8 + 32) by powerful magic. Its sole purpose is to hunt down
Speed 50 ft., fly 50 ft. (hover) creatures and retrieve objects for its summoner. When
it is defeated or the magic that binds it expires, an
STR DEX CON I NT WIS CHA
invisible stalker vanishes in a gust of wind.
1 6 (+3) 19 (+4) 14 (+2) 1 0 (+O) 1 5 (+2) 11 (+O)
Directed Hunter. When an invisible stalker is created,
Skills Perception +8, Stealth +10 it stays at its summoner's side until it is given a task to
Damage Resistances bludgeon i n g, piercing, and slashing from perform. If an assignment doesn't involve hunting down
nonmagical attacks and slaying a specific creature or recovering an object,
Damage Immunities poison the magic that created the invisible stalker ends and
Condition Immunities exhaustion, grappled, paralyzed, the elemental is released. Otherwise, it completes the
petrified, poisoned, prone, restra i ned, unconscious task, then returns to its summoner for more commands,
Senses d a rkvision 60 ft., passive Perception 1 8 forced to serve until the magic that binds it expires. If
Languages A uran, understands Common but doesn 't speak it its summoner dies in the interim, the invisible stalker
Challenge 6 (2,300 XP) vanishes after completing its task.
An invisible stalker is an unwilling servant at best.
Invisibility. The stalker is i nvisible. It resents any undertaking assigned to it. A mission
that requires significant time might drive the invisible
Faultless Tracker. The sta l ker is given a quarry by its
stalker to pervert the intent of a command unless it is
summoner. The stalker knows the d i rection and distance to
worded carefully.
its quarry as long as the two of them are on the same plane of
Unseen Threat. Invisible stalkers are composed of air
existence. The stalker a l so knows the location of its summoner.
and are naturally invisible. A creature might hear and
ACTI O N S feel an invisible stalker in passing, but the elemental
•
remains invisible even when it attacks. A spell that
Multiattack. The stalker makes two slam attacks.
allows someone to see the invisible reveals only the
Slam. Melee Weapon Attack: +6 to hit, reach S ft. , one target. invisible stalker's vague outline.
Hit: 10 (2d6 + 3) bludgeoning damage. Elemental Nature. An invisible stalker requires no
t=::=====
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== ==i
:::=== air, food, drink, or sleep.
I NVISI B LE STALKER
1<)2
jACKALWERE
Ordinary jackals tainted by demonic power, jackalweres
haunt roads and trails, waylaying and murdering
those they meet.
A jackalwere has three physical forms that it shifts
between. In its true form, it is indistinguishable
from a normal jackal. It can take human form, often
appearing gaunt and affecting a wretched demeanor to
beg goodwill from strangers. When travelers welcome
a jackalwere into their midst, the monster adopts its
human-sized hybrid form, with the fur and head of a
jackal but standing on two legs as it attacks.
Beguilers and Cowards. The demon lord Graz'zt
created jackalweres to serve his devoted servants, the
lamias. Reaching out from the Abyss, he bestowed
jackals with the gift of speech and the ability to assume
humanoid forms. A jackalwere is born to lie, and
perceptive creatures might notice it wincing in pain
when it speaks the truth.
A jackalwere prefers to fight alongside jackals and
others of its kind. Under the direction of jackalweres,
jackals are fierce and loyal companions.
Supernatural Servants. Jackalweres kidnap
humanoids for their lamia masters, condemning
victims to a lifetime of slavery or an agonizing death. A
jackalwere's magical gaze renders a foe unconscious,
allowing the monster to bind a creature or drag it away.
A jackalwere might also use its gaze to incapacitate a
deadly enemy long enough to make good its escape.
JAGKALW E R E
I 9 '3
KEN KU
Kenku are feathered humanoids that wander the world
as vagabonds, driven by greed. They can perfectly
imitate any sound they hear.
Fallen Flocks. Kenku wear ill-fitting cloaks, robes,
and rags. These garments cover the soft, sleek feathers
of their bodies, shrouding their bare arms and legs.
They tread lightly when they walk, on talons made for
grasping the branches of trees and seizing prey from the
lofty skies. Soft as the wind they move, so as not to draw
attention to their shameful forms.
Once, the kenku held the wind in their wings,
embracing the gusty sky and singing the sweet language
of birdsong. Serving a master whose identity is now
lost to their memory, the kenku coveted the glittering
baubles of his household, and longed to speak so
that they could cajole and swindle others out of such
treasures. Stealing the secret of speech from a volume
in their master's library, they disguised themselves
in rags to beg for pretty things. When their master
learned of their greed, he stripped away their wings as
punishment, forcing them to beg forever.
Speech in Pantomime. Kenku can mimic the sound
of anything they hear. A kenku asking for money might
make the sound of coins clinking together, and a
kenku referring to a busy marketplace can reproduce
the cacophony of hawking vendors, barking dogs,
KENKU bleating sheep, and the cries of street urchins. When
Medium humanoid (kenku), chaotic neutral mimicking voices, they can only repeat words and
phrases they have heard, not create new sentences.
Armor Class 1 3 To converse with a kenku is to witness a performance of
Hit Points 1 3 (3d8) imitated sounds and almost nonsensical verse.
Speed 30 ft. Kenku speak to one another in much the same
way. Because they are adept at interpreting one
STR DEX CON I NT WIS CHA another's glances and gestures, the sounds they make
1 0 (+O) 16 (+3) 1 0 (+O) 1 1 (+O) 10 (+O) 10 (+O)
to communicate complex ideas or emotions can be
succinct. Groups of kenku also develop secret codes.
Skills Deception +4, Perception +2, Stealth +5
Senses passive Perception 1 2 For example, a cat's meow might be the secret code for
Languages u nderstands Auran and Common but speaks only "Prepare to attack!" or "Flee for your lives!"
through the u se of its Mimicry trait Their talent for mimicry extends to handwriting, and
Challenge 1 /4 (50 XP) criminal organizations often employ kenku to forge
documents. When a kenku commits a crime, it might
forge evidence to implicate another creature.
Ambusher. I n the fi rst round of a combat, the kenku has
The Wistful Wingless. All kenku pine for the ability
advantage on attack rol l s agai nst a ny creature it surprised.
to fly, and thus the punishments they mete out to one
Mimicry. The kenku can mimic a ny sounds it has heard, another often involve false wings, such as heavy wings
including voices. A creature that hears the sounds can tell they of wood borne as a mark of shame. As a final, tragic
are i mitations with a successful DC 14 Wisdom ( I nsight) check. reminder of the wings they once had, kenku carry
out executions by hurling their condemned from tall
ACT I O N S buildings or cliffs.
Shortsword. Melee Weapon Attack: + 5 to h it, reach 5 ft. , one
•
target. Hit: 6 (ld6 + 3) piercing damage.
KEN KU
194
but Gari Glittergold played a trick on him, collapsing the
KO B OLDS earth and trapping the kobold god in an underground
Kobolds are craven reptilian humanoids that worship maze for eternity. For this reason, kobolds hate gnomes
evil dragons as demigods and serve them as minions and pranks of any kind. Kurtulmak's most devoted
and toadies. Kobolds inhabit dragons' lairs when they worshipers dedicate themselves to finding and releasing
can but more commonly infest dungeons, gathering their lost god from his prison-maze.
treasures and trinkets to add to their own tiny hoards. Winged Kobolds. A few kobolds are born with
Strength in Numbers. Kobolds are egg-laying leathery wings and can fly. Known
creatures. They mature quickly and can live to be as urds, they like to lurk on high
"great wyrms" more than a century old. However, ledges and drop rocks
many kobolds perish before they reach the end of on passersby. Although
their first decade. Physically weak, they are easy prey the urds' wings are seen
for predators. This vulnerability forces them to band as gifts from Tiamat, the
together. Their superior numbers can win battles Dragon Queen, wingless
against powerful adversaries, but often with massive kobolds are envious of
casualties on the kobold side. those gifts and don't get
Tunnelers and Builders. Kobolds make up for their along with the urds.
physical ineptitude with a cleverness for trap making
and tunneling. Their lairs consist of low tunnels
through which they move easily but which hinder larger
humanoids. Kobolds also riddle their lairs with traps.
The most insidious kobold traps make use of natural
hazards and other creatures. A trip wire might connect
to a spring-loaded trap that hurls clay pots of flesh
eating green slime or flings crates of venomous giant
centipedes at intruders.
The Lost God. In addition to the dragons they revere,
kobolds worship a lesser god named Kurtulmak.
Legends speak of how Kurtulmak served as Tiamat's
vassal in the Nine Hells until Gari Glittergold, the god
of gnomes, stole a trinket from the Dragon Queen's
hoard. Tiamat sent Kurtulmak to retrieve the trinket,
WINGED KOBOLD
Small humanoid (kobold), lawful evil KOBOLD
Small humanoid (kobold), lawful evil
Armor Class 1 3
Hit Points 7 (3d6 - 3) Armor Class 1 2
Speed 30 ft. , fly 30 ft. H it Points 5 (2d6 - 2)
Speed 30 ft.
STR DEX CON I NT WIS CHA
7 (-2) 1 6 (+3) 9 (-1 ) 8 (-1 ) 7 (-2) 8 ( 1)
- STR DEX CON I NT WIS CHA
7 (-2) 1 5 (+2) 9 (- 1 ) 8 (-1) 7 (-2) 8 (-1 )
Senses d a rkvision 60 ft., passive Perception 8
Languages Common, Draconic Senses d arkvision 60 ft., passive Perception 8
Challenge 1/4 (SO XP) Languages Common, D raconic
Challenge 1 /8 (25 XP)
Sunlight Sensitivity. While i n sun l ight, the kobold has
d isadvantage on attack rol l s , as well as on Wisdom Sunlight Sensitivity. While i n s u n l ight, the kobold has
( Perception) checks that rely on sight. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on a n attack roll
against a creature if at least one of the kobold's allies i s with i n Pack Tactics. The kobold has advantage on an attack rol l
5 feet o ft h e creature and the a l l y i s n ' t i ncapacitated. against a creature if at least one o f the kobold's a l l i e s i s within
5 feet of the creature and the ally isn't i ncapacitated.
ACTI O N S
Dagger. Melee Weapon Attack: +5 to h it, reach 5 ft., one target. ACT I O N S
Hit: 5 (ld4 + 3) piercing damage. Dagger. Melee Weapon Attack: + 4 to hit, reach 5 ft. , one target.
Hit: 4 ( l d4 + 2) piercing damage.
Dropped Rock. Ranged Weapon Attack: +5 to hit,
one target d i rectly below the kobold. Hit: 6 ( l d6 + 3) Sling. Ranged Weapon Attack: +4 to h it, range 30/1 20 ft., one
bludgeo n i ng d amage. target. Hit: 4 ( l d4 + 2) bludgeo n i ng damage.
KU B O L D
19 5
KRAKEN
Beneath the waves, the kraken sleeps for untold
ages, awaiting some fell sign or calling. Land-born
mortals who sail the open sea forget the reasons their
ancestors dreaded the ocean, even as the races of the
deep ignore strange gaps in their histories when their
civilizations nearly vanished after the appearance of the
tentacled horror.
Leviathans ofLegend. At the beginning of time,
krakens served as fierce warriors of the gods. When the
gods' wars ended, the krakens shrugged free of their
servitude, never again to be bound by other beings.
Whole nations quake in fear when the kraken emerges
from its dark demesne, and even in the middle of the
deepest oceans, storms rise or abate according to its
will. The kraken is a primeval force that obliterates
the greatest achievements of civilization as if they
were castles in the sand. Its devastating attacks can
destroy ocean trade and halt communication between
coastal cities.
An ominous darkness presages a kraken's attack,
and a cloud of inky poison colors the water around it.
Galleons and warships vanish when its tentacles uncoil
from the deep, the kraken breaking their masts like
kindling before drawing down ships and crew.
Not even landlocked surface dwellers are safe from
a kraken's wrath. Krakens can breathe air as easily as
water, and some crawl up rivers to nest in freshwater
lakes, destroying cities and towns along the way.
Adventurers tell of these monsters lairing in the ruins of
lakeside citadels, their tentacles twined around leaning
towers of disintegrating stone.
Mortal Foes. Some krakens are virtual gods, with
cults and minions spread across sea and land. Others
are allied with OJhydra, the evil Princess of Elemental
Water, and use her cultists to enforce their will on land
and sea. A kraken pleased with its worshipers can
becalm rough seas and bring a bounteous harvest of fish
to the faithful. However, the devious mind of a kraken is
ancient beyond reckoning, and is ultimately bent to the
ruination of all things.
A KRAKEN'S LAIR
A kraken lives in dark depths, usually a sunken rift o r a
cavern filled with detritus, treasure, and wrecked ships.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the
kraken takes a lair action to cause one of the following
magical effects:
A strong current moves through the kraken's lair.
Each creature within 60 feet of the kraken must suc
ceed on a DC 23 Strength saving throw or be pushed
up to 60 feet away from the kraken. On a success, the
creature is pushed 10 feet away from the kraken.
Creatures in the water within 60 feet of the kraken
have vulnerability to lightning damage until initiative
count 20 on the next round.
The water in the kraken's lair becomes electrically
•
•
K RA K E N
taking 10 (3d6) lightning damage on a failed save, or
half as much damage on a successful one.
R E GIONAL EFFECTS
The region containing a kraken's lair is warped by the
creature's blasphemous presence, creating the following
magical effects:
• The kraken can alter the weather at will in a 6-mile
radius centered on its lair. The effect is identical to the
control weather spell.
Water elementals coalesce within 6 miles of the lair.
These elementals can't leave the water and have
Intelligence and Charisma scores of 1 (-5).
• Aquatic creatures within 6 miles of the lair that have
an Intelligence score of 2 or lower are charmed by the
kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade
immediately.
VA R I A N T: Kuo-TOA M O N ITOR
A kuo-toa monitor has a challenge rating of 3 (700 XP) . It
has the same statistics as a kuo-toa whip except that it adds
its Wisdom modifier to its Armor Class (AC 1 3) , loses the
Spel lcaster trait, and replaces the whi p's action options with
the followi ng action options.
Multiattack. The kuo-toa makes one bite attack and two
Kuo-TOA
Medium humanoid (kuo-toa), neutral evil Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 ( l d4 + l) piercing damage.
Armor Class 1 3 (natural armor, sh ield)
H it Points 18 (4d8) Spear. Melee or Ranged Weapon Attack: +3 to h it, reach 5 ft. or
Speed 30 ft. , swim 30 ft. range 20/60 ft., one target. Hit: 4 ( l d 6 + l ) piercing d amage, or
5 ( l d8 + l ) piercing d amage if used with two hands to make a
STR DEX CON I NT WIS CHA melee attack.
1 3 (+l) 10 (+O) 1 1 (+O) 1 1 (+O) 1 0 (+O) 8 (-1 )
Net. Ranged Weapon Attack: +3 to h it, range 5/1 5 ft., one Large
or smaller creature. Hit: The target i s restrained. A creature
Skills Perception +4
can use its action to make a DC l 0 Strength check to free itself
Senses darkvision 1 20 ft. , passive Perception 1 4
or another creature i n a net, ending the effect on a success .
Languages Undercommon
Dea l i n g 5 s l a s h i n g damage t o t h e n e t (AC 1 0) frees t h e target
Challenge 1/4 (50 XP)
without harming it and destroys the net.
4
saving throws made to escape a grapple. weapon , the wielder i s grappled while the weapon i s stuck.
While stuck, the weapon can't be used . A creature can pull
Sunlight Sensitivity. While i n s u n l i ght, the kuo-toa has
the weapon free by taking an action to m a ke a DC 11 Strength
d isadvantage on attack rolls, as well as on Wisdom
check and succeedi ng.
(Perception) checks that rely on sight.
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KT.JO -TOA
1 99
Medium humanoid (kuo-toa), neutral evil
Medium humanoid (kuo-toa), neutral evil
Armor Class 1 3 (natural a rmor)
Hit Points 97 (l 3d8 + 39) Armor Class 1 1 (natural armor)
Speed 30 ft. , swim 30 ft. Hit Points 65 ( 1 0d8 + 20)
Speed 30 ft., swi m 30 ft.
STR DEX CON I NT WIS CHA
1 6 (+3) 1 4 (+2) 1 6 (+3) 1 3 (+l) 16 (+3) 1 4 (+2) STR DEX CON INT WIS CHA
14 (+2) 1 0 (+O) 14 (+2) 12 (+l ) 14 (+2) 11 (+O)
Skills Perception +9, Religion +6
Senses darkvision 1 20 ft. , passive Perception 1 9 Skills Perception +6, Religion +4
Languages Undercommon Senses darkvision 1 20 ft. , passive Perception 1 6
Challenge 6 (2,300 XP) Languages U ndercommon
Challenge l (200 XP)
Amphibious. The kuo-toa can breathe a i r and water.
Amphibious. The kuo-toa can breathe a i r and water.
Otherworldly Perception. The kuo-toa can sense the presence
of any creature within 30 feet of it that is i nvisible or on the Otherworldly Perception. The kuo-toa can sense the presence
Ethereal Plane. It can p i n point such a creature that is moving. of any creature within 30 feet of it that i s invisible or on the
Ethereal Plane. It can pinpoint such a creature that is movi ng.
Slippery. The kuo-toa has advantage on a b i l ity checks and
saving throws made to escape a grapple. Slippery. The kuo-toa has advantage o n ability checks and
savi ng throws made to escape a grapple.
Sunlight Sensitivity. While in sun l ight, the kuo-toa has
d isadvantage on attack rol ls, as well as on Wisdom Sunlight Sensitivity. While in s u n l i ght, the kuo-toa has
(Perception) checks that rely on sight. d isadvantage on attack rolls, as wel l as on Wisdom
(Perception) checks that rely on sight.
Spel/casting. The kuo-toa is a l 0th-level spellcaster. Its
spellcasting a b i l ity i s Wisdom (spell save D C 14, +6 to hit Spellcasting. The kuo-toa i s a 2nd-level spel lcaster. Its
with spell attacks) . The kuo-toa has the fol lowing cleric spellcasting a b i l ity i s Wisdom (spel l save DC 1 2, +4 to hit
spells prepared: with spell attacks) . The kuo-toa has the fol lowing cleric
spells prepared:
Cantrips (at will): guidance, sacredflame, thaumaturgy
l st level (4 slots) : detect magic, sanctuary, shield offaith Cantrips (at will): sacredflame, thaumaturgy
2nd level (3 slots) : hold person, spiritual weapon 1 st level (3 slots): bane, shield offaith
3rd level (3 slots): spirit guardians, tongues
4th level (3 slots) : control water, divination ACTI O N S
5th level (2 slots) : mass cure wounds, scrying Multiattack. The kuo-toa makes two attacks: one with its bite
and one with its pincer staff.
ACT I O N S
Multiattack. The kuo-toa makes two melee attacks. Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 4 ( l d4 + 2) piercing damage.
Scepter. Melee Weapon Attack: +6 to h it, reach 5 ft. , one
target. Hit: 6 (ld6 + 3) bludgeoning d amage plus 14 (4d6) Pincer Staff. Melee Weapon Attack: +4 to hit, reach 1 0 ft.,
lightning damage. one target. Hit: 5 (ld6 + 2) piercing d amage. If the target is
a Medium or smaller creature, it is grappled (escape DC 14).
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft. , U ntil this grapple ends, the kuo-toa can't u se its pince r staff on
one target. Hit: 5 ( l d4 + 3) bludgeoning d amage. a nother target.
200
KUO-TOA
Ruined desert cities and the tombs of forgotten
monarchs make perfect lairs for the wicked lamias.
These decadent monsters take what has been
forgotten and make it the seat of their hedonistic rule,
surrounding themselves with sycophants. Lamias rely
on jackalweres to perform various tasks, sending them
across the wastes to capture slaves or steal treasures
from caravans, encampments, or villages, concealed by
the lamia's magic as they attack.
A lamia has a beautiful humanoid upper body that
merges into a powerful four-legged leonine form. Its
vicious black claws speak to its predatory nature, as
does its hunger for torture and humanoid flesh.
Tyrants ofPleasure. Lamias adorn their crumbling
havens with finery stolen from passing caravans, then
use magic to further accentuate their lairs, masking
decay with illusion. A lair's breathtaking gardens, fi nely LAMIA
decorated apartments, and numerous slaves seem at Large monstrosity, chaotic evil
odds with its remoteness and state of ruin.
Using its intoxicating touch, a lamia weakens the Armor Class 1 3 (natural a rmor)
minds of its enemies, making them more susceptible Hit Points 97 ( 1 3 d l 0 + 26)
Speed 30 ft.
to its enchantment spells and turning them into its
slaves. Those it beguiles with geas spells are pitted
STR DEX CON INT WIS CHA
against each other in elaborate contests for the 15 (+2)
1 6 (+3) 13 (+l ) 1 5 (+2) 1 4 (+2) 16 (+3)
lamia's amusement.
Vain Predators. Always anxious to gain more wealth Skills Deception +7, I nsight +4, Stealth +3
and slaves, a lamia uses a pool of water or a mirror Senses d a rkvision 60 ft., passive Perception 1 2
in conjunction with a scrying spell to view its domain. Languages Abyssal, Common
A lamia uses this power to watch over trade routes Challenge 4 ( 1 ,100 XP)
and nearby settlements, or to seek out objects and
creatures it fancies.
Innate Spellcasting. The lamia's i nnate spel lcasting abil ity is
Lamias are particularly fond of seeking out
Charisma (spel l save DC 1 3) . It can i n n ately cast the fol lowing
adventurers with pure hearts to seduce and corrupt spells, req uiring no material components.
to evil, savoring the destruction of their virtue. They
use their magic to lure potential victims to their lairs, At will: disguise self (any hu manoid form), m ajor image
relying on illusion and their thralls to capture hapless 3/day each: charm person, m irror image, scrying, suggestion
foes. Lamias prize beauty and strength above all else, l/day: geas
however. Any prisoner that falls short of their esteem AC T I O N S
becomes the main course in a horrible feast, or is set
free to die while wandering the wastes. Multiattack. The l a m i a m a kes two attacks: one with its claws
As long as they have slaves to face their enemies, and one with its dagger or I ntoxicating Touch.
lamias fight from the fringes, beguiling foes with magic Claws. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
if they can. A lamia pressed into melee never stays there Hit: 14 (2d l 0 + 3) slashing damage.
for long, shredding flesh with claw and dagger before
springing away to safety. Dagger. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
Hit: 5 ( l d4 + 3) piercing damage.
Minions ofGraz'zt. The demon lord Graz'zt creates
�
lamias from his mortal servants, granting them Intoxicating Touch. Me/ee Spell Attack: +5 to h it, reach 5 ft.,
immortality in return for monstrous power and an oath one creature. Hit: The target i s magically cu rsed for 1 hour.
of fealty. Graz'zt sometimes tasks lamias with guarding Until the cu rse ends, the target has disadvantage on Wisdom
locations important to him, but lamias in his service saving throws and all abil ity checks.
remain free to spread their evil as they see fit. c::::=====:J
LA M I A
20!
Spellcasting. T h e lich i s an 1 8th-level spellcaster. Its
spellcasting abil ity is I ntel lige nce (spel l save DC 20, +1 2
to h it with spell attacks). The lich has the fol lowing wizard
spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray offrost
1 st level (4 slots): detect magic, magic missile, shield,
thunderwave
2nd level (3 slots): detect thoughts, invisibility, Me/f's acid arrow,
mirror image
3 rd level (3 slots): animate dead, counterspell, dispel
magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots) : cloudkill, scrying
6th level (1 slot): disintegrate, globe ofinvulnerability
7th level (1 s lot): finger of death, plane shift
8th level (1 slot) : dominate monster, power word stun
9th level (1 slot) : power word kill
Turn Resistance. The lich has advantage on savi ng throws
against a ny effect that turns undead.
ll C H
202
its phylactery means the possibility of eternal death,
LIC H a lich usually keeps its phylactery in a hidden, well
Liches are the remains of great wizards who embrace guarded location.
undeath as a means of preserving themselves. They Destroying a lich's phylactery is no easy task and
further their own power at any cost, having no interest often requires a special ritual, item, or weapon. Every
in the affairs of the living except where those affairs phylactery is unique, and discovering the key to its
interfere with their own. Scheming and insane, they destruction can be a quest in and of itself.
hunger for long-forgotten knowledge and the most Lonely Existence. From time to time, a lich might be
terrible secrets. Because the shadow of death doesn't stirred from its single-minded pursuit of power to take
hang over them, they can conceive plans that take years, an interest in the world around it, most often when some
decades, or centuries to come to fruition. great event reminds it of the life it once led. It otherwise
A lich is a gaunt and skeletal humanoid with lives in isolation, engaging only with those creatures
withered flesh stretched tight across its bones. Its eyes whose service helps secure its lair.
succumbed to decay long ago, but points of light burn Few liches call themselves by their former names,
in its empty sockets. It is often garbed in the moldering instead adopting monikers such as the Black Hand or
remains of fine clothing and jewelry worn and dulled by the Forgotten King.
the passage of time. Magic Collectors. Liches collect spells and magic
Secrets ofUndeath. No wizard takes up the path to items. In addition to its spell repertoire, a lich has ready
lichdom on a whim, and the process of becoming a lich access to potions, scrolls, libraries of spellbooks, one
is a well-guarded secret. Wizards that seek lichdom or more wands, and perhaps a staff or two. It has no
must make bargains with fiends, evil gods, or other foul qualms about putting these treasures to use whenever
entities. Many turn to Orcus, Demon Prince of Undeath, its lair comes under attack.
whose power has created countless liches. However, Undead Nature. A lich doesn't require air, food,
those that control the power of lichdom always demand drink, or sleep.
fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the A LrnH's LAIR
wizard's soul within a phylactery. Doing so binds the
A lich often haunts the abode it favored in life, such as
soul to the mortal world, preventing it from traveling
a lonely tower, a haunted ruin, or an academy of black
to the Outer Planes after death. A phylactery is
magic. Alternatively, some liches construct secret tombs
traditionally an amulet in the shape of a small box, but
filled with powerful guardians and traps.
it can take the form of any item possessing an interior
Everything about a lich's lair reflects its keen mind
space into which arcane sigils of naming, binding,
and wicked cunning, including the magic and mundane
immortality, and dark magic are scribed in silver.
traps that secure it. Undead, constructs, and bound
With its phylactery prepared, the future lich drinks a
demons lurk in shadowy recesses, emerging to destroy
potion of transformation-a vile concoction of poison
those who dare to disturb the lich's work.
mixed with the blood of a sentient creature whose
A lich encountered in its lair has a challenge rating of
soul is sacrificed to the phylactery. The wizard falls
22 (41 ,000 XP).
dead, then rises as a lich as its soul is drawn into the
phylactery, where it forever remains. LAIR ACTIONS
Soul Sacrifices. A lich must periodically feed souls to
On initiative count 20 (losing initiative ties), the lich
its phylactery to sustain the magic preserving its body can take a lair action to cause one of the following
and consciousness. It does this using the imprisonment
magical effects; the lich can't use the same effect two
spell. Instead of choosing one of the normal options rounds in a row:
of the spell, the lich uses the spell to magically trap
the target's body and soul inside its phylactery. The • The lich rolls a d8 and regains a spell slot of that level
phylactery must be on the same plane as the lich for or lower. If it has no spent spell slots of that level or
the spell to work. A lich's phylactery can hold only lower, nothing happens.
one creature at a time, and a dispel magic cast as a • The lich targets one creature it can see within 30 feet
9th-level spell upon the phylactery releases any creature of it. A crackling cord of negative energy tethers the
imprisoned within it. A creature imprisoned in the lich to the target. Whenever the lich takes damage,
phylactery for 24 hours is consumed and destroyed the target must make a DC 18 Constitution saving
utterly, whereupon nothing short of divine intervention throw. On a failed save, the lich takes half the damage
can restore it to life. (rounded down), and the target takes the remaining
A lich that fails or forgets to maintain its body with damage. This tether lasts until initiative count 20 on
sacrificed souls begins to physically fall apart, and the next round or until the lich or the target is no lon-
might eventually become a demilich. ger in the lich's lair.
Death and Restoration. When a lich's body is • The lich calls forth the spirits of creatures that died in
broken by accident or assault, the will and mind of its lair. These apparitions materialize and attack one
411
the lich drains from it, leaving only a lifeless corpse creature that the lich can see within 60 feet of it. The
behind. Within days, a new body reforms next to the target must succeed on a DC 18 Constitution saving
lich's phylactery, coalescing out of glowing smoke that throw, taking 52 (15d6) necrotic damage on a failed
issues from the device. Because the destruction of save, or half as much damage on a success. The appa-
ritions then disappear.
LI C H
203
L I ZARD FOLK
Lizardfolk are primitive reptilian humanoids that lurk in
the swamps and jungles of the world. Their hut villages
thrive in forbidding grottos, half-sunken ruins, and
watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade
with other races only rarely. Fiercely territorial, they
use camouflaged scouts to guard the perimeter of their
domain. When unwelcome visitors are detected, a tribe
sends a hunting band to harass or drive the trespassers
off, or tricks them into blundering into the lairs of
crocodiles and other dangerous creatures.
Lizard folk have no notion of traditional morality, and
they find the concepts of good and evil utterly alien.
Truly neutral creatures, they kill when it is expedient
and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting
grounds. Any creature that enters their territory is fair
game to be stalked, killed, and devoured. They make no
distinction between humanoids, beasts, and monsters.
Similarly, lizardfolk don't like reaching too far beyond
their borders, where they could easily become the
hunted instead of the hunters.
Occasions might arise when lizardfolk
will form alliances with their neighbors.
These lizardfolk usually learn firsthand
that humans, dwarves, halflings, and
elves can sometimes prove helpful or
trustworthy. Once lizardfolk forge ties with
outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizardfolk are
omnivorous, but they have a taste for humanoid
flesh. Prisoners are often taken back to their camps
LIZARD FOLK
Medium humanoid (fizardfolk), neutral
to become the centerpieces of great feasts and rites
involving dancing, storytelling, and ritual combat. Armor Class 1 5 (natural armor, s hield )
Victims are either cooked and eaten by the tribe, or are Hit Points 22 (4d8 + 4 )
sacrificed to Semuanya, the lizardfolk god. Speed 30 ft., s w i m 30 ft.
Canny Crafters. Though they aren't skilled artisans,
lizardfolk craft tools and ornamental jewelry out of the STR DEX CON I NT WIS CHA
bones of their kills, and they use the hides and shells of 1 5 (+2) 10 (+O) 13 (+l ) 7 (-2) 12 (+1) 7 (-2)
dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear Skills Perception +3, Stealth +4, Survival +5
magic with a religious awe. Lizardfolk shamans lead Senses passive Perception 1 3
their tribes, overseeing rites and ceremonies performed Languages Draconic
Challenge 1/2 ( 1 00 XP)
to honor Semuanya. From time to time, however, a
lizardfolk tribe produces a powerful figure touched not
by Semuanya but by Sess'inek-a reptilian demon lord Hold Breath. The l izardfolk can hold its breath for 1 5 m i n utes.
who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and ACT I O N S
more cunning than other lizardfolk, and are thoroughly Multiattack. The l izardfolk makes two melee attacks, each one
evil. These lizard kings and queens dominate lizardfolk with a d ifferent weapon.
tribes, usurping a shaman's authority and inspiring
Bite. Me/ee Weapon Attack: +4 to h it, reach 5 ft., one target.
uncharacteristic aggression among their subjects.
Hit: 5 ( l d 6 + 2) pierci ng d amage.
Dragon Worshipers. Lizardfolk speak Draconic,
which they are thought to have learned from dragons in Heavy Club. Me/ee Weapon Attack: +4 to h it, reach 5 ft., one
ancient times. A tribe that wanders into the territory of a target. Hit: 5 ( l d 6 + 2) bludgeoning damage.
dragon will offer it tribute to win its favor. An evil dragon Javelin. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft. or
might exploit lizardfolk for its own vile ends, turning range 30/1 20 ft., one target. Hit: 5 (1 d6 + 2) piercing d amage.
them into raiders and plunderers.
•
Spiked Shield. Melee Weapon Attack: +4 to h it, reach 5 ft., one
target. Hit: 5 ( l d 6 + 2) pierci ng damage.
LIZARD FOLK
" I N A L L M Y D E A L I NG S W I T H T H E
L l't A R D F O L K , l \VAS N E V E R A B L E T O
T E LL W H A T T H E Y W E R E T H I N K I N G .
TH E I R R E P T I L I A N E V E S B E L I E D N O
H I NT O F T H E I R I N T E N T I ON S . l GAVE
T H E M S U P P L I E S . THEY G A V E M E
T H E W I L L I ES."
Medium humanoid (lizardfolk), neutral
-A M E R C H A N T ' S ACCOUNT O F H I S
EXPER IENCE W I T H THE
Armor Class 13 (natu ral armor)
L l 't A R D F O LK T R I BE S O F T H E
Hit Points 27 (Sd8 + 5)
L l 't A R D M A R S H
Speed 30 ft. , swim 30 ft.
Hold Breath. The l izardfolk can hold its breath for 1 5 m i n utes. STR DEX CON I NT WIS CHA
17 (+3) 12 (+l) 1 5 (+2) 1 1 (+O) 11 (+O) 1 5 (+2)
Spellcasting (Lizardfolk Form Only). The l izardfo l k is a 5th-level
spellcaster. Its spellcasting a b i l ity i s Wisdom (spell save DC
Saving Throws Con +4, Wis +2
1 2, +4 to hit with spell attacks). The l izardfolk has the fol lowing
Skills Perception +4, Stealth +S, S urvival +4
druid spells prepared:
Condition Immunities frightened
Cantrips (at will): druidcraft, produce flame, thorn whip Senses darkvision 60 ft., passive Perception 1 4
1 st level (4 slots): entangle, fog cloud Languages Abyssal, Draconic
2nd level (3 slots): heat metal, spike growth Challenge 4 (1 ,100 XP)
3 rd level (2 slots) : conjure animals (reptiles on ly), plant growth
Hold Breath. The lizardfolk can hold its breath for 1 5 m i n utes.
ACT I O N S
Multiattack (Lizardfolk Form Only). The l izardfolk makes two Skewer. Once per turn, when the l izardfolk makes a melee
attacks: one with its bite and one with its claws. attack with its trident and h its, the target takes an extra 1 0
(3d6) damage, a n d t h e l izardfolk gains temporary h i t points
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. equal to the extra d amage dealt.
Hit: 5 ( l d 6 + 2) pierci n g damage, or 7 ( l d l O + 2) piercing
d amage i n crocodile form. I f the l izardfolk i s i n crocodile form ACT I O N S
a n d the ta rget is a Large or smaller creature, the target is
Multiattack. The l izardfolk makes two attacks: one with its
grappled (escape DC 1 2) . Until this grapple ends, the target is
bite and one with its claws or trident or two melee attacks with
restrai ned, and the l izardfolk can't bite another target. I f the
its trident.
l izardfo l k reverts to its true form, the grapple ends.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to h it,
Hit: 6 ( l d 6 + 3) pierci ng damage.
reach 5 ft., one target. Hit: 4 (ld4 + 2) slashing damage.
Claws. Melee Weapon Attack: + 5 to h it, reach 5 ft., one target.
Change Shape (Recharges after a Short or Long Rest). The
Hit: 5 (ld4 + 3) slashing damage.
l izardfolk magically polymorphs into a crocodile, remai n i n g
i n that form for u p t o 1 hour. It c a n revert t o i t s true fo r m as Trident. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft. or
a bonus action. Its statistics, other than its size, are the same range 20/60 ft., one target. Hit: 6 ( l d 6 + 3) piercing damage, or
i n each form. Any eq u i pment it i s wearing or carrying i s n 't 7 (1 d8 + 3) piercing d amage if used with two hands to make a
transformed. It reverts to its true form if it dies. melee attack.
LIZARDFOI K
2 05
LYC ANTH ROPE S
One of the most ancient and feared of all curses,
lycanthropy can transform the most civilized humanoid
into a ravening beast. In its natural humanoid form, a
creature cursed by lycanthropy appears as its normal
self. Over time, however, many lycanthropes acquire
features suggestive of their animal form. In that animal
form, a lycanthrope resembles a powerful version of
a normal animal. On close inspection, its eyes show a
faint spark of unnatural intelligence and might glow red
in the dark.
Evil lycanthropes hide among normal folk, emerging
in animal form at night to spread terror and bloodshed,
especially under a full moon. Good lycanthropes are
reclusive and uncomfortable around other civilized
creatures, often living alone in wilderness areas far
from villages and towns.
Curse ofLycanthropy. A humanoid creature can
be afflicted with the curse of lycanthropy after being
wounded by a lycanthrope, or if one or both of its
parents are lycanthropes. A remove curse spell can rid
an afflicted lycanthrope of the curse, but a natural born
lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace
it. By resisting the curse, a lycanthrope retains its
normal alignment and personality while in humanoid
form. It lives its life as it always has, burying deep the
bestial urges raging inside it. However, when the full
moon rises, the curse becomes too strong to resist,
transforming the individual into its beast form-or
into a horrible hybrid form that combines animal and
humanoid traits. When the moon wanes, the beast
within can be controlled once again. Especially if the
cursed creature is unaware of its condition, it might not
remember the events of its transformation, though those
memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse
and accept what they are. With time and experience,
they learn to master their shapechanging ability and
can assume beast form or hybrid form at will. Most
lycanthropes that embrace their bestial natures
succumb to bloodlust, becoming evil, opportunistic
creatures that prey on the weak.
WEREBEAR
Werebears are powerful lycanthropes with the ability to
temper their monstrous natures and reject their violent
impulses. In humanoid form, they are large, muscular,
and covered in hair matching the color of their ursine
form's fur. A werebear is a loner by nature, fearing what
might happen to innocent creatures around it when its
bestial nature takes over.
LYC, \ N T H R O P E S
its size and AC, are the same in each form. Any equipment it is
WEREBEAR wearing or carryi ng isn't transformed. It reverts to its true form
Medium humanoid (human, shapechanger), neutral good
if it d ies.
Armor Class 10 i n h u m anoid form, 1 1 (natural a rmor) i n bear Keen Smell. The werebear has advantage on Wisdom
and hybrid form (Perception) checks that rely on smell.
Hit Points 1 3 5 (1 8d8 + 54)
Speed 30 ft. (40 ft., climb 30 ft. i n bear or hybrid form) ACTI O N S
Multiattack. I n bear form, the werebear makes two claw
STR DEX CON INT WIS CHA
attacks. In h u manoid form, it makes two greataxe attacks. I n
19 (+4) 10 (+O) 17 (+3) 11 (+O) 12 (+l) 12 (+l )
hybrid form, it c a n attack l i ke a bear or a h u manoid.
Skills Perception +7 Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7
Damage Immunities bludgeoning, p iercing, and slashing from to h it, reach 5 ft. , one target. Hit: 1 5 (2d l 0 + 4) piercing
non magical attacks not made with s i lvered weapons damage. I f the target i s a h u manoid, it must succeed on a
Senses passive Perception 1 7 DC 14 Constitution saving throw or be cu rsed with werebear
Languages Common (can't speak i n bear form) lycanthropy.
Challenge 5 ( 1 ,800 XP)
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to
h it, reach 5 ft., one target. Hit: 1 3 (2d8 + 4) slashing damage.
•
Shapechanger. The werebear can use its action to polymorph
i nto a Large bear- h u manoid hybrid or i nto a Large bear, or back Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
i nto its true form, which is humanoid. Its statistics, other than Attack: +7 to hit, reach 5 ft., one target. Hit: 1 0 ( l d l 2 + 4)
slashing damage.
C::=:=:====::s::::=:::=::i
LYC ANT H RO P E S
208
WEREBOAR
Medium humanoid (human, shapechanger), neutral evil
LYC \NTHRO P E S
209
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at
WERETIGER least 1 5 feet straight toward a creature and then h its it with a
Medium humanoid (human, shapechanger), neutral
claw attack on the same turn, that target must succeed on a
Armor Class 1 2 DC 14 Strength saving throw or be knocked prone. If the target
Hit Points 1 20 (1 6d8 + 48) is prone, the weretiger can make one bite attack agai nst it as a
Speed 30 ft. (40 ft. i n tiger form) bonu s action .
ACTI O N S
STR DEX CON I NT WIS CHA
1 7 (+3) 1 5 (+2) 1 6 (+3) 1 0 (+O) 13 (+l ) 11 (+O) Multiattack (Humanoid o r Hybrid Form Only). I n h u manoid
form, the weretiger m a kes two scimitar attacks or two longbow
Skills Perception +5, Stealth +4 attacks. In hybrid form, it can attack l i ke a h umanoid or make
Damage Immunities b l udgeonin g, piercing, a n d slashing from two claw attacks.
non magical attacks not made with s ilvered weapons
Senses darkvision 60 ft., passive Perception 1 5 Bite (Tiger or Hybrid Form Only). Melee Weapon Attack:
Languages Common (can't speak i n tiger form) +5 to h it, reach 5 ft., one target. H it: 8 ( l d l O + 3) piercing
Challenge 4 ( 1 , 1 00 XP) damage. If the target is a h u manoid, it must succeed on a
DC 1 3 Constitution saving throw or be cursed with weretiger
lycanth ropy.
Shapechanger. The weretiger can use its action to polymorph
i nto a tiger- h u manoid hybrid or i nto a tiger, or back i nto its true Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to
form, which i s h u manoid. Its statistics, other than its size, are h it, reach 5 ft., one target. Hit: 7 ( l d8 + 3) slashing damage.
the same in each form. Any equ i pment it i s wearing o r carrying Scimitar (Humanoid or Hybrid Form Only). Me/ee Weapon
isn't transformed. It reverts to its true form if it dies. Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( i d 6 + 3)
Keen Hearing and Smell. The weretiger has advantage on slashing damage.
Wisdom (Perception) checks that rely on hearing or smell. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon
•
Attack: +4 to hit, range 1 50/600 ft., one target. Hit: 6 ( l d8 + 2)
p ie rc i n g d a m a ge .
' ' l·
c::============================================================::::======================::::==
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:: ======:::::1
LYC ANTH R O P E S
210
the same in each form. Any equi pment it i s wearing o r carrying
WEREWOLF isn't transformed. It reverts to its true fo rm if it dies.
Medium humanoid (human, shapechanger), chaotic evil
Keen Hearing and Smell. The werewolf has advantage on
Armor Class 1 1 in h umanoid form, 12 (natural armor) in wolf er Wisdom (Perception) checks that rely o n hearing or smel l .
hybrid form
Hit Points 58 (9d8 + 1 8) ACT I O N S
Speed 30 ft. (40 ft. i n wolf form)
Multiattack (Humanoid o r Hybrid Form Only). The werewolf
makes two attacks: two with its spear (humanoid form) or one
STR DEX CON INT WIS CHA
with its bite and one with its claws (hybrid form).
1 5 (+2) 13 (+l) 14 (+2) 10 (+O) 1 1 (+O) 10 (+O)
Bite (Wolfor Hybrid Form Only). Melee Weapon Attack:
Skills Perception +4, Stealth +3 +4 to h it, reach 5 ft. , one target. Hit: 6 ( l d 8 + 2) pierci ng
Damage Immunities bludgeoning, piercing, and slashing from damage. I f the target is a h u manoid, it must succeed on a
nonmagical attacks not made with silvered weapons DC 1 2 Constitution saving throw or be cu rsed with werewolf
Senses passive Perception 14 lycanthropy.
Languages Common (can't speak i n wolf form)
Challenge 3 (700 XP) Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft. , one creature. Hit: 7 (2d4 + 2) slashing d amage.
Shapechanger. The werewolf can use its action to polymorph Spear (Humanoid Form Only). Melee or Ranged Weapon Attack:
into a wolf- hu manoid hybrid or i nto a wolf, o r back into its true +4 to h it, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 ( l d 6
form, which is humanoid. Its statistics, other than its AC, are + 2 ) piercing d amage, or 6 ( l d8 + 2 ) piercing damage if used
with two hands to make a melee attack.
LYC \.NTHROPE
2 ll
MAGMIN
Small elemental, chaotic neutral
•
fires or the bubbling magma of an active volcano. At douse the fi re, the target takes 3 (l d6) fi re damage at the end
other times, a magmin compulsively looses fire from its of each of its turns.
fingertips, delighting in setting objects ablaze.
M AG\fIN
212
MANTI C ORE
A monster i n every sense o f the word, a manticore has
a vaguely humanoid head, the body of a lion, and the
wings of a dragon. A bristling mane stretches down
MANTI CORE the creature's back, and its long tail ends in a cluster of
Large monstrosity, lawful evil deadly spikes that can impale prey at impressive range.
Evil Predators. Manticores are fierce killers that hunt
Armor Class 14 (natural armor) far and wide for prey. They work together to take down
Hit Points 68 (8dl 0 + 24) particularly large or dangerous creatures, sharing the
Speed 30 ft. , fly 50 ft. meal once a kill is made. A manticore begins its attack
with a volley of tail spikes, then lands and uses its claws
STR DEX CON I NT WIS CHA
and bite. When outdoors and outnumbered, it uses its
1 7 (+3) 16 (+3) 1 7 (+3) 7 (-2) 12 (+l) 8 (-1 )
wings to stay aloft, attacking from a distance until its
spikes are depleted.
Senses darkvision 60 ft., passive Perceptio n 1 1
Languages Common A manticore isn't particularly bright, but it possesses
Challenge 3 (700 XP) a malevolent nature and the ability to converse. In the
course of attacking, it denigrates its foes and offers to
kill them swiftly if they beg for their lives. If a manticore
Tail Spike Regrowth. T h e manticore h a s twenty-fo u r tail spikes. sees an advantage to be gained by sparing a creature's
Used s pi kes regrow when the manticore finishes a long rest.
life, it does so, asking for a tribute or sacrifice equal to
ACT I O N S its loss of food.
Monstrous Relationships. Manticores serve wicked
Multiattack. The manticore ma kes three attacks: one with its masters that treat them well and provide regular prey. A
bite and two with its claws or three with its tail spikes.
manticore might provide aerial support for an ore horde
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target. or a hobgoblin army. Another could serve as a hunting
Hit: 7 ( l d 8 + 3) piercing damage. companion for a hill giant -chief, or guard the entrance to
a lamia's lair.
Claw. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
The manticores' greatest territorial rivals include
Hit: 6 ( l d 6 + 3) slashing damage.
chimeras, griffons, perytons, and wyverns. Manticores
Tail Spike. Ranged Weapon Attack: +5 to h it, range 1 00/200 ft., hunting as a pack often have the advantage of greater
one target. Hit: 7 (ld8 + 3) piercing d amage. numbers. In addition to these creatures, manticores fear
dragons and avoid them.
MA.NTIGORE
Medusa Lairs. Medusas live forever in seclusion,
alienated from the world around them by their
monstrous form and caprice. Their homes gradually fall
into disrepair until they are little more than shadowy
ruins covered with thorns and creepers, riddled with
obstructions and hiding places. Foolhardy looters
and adventurers who enter are often unaware of the
medusa's presence until the creature is among them.
A medusa is subject to its own curse. By looking vainly
on its reflection, it turns to stone as surely as any living
mortal. As a result, a medusa destroys or removes any
mirrors or reflective surfaces in its lair.
MEDUSA
Medium monstrosity, lawful evil
M E D USA
214
DusT MePMIT
ME PH ITS
Mephits are capricious, imp-like creatures native to the
elemental planes. They come in six varieties, each one
representing the mixture of two elements.
Ageless tricksters, mephits gather in large numbers
o n the Elemental Planes and i n t h e Elemental Chaos.
They also find their way to the Material Plane, where ..
they prefer to dwell in places where their base elements
are abundant. For example, a magma mephit is · · •' •
DUST MEPH IT
Composed of earth and air, dust mephits are drawn to
catacombs and find death morbidly fascinating.
ICE MEPH IT
Comprising frigid air and water, ice mephits are aloof
and cold, surpassing all other mephits in pitiless cruelty.
f F P)i lTS
21)
M ll G M ll M E P H I T
MAGMA M EPHIT
Composed o f earth and fire,
magma mephits glow a dull
red color as they perspire beads
of molten lava. They are slow to
comprehend the meaning of others'
words and actions.
Mun MEPHIT
Mud mephits are slow, unctuous creatures of earth
and water. They drone their complaints to all who will
listen, and beg incessantly for attention and treasure.
M u o M e P >< I T
MAGMA MEPHIT
Small elemental, neutral evil
Armor Class 1 1
Mun MEPHIT
Small elemental, neutral evil
Hit Points 2 2 (Sd6 + 5)
Speed 30 ft., fly 30 ft.
Armor Class 1 1
Hit Points 2 7 (6d6 + 6)
STR DEX CON I NT WIS CHA
Speed 20 ft., fly 20 ft., swim 20 ft.
8 (-1 ) 1 2 (+l ) 1 2 (+l) 7 (-2) 10 (+0) 10 (+O)
ME PH ITS
216
SMOKE MEPHIT
Smoke mephits are crude, lazy creatures of air
and fire that billow smoke constantly. They
rarely speak the truth and love to mock and
mislead other creatures.
STEAM MEPHIT
Composed of fire and water, steam
mephits leave trails of hot water
wherever they go, and they hiss
with tendrils of steam. Bossy and
hypersensitive, they are the self
appointed overlords of all mephits.
VAR I A N T: M E P H IT S U M M O N I N G
Some meph its can have a n action option that allows them to
s u m mon other mephits.
Summon Mephits (1/Day). The mephit has a 2S percent
chance of s u m moning l d4 meph its of its kind. A s u m moned
mephit appears i n a n u noccupied space within 60 feet of
its s u m moner, acts as a n ally of its summoner, and can't
s u m mon other mephits. It remains for l m i n ute, u ntil it
or its s u m moner d ies, or u ntil its sum moner dism isses it
as a n action. STEAM M E P H I T
SMOKE MEPHIT
Small elemental, neutral evil
STEAM MEPHIT
Armor Class 1 2 Small elemental, neutral evil
Hit Points 2 2 (Sd6 + S)
Speed 30 ft., fly 30 ft. Armor Class 10
Hit Points 21 (6d6)
STR DEX CON I NT WIS CHA Speed 30 ft. , fly 30 ft.
6 (-2) 14 (+2) 1 2 (+l) 10 (+O) 10 (+O) 1 1 (+O)
STR DEX CON I NT WIS CHA
Skills Perception +2, Stealth +4 s (-3) 11 (+O) 10 (+O) 1 1 (+O) 1 0 (+O) 1 2 (+l)
Damage Immunities fi re, poison
Condition Immunities poisoned Damage Immunities fi re, poison
Senses darkvision 60 ft., passive Perception 1 2 Condition Immunities poisoned
Languages Au ran, lgnan Senses darkvision 60 ft. , passive Perception l 0
Challenge 1/4 (SO XP) Languages Aquan, lgnan
Challenge 1/4 (SO XP)
Death Burst. When the mephit dies, it leaves beh ind a cloud
of smoke that fills a S -foot-rad ius sphere centered on its space. Death Burst. When the mephit dies, it explodes i n a cloud of
The sphere is heavily obscured. Wind disperses the cloud, steam. Each creature within S feet of the mephit must succeed
whic h otherwise lasts fo r l m inute. on a DC 10 Dexterity savin g throw or take 4 (l d8) fi re da mage.
Innate Spellcasting (1/Day). The mephit can i n nately cast Innate Spellcasting (1/Day). The mephit can innately cast blur,
dancing lights, req u iring no material components. Its i n nate req u iring no material components. Its in nate spellcasting
spel lcasting abil ity is Charisma. abil ity is Charisma.
ACTI O N S AC T I O N S
Claws. Melee Weapon Attack: +4 to h it, reach S ft., one Claws. Melee Weapon Attack: +2 to hit, reach S ft. , one creature.
creature. Hit: 4 (1 d4 + 2) slashing damage. Hit: 2 (l d4) slashing damage plus 2 (l d4) fi re damage.
Cinder Breath (Recharge 6). The mephit exha l es a l S-foot cone Steam Breath (Recharge 6). The mephit exhales a l S -foot cone
of smoldering ash. Each creature i n that area m ust succeed on of scalding steam. Each creatu re i n that a rea m ust succeed on
a DC 1 0 Dexterity saving throw or be bl inded u ntil the end of a DC 1 0 Dexterity savin g throw, taking 4 (l d8) fi re damage on a
the meph it's next turn. failed save, or half as much damage on a successful one.
M E PH IT.
217
M ERFOLK
Aquatic humanoids with the upper body of a human and
the lower body of a fish, merfolk adorn their skin and
scales with shell decorations.
Merfolk tribes and kingdoms span the world, and
their people are as varied in color, culture, and outlook
as the human races of the surface. Land folk and
merfolk rarely meet except by chance, though starry
eyed mariners tell tales of romance with these creatures
along the shoals of faraway islands.
Merfolk lack the materials and practical means to
forge weapons beneath the waves, to write books and
keep lore, or to shape stone to raise buildings and
cities. As a result, most live in small hunter-gatherer
tribes, each of which holds unique values and creeds.
Only occasionally do merfolk unite under the rule of a
single leader. They do so to face a common threat or
to complete a conquest. Such unifications can be the
beginning of undersea kingdoms with dynasties lasting
hundreds of years.
Merfolk Settlements. Merfolk build their settlements
in vast undersea caverns, mazes of coral, the ruins of
sunken cities, or structures they carve from the rocky
seabed. They Jive in water shallow enough that the
passage of time can be marked by the gleam and fade
of sunlight through the water. In the reefs and trenches
near their settlements, merfolk harvest coral and farm
the seabed, shepherding schools of fish as land-based
farmers tend sheep. Only rarely do merfolk venture into
the darkest depths of the ocean. In such depths and
in their undersea caverns, merfolk rely on the light of
bioluminescent flora and fauna, such as jellyfish, whose
slow pulsing movements lend merfolk settlements an
otherworldly aesthetic.
Merfolk defend their communities with spears
crafted from whatever materials they can salvage from
shipwrecks, beaches, and dead undersea creatures.
MERFOLK
Armor Class 1 1
Hit Points 1 1 (2d8 + 2)
Speed 10 ft., swim 40 ft.
Skills Perception +2
Senses passive Perception 1 2
Languages Aqu a n , Common
Challenge 1 /8 (25 XP)
ACT I O N S
Spear. Melee or Ranged Weapon Attack: +2 to h it, reach 5 ft.
or range 20/60 ft .. one target. Hit: 3 (l d6) piercing d amage,
or 4 (l d8) piercin g damage if u sed with two hands to make a
melee attack.
ME RROW
Merrow haunt coastal waters, preying on fisherfolk,
merfolk, and any other edible creature that crosses their
path. These savage monsters snatch and devour unwary
prey, hauling drowned corpses back to their underwater
grottoes to feed.
Transformed Merfolk. Long ago, a tribe of merfolk
found an idol of Demogorgon at the bottom of the sea.
Not knowing what it was, they brought the artifact
to their king. Everyone who touched the idol became
afflicted with madness, including the king, who decreed
that a sacrificial ritual be performed to open a gateway
to the Abyss. The ocean turned red with the blood of
slaughtered merfolk, but the ritual worked, and the
king led the survivors through the underwater gate
to Demogorgon's layer of the Abyss. The merfolk
remained there for generations, fighting for their lives
as the Abyss warped them completely, transforming
them into hulking, evil monstrosities. Thus, the first
merrow were born.
Coastal Bullies. Whenever an opportunity presents
itself, the Prince of Demons sends merrow back to
the Material Plane to wreak havoc in the oceans. The
merrow are bullies, attacking all creatures smaller and
weaker than themselves.
Merrow dwell in undersea caves filled with treasures
and trophies, taken from their victims and sunken
ships. They tie the rotting corpses of dead enemies and
drowned sailors to strands of kelp to mark the borders
of their territory.
MERROW
Large monstrosity, chaotic evil
ACT I O N S
Multiattack. T h e m errow makes two attacks: one with its bite
and one with its claws or harpoon.
M ER RO!\
2 1 <)
MIMIC
Medium monstrosity (shapechanger), neutral
Mimics are shapeshifting predators able to take on
the form of inanimate objects to lure creatures to their
Armor Class 12 (natural a rmor)
doom. In dungeons, these cunning creatures most often
Hit Points 58 (9d8 + 1 8)
Speed 1 5 ft. take the form of doors and chests, having learned that
such forms attract a steady stream of prey.
STR DEX CON I NT WIS CHA Imitative Predators. Mimics can alter their
1 7 (+3) 1 2 (+l) 1 5 (+2) 5 (-3) 13 (+l) 8 (-1 ) outward texture to resemble wood, stone, and other
basic materials, and they have evolved to assume the
Skills Stealth +5 appearance of objects that other creatures are likely to
Damage Immunities acid come into contact with. A mimic in its altered form is
Condition Immunities prone nearly unrecognizable until potential prey blunders into
Senses darkvision 60 ft., passive Perception 1 1 its reach, whereupon the monster sprouts pseudopods
Languages - and attacks.
Challenge 2 (450 X P)
When it changes shape, a mimic excretes an adhesive
that helps it seize prey and weapons that touch it.
Shapechanger. The m i m i c can use i t s action t o polymorph into The adhesive is absorbed when the mimic assumes
an object or back into its true, amorphous form. Its statistics its amorphous form and on parts the mimic uses to
a re the same i n each form. Any eq u i pment it i s wearing or move itself.
carrying isn't transformed. It reverts to its true form if it dies. Cunning Hunters. Mimics live and hunt alone, though
Adhesive (Object Form Only). The m i m i c adheres to a nything they occasionally share their feeding grounds with other
that touches it. A H uge or smaller creature adhered to the creatures. Although most mimics have only predatory
m i m i c is also grappled by it (escape DC 1 3 ) . Abil ity checks intelligence, a rare few evolve greater cunning and the
made to escape this grapple have disadvantage. ability to carry on simple conversations in Common or
Undercommon. Such mimics might allow safe passage
False Appearance (Object Form Only). While the m i m ic through their domains or provide useful information in
remains motionless, it is i nd i stinguishable from an exchange for food.
ordinary object.
ACTI O N S
Pseudopod. Melee Weapon Attack: +5 to h it, reach 5 ft. , one
target. Hit: 7 ( l d8 + 3) b l udgeoning d amage. I f the mimic is in
object form, the target i s su bjected to its Adhesive trait.
M I MIC
220
M I N D FLAYER
Mind flayers, also called illithids, are the scourge of
sentient creatures across countless worlds. Psionic
tyrants, slavers, and interdimensional voyagers, they
are insidious masterminds that harvest entire races for
their own twisted ends. Four tentacles snake from their
octopus-like heads, flexing in hungry anticipation when
sentient creatures come near.
In eons past, illithids controlled empires that spanned
many worlds. They subjugated and consequently warped
whole races of humanoid slaves, including the githyanki
and githzerai, the grimlocks, and the kuo-toa. Conjoined
by a collective consciousness, the illithids hatch plots
as far-reaching and evil as their fathomless minds
can conceive.
Since the fall of their empires, illithid collectives on
the Material Plane have resided in the Underdark.
Psionic Commanders. Mind flayers possess psionic
powers that enable them to control the minds of
creatures such as troglodytes, grimlocks, quaggoths,
and ogres. Illithids prefer to communicate via telepathy
and use their telepathy when issuing commands to
their thralls.
When an illithid meets strong resistance, it avoids
initial combat as it orders its thralls to attack. Like
physical extensions of the illithid's thoughts, these
thralls interpose themselves between the mind
flayer and its foes, sacrificing their lives so that their
master can escape.
Hive Mind Colonies. Solitary mind flayers are likely
rogues and outcasts. Most illithids belong to a colony
of sibling mind flayers devoted to an elder brain-a
massive brain-like being that resides in a briny pool
near the center of a mind flayer community. From its
pool, an elder brain telepathically dictates its desires to
each individual mind flayer within 5 miles of it, for it is
able to hold multiple mental conversations at once.
Hunger ofthe Mind. Illithids subsist on the brains
of humanoids. The brains provide enzymes, hormones,
and psychic energy necessary for their survival. An
illithid healthy from a brain-rich diet secretes a thin
glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours
the brain of a humanoid, along with its memories,
personality, and innermost fears. Mind flayers will
sometimes harvest a brain rather than devour it, using it
as part of some alien experiment or transforming it into
an intellect devourer.
QUALITH
On the rare occasion that mind flayers need to write
something down, they do so i n Qualith. Th i s system of
tactile writing (similar to braille) is read by an i l l ithid's
tentacles. Qualith is written i n four-line stanzas and is so
a l ien in construction that non-i l l ithids must resort to magic
to discern its meaning. Though Qual ith can be used to keep
records, i l l ithids most often use it to mark portals or other
surfaces with warni ngs or i n structions.
MIND FLAYER
Medium aberration, lawful evil
ACT I O N S
Tentacles. Melee Weapon Attack: + 7 to hit, reach 5 ft. , one
creature. Hit: 15 (2d l 0 + 4) psychic d a mage. If the target is
Medium or smal ler, it is grappled (escape DC 1 5) and m ust
succeed on a DC 1 5 I ntel l i gence saving th row or be stu nned
until this grapple ends.
M I N D F LAYER
222
MINOTAUR
A minotaur's roar is a savage battle cry that most
civilized creatures fear. Born into the mortal realm by
demonic rites, minotaurs are savage conquerors and
carnivores that live for the hunt. Their brown or black
fur is stained with the blood of fallen foes, and they
carry the stench of death.
The Beast Within. Most minotaurs are solitary
carnivores that roam labyrinthine dungeons, twisting
caves, primeval woods, and the maze-like streets and
passages of desolate ruins. A minotaur can visualize
every route it might take to close the distance to its prey.
The scent of blood, the tearing of flesh, and the
cracking of bones spur a minotaur's lust for carnage,
overwhelming all thought and reason. In a blood rage,
a minotaur charges anything it sees, butting and goring
like a battering ram, then chopping the fallen in twain.
Apart from ambushing creatures that wander into its
labyrinth, a minotaur cares little for strategy or tactics.
Minotaurs seldom organize, they don't respect authority
or hierarchy, and they are notoriously difficult to enslave,
let alone control.
Cults ofthe Horned King. Minotaurs are the dark
descendants of humanoids transformed by the rituals of
cults that reject the oppression of authority by returning
to nature. Inductees often mistake these cults for
druidic circles or totemic religions whose ceremonies
involve entering a labyrinth while wearing a ceremonial
animal mask.
Within these bounded environments, cultists hunt, Large monstrosity, chaotic evil
kill, and eat wild beasts, indulging their basest primal
urges. In the end, however, sacrificial animals are Armor Class 14 (natural armor)
exchanged for humanoid sacrifice-sometimes an H it Points 76 (9dl 0 + 27)
inductee that tried to escape the cult after learning its Speed 40 ft.
secrets. These labyrinths become blood-soaked halls of
slaughter, echoing to the cultists' savagery. STR DEX CON INT WIS CHA
18 (+4) 11 (+O) 1 6 (+3) 6 (-2) 16 (+3) 9 (-1 )
Unknown to all but their highest-ranking leaders,
these mystery cults are creations of the demon lord
Skills Perception +7
Baphomet, the Horned King, whose layer of the Abyss Senses d a rkvision 60 ft., passive Perception 1 7
is a gigantic labyrinth. Some of his followers are fervent Languages Abyssal
supplicants that plead for strength and power. Others Challenge 3 ( 700 XP)
come to the cult seeking a life free from authority's
chains-and are liberated of their humanity instead as
Charge. I f the m i nota u r moves a t least 1 0 feet stra i ght toward a
Baphomet transforms them into the minotaurs that echo
target and then h its it with a gore attack on the same turn, the
his own savage form.
target takes an extra 9 (2d8) piercing damage. I f the target i s a
Although they begin as creations of the Horned King,
creature, it m u st succeed on a DC 14 Strength saving throw or
minotaurs can breed true with one another, giving rise
be pushed u p to 1 0 feet away a n d knocked prone.
to an independent race of Baphomet's savage children
in the world. Labyrinthine Recall. The m i notau r can perfectly recal l a ny path
it has traveled.
AC T I O N S
Greataxe. Melee Weapon Attack: + 6 to h it, reach 5 ft., one
target. Hit: 1 7 (2d l 2 + 4) slashing d amage.
M I N OTAUR
22�
MODRONS
Modrons are beings o f absolute law that adhere t o a
hive-like hierarchy. They inhabit the plane of Mechanus
and tend its eternally revolving gears, their existence a
clockwork routine of perfect order.
Absolute Law and Order. Under the direction
of their leader, Primus, modron::; increase order in
the multiverse in accordance with laws beyond the
comprehension of mortal minds. Their own minds
are networked in a hierarchal pyramid, in which
each modron receives commands from superiors and
delegates orders to underlings. A modron carries out
commands with total obedience, utmost efficiency, and
an absence of morality or ego.
Modrons have no sense of self beyond what is
necessary to fulfill their duties. They exist as a unified
collective, divided by ranks, yet they always refer to
themselves collectively. To a modron, there is no "I," but
only "we" or "us."
Absolute Hierarchy. Modrons communicate only
with their own rank and the ranks immediately above
and below them. Modrons more than one rank away are
either too advanced or too simple to understand.
Cogs ofthe Great Machine. If a modron is destroyed,
its remains disintegrate. A replacement from the next
VAR I ANT: ROG U E M O D R O N S
lowest rank then transforms in a flash of light, gaining
A modron unit sometimes becomes defective, either through
the physical form of its new rank. The promoted modron
natural decay or exposure to chaotic forces. Rogue modrons
is replaced by one of its underlings in the same manner, don't act in accordance with Pri m us's wishes and d i rectives,
all the way to the lowest levels of the hierarchy. There, a breaking laws, disobeyi ng orders, and even engaging i n
new modron is created by Primus, with a steady stream violence. Other modrons h u n t down such rogues.
of monodrones leaving the Great Modron Cathedral on A rogue modron loses the Axiomatic M i nd trait and can
Mechanus as a result. have a ny a lignment other than lawful neutral. Otherwise, it
The Great Modron March. When the gears of has the same statistics as a regu lar modron of its rank.
Mechanus complete seventeen cycles once every 289
years, Primus sends a vast army of modrons across the
Outer Planes, ostensibly on a reconnaissance mission.
The march is long and dangerous, and only a small
MONODRONE
Medium construct, lawful neutral
number of modrons returns to Mechanus.
Armor Class 1 5 (natural armor)
MONODRONE Hit Points 5 ( l d8 + l )
A monodrone can perform one simple task at a time and Speed 3 0 ft., fly 3 0 ft.
can relay a single message of up to forty-eight words.
STR DEX CON I NT WIS CHA
1 0 (+O) 13 (+l ) 12 (+l) 4 (-3) 1 0 (+O) 5 (-3)
D UODRONE
The blocky duodrones supervise units o f monodrones Senses truesight 1 20 ft. , passive Perception 1 0
and can perform up to two tasks at a time. Languages Modron
Challenge 1 /8 (25 X P)
TRIDRONE
Tridrones are shaped like inverted pyramids. They lead Axiomatic Mind. The monod rone can't b e compelled to act in a
lesser modrons in battle. manner contrary to its n ature or its i n structions.
M O D RO N S
224
DUO DRONE ThIDRONE
Medium construct, lawful neutral Medium construct, lawful neutral
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
1 1 (+O) 1 3 (+l) 12 (+ l ) 6 (-2) 10 (+0) 7 (-2) 1 2 (+l ) 13 (+l) 12 (+l) 9 (-1) 1 0 (+O) 9 (-1 )
Senses truesight 1 20 ft., passive Perception 1 0 Senses truesight 1 20 ft., passive Perception 1 0
Languages Modro n Languages Modron
Challenge 1/4 (50 XP) Challenge 1/2 ( 1 00 XP)
Axiomatic Mind. The duodrone can't be compelled to act in a Axiomatic Mind. The trid rone can't be com pelled t o act i n a
m a n n e r contrary to its n ature or its i n structions. m a n n e r contrary to its n ature or its i n structions.
Disintegration. If the duodrone d ies, its body disi ntegrates Disintegration. I f the tridrone dies, its body disintegrates
i nto dust, leavi ng beh i nd its wea pons and a nyth ing else it i nto dust, leaving behind its weapons and a nyth i n g else it
was carrying. was carryi ng.
ACTI O N S ACT I O N S
Multiattack. The duodrone makes two fist attacks o r two Multiattack. The tridrone m akes three fist attacks o r th ree
jave l i n attacks. javelin attacks.
Fist. Melee Weapon Attack: +2 to h it, reach 5 ft., one target. Hit: Fist. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit:
2 (l d4) bludgeoning damage. 3 ( l d4 + 1) blu dgeoni n g d amage.
javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or javelin. Melee or Ranged Weapon Attack: +3 to h it, reach 5 ft. or
range 30/ 1 20 ft., one target. Hit: 4 (ld6 + 1 ) piercing damage. range 30/ 1 20 ft., one target. Hit: 4 (ld6 + 1 ) piercing damage.
M OD RO N S
225
PENTADRONE
Large construct, lawful neutral
QUAD RONE
Meaium construct, lawful neutral Armor Class 1 6 (natural armor)
Hit Points 32 (5d l 0 + 5 )
Armor Class 1 6 (natural armor) Speed 40 ft.
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 30 ft. STR DEX CON I NT WIS CHA
1 5 (+2) 1 4 (+2} 12 (+l} 1 0 (+O) 10 (+O) 13 (+l)
STR DEX CON I NT WIS CHA
1 2 (+l) 14 (+2) 12 (+l) 1 0 (+O) 10 (+0) 11 (+O) Skills Perception +4
Senses truesight 1 20 ft., passive Perception 1 4
Skills Perception +2 Languages Modron
Senses truesight 1 20 ft., passive Perception 1 2 Challenge 2 (450 XP}
Languages Modron
Challenge l (200 XP)
Axiomatic Mind. The pentadrone can't be compel led to act in a
manner contrary to its nature or its i n structions.
Axiomatic Mind. The quadrone can't be compelled to act in a
manner contrary to its nature or its instructions. Disintegration. I f the pentadrone dies, its body disi ntegrates
i nto d ust, leavi ng behind its weapons and a nyth i ng else it
Disintegration. If the q u ad rone dies, its body disi ntegrates was carrying.
i nto d u st, leaving behind its weapons and anything else it
was carrying. ACT I O N S
Muftiattack. The pentadrone makes five a rm attacks.
ACT I O N S
Arm. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Muftiattack. The q uadrone makes two fist attacks o r fo u r
shortbow attacks.
Hit: 5 ( l d 6 + 2) bludgeon i n g damage.
Paralysis Gas (Recharge 5-6). The pentadrone exhales a 30-
Fist. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit:
foot cone of gas. Each creature in that a rea m ust succeed on a
3 (ld4 + 1) bl udgeoning damage.
DC 1 1 Constitution savi ng throw or be pa ralyzed for l m i nute.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. , A creature can repeat the saving th row at the end of each of its
one target. Hit: 5 ( l d 6 + 2) piercin g damage. turns, ending the effect on itself on a success.
M O D RO N S
MUM MIES MUMMY LORD
Raised by dark funerary rituals, a mummy shambles In the tombs o f the ancients, tyrannical monarchs and
from the shrouded stillness of a time-lost temple or the high priests of dark gods lie in dreamless rest,
tomb. Having been awoken from its rest, it punishes waiting for the time when they might reclaim their
transgressors with the power of its unholy curse. thrones and reforge their ancient empires. The regalia
Preserved Wrath. The long burial rituals that of their terrible rule still adorns their linen-wrapped
accompany a mummy's entombment help protect bodies, their moldering robes stitched with evil symbols
its body from rot. In the embalming process, the and bronze armor etched with devices of dynasties that
newly dead creature's organs are removed and fell a thousand years before.
placed in special jars, and its corpse is treated with Under the direction of the most powerful priests,
preserving oils, herbs, and wrappings. After the body the ritual that creates a mummy can be increased in
has been prepared, the corpse is typically wrapped in potency. The mummy lord that rises from such a ritual
linen bandages. retains the memories and personality of its former
The Will ofDark Gods. An undead mummy is created life, and is gifted with supernatural resilience. Dead
when the priest of a death god or other dark deity emperors wield the same infamous rune-marked
ritually imbues a prepared corpse with necromantic blades that they did in legend. Sorcerer lords work
magic. The mummy's linen wrappings are inscribed the forbidden magic that once controlled a terrified
with necromantic markings before the burial ritual populace, and the dark gods reward dead priest-kings'
concludes with an invocation to darkness. As a prayers by imparting divine spells.
mummy endures in undeath, it animates in response Heart ofthe Mummy Lord. As part of the ritual that
to conditions specified by the ritual. Most commonly, creates a mummy lord, the creature's heart and viscera
a transgression against its tomb, treasures, lands, or are removed from the corpse and placed in canopic jars.
former loved ones will cause a mummy to rise. These jars are usually carved from limestone or made of
The Punished. Once deceased, an individual has no pottery, etched or painted with religious hieroglyphs.
say in whether or not its body is made into a mummy. As long as its shriveled heart remains intact, a
Some mummies were powerful individuals who mummy lord can't be permanently destroyed. When
displeased a high priest or pharaoh, or who committed it drops to 0 hit points, the mummy lord turns to dust
crimes of treason, adultery, or murder. As punishment, and re-forms at full strength 24 hours later, rising out
they were cursed with eternal undeath, embalmed, of dust in close proximity to the canopic jar containing
mummified, and sealed away. Other times, mummies its heart. A mummy lord can be destroyed or prevented
acting as tomb guardians are created from slaves put to from re-forming by burning its heart to ashes. For this
death specifically to serve a greater purpose. reason, a mummy lord usually keeps its heart and
Creature ofRitual. A mummy obeys the conditions viscera in a hidden tomb or vault.
and parameters laid down by the rituals that created it, The mummy lord's heart has AC 5, 25 hit points, and
driven only to punish transgressors. The overwhelming immunity to all damage except fire.
terror that foreshadows a mummy's attack can leave
the intended victim paralyzed with fright. In the days
following a mummy's touch, a victim's body rots from
the outside in, until nothing but dust remains.
Ending a Mummy's Curse. Rare magic can undo or
dispel the ritual that gave rise to a mummy, allowing it
to truly die. More commonly, a mummy can be sent back
to its endless rest by undoing the transgression that
caused it to rise. A sacred idol might be replaced in its
niche, a stolen treasure could be returned to its tomb, or
a temple might be purified of despoiling bloodshed.
More ephemeral or permanent offenses, such as
revealing a secret the mummy wished kept or killing
an individual the mummy loved, can't be so easily
remedied. In such cases, a mummy might slaughter all
the creatures responsible and still not sate its wrath.
Undead Archives. Though they seldom bother to
do so, mummies can speak. As a result, some serve as
undead repositories of lost lore, and can be consulted by
the descendants of those who created them. Powerful
individuals sometimes intentionally sequester mummies
away for occasional consultation.
Undead Nature. A mummy doesn't require air, food,
drink, or sleep.
A MUM MY LORD'S LAIR
A mummy lord watches over a n ancient temple or tomb
that is protected by lesser undead and rigged with
traps. Hidden in this temple is the sarcophagus where a
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge
rating of 16 (15,000 XP).
LAI R ACTIONS
On initiative count 20 (losing initiative ties), the mummy
lord takes a lair action to cause one of the following
effects; the mummy lord can't use the same effect two
rounds in a row.
• Each undead creature in the lair can pinpoint the loca
tion of each living creature within 1 2 0 feet of it until
initiative count 20 on the next round.
MUMMY
Medium undead, lawful evil
ACTI O N S
Multiattack. The m u m my can use its Dreadful G l a re and
makes one attack with its rotti n g fist.
•
7 T M R U LE O F D U N G E savi ng th row is i m mune to the D readful G l a re of all m ummies
ON SURVIVAL
(but not m u m my lords) for the next 24 hours.
M U M M I ES
Each undead in the lair has advantage on saving • Food instantly molders and water instantly evaporates
throws against effects that turn undead until initiative when brought into the lair. Other nonmagical drinks
count 20 on the next round. are spoiled-wine turning to vinegar, for instance.
Until initiative count 20 on the next round, any • Divination spells cast within the lair by creatures
non-undead creature that tries to cast a spell of 4th other than the mummy lord have a 25 percent chance
level or lower in the mummy lord's lair is wracked to provide misleading results, as determined by the
with pain. The creature can choose another action, DM. If a divination spell already has a chance to fail
but if it tries to cast the spell, it must make a DC 16 or become unreliable when cast multiple times, that
Constitution saving throw. On a failed save, it takes chance increases by 25 percent.
ld6 necrotic damage per level of the spell, and the • A creature that takes treasure from the lair is cursed
spell has no effect and is wasted. until the treasure is returned. The cursed target has
disadvantage on all saving throws. The curse lasts
R EGIONAL EFFECTS until removed by a remove curse spell or other magic.
A mummy lord's temple or tomb is warped in any of the
If the mummy lord is destroyed, these regional effects
following ways by the creature's dark presence:
end immediately.
M U M M I ES
2 2 <)
to begin with (such a s a construct, elemental, ooze,
MYC O N I D S plant, or undead) can't be turned into a spore servant.
Myconids are intelligent, ambulatory fungi that live The following characteristics change or are added to a
in the Underdark, seek enlightenment, and deplore creature that becomes a spore servant.
violence. If approached peacefully, myconids gladly Retained Characteristics. The servant retains its
provide shelter or allow safe passage through Armor Class, hit points, Hit Dice, Strength, Dexterity,
their colonies. Constitution, vulnerabilities, resistances, and immunities.
Circles and Melds. The largest myconid in a colony Lost Characteristics. The servant loses its original
is its sovereign, which presides over one or more social saving throw and skill bonuses, special senses, and
groups called circles. A circle consists of twenty or more special traits. It loses any action that isn't Multiattack or
myconids that wo�k, live, and meld together. a melee weapon attack that deals bludgeoning, piercing,
A meld is a form of communal meditation that or slashing damage. If it has an action or a melee weapon
allows myconids to transcend their dull subterranean attack that deals some other type of damage, it loses the
existence. The myconids' rapport spores bind the ability to deal damage of that type, unless the damage
participants into a group consciousness. Hallucination comes from a piece of equipment, such as a magic item.
spores then induce a shared dream that provides Type. The servant's type is plant, and it loses any tags.
entertainment and social interaction. Myconids consider Alignment. The servant is unaligned.
melding to be the purpose of their existence. They use Speed. Reduce all the servant's speeds by 10 feet, to a
it in the pursuit of higher consciousness, collective minimum of 5 feet.
union, and spiritual apotheosis. Myconids also use their Ability Scores. The servant's ability scores change as
rapport spores to communicate telepathically with other follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5).
sentient creatures. Senses. The servant has blindsight with a radius of
Myconid Reproduction. Like other fungi, myconids 30 feet, and it is blind beyond this radius.
reproduce by mundane sporing. They carefully control Condition Immunities. The servant can't be blinded,
their spores' release to avoid overpopulation. charmed, frightened, or paralyzed.
Languages. The servant loses all known languages,
SPORE SERVANT TEMPLATE but it responds to orders given to it by myconids using
rapport spores. The servant gives highest priority to
A spore servant is any Large or smaller creature brought
orders received from the most powerful myconid.
back to life by the animating spores of a myconid
Attacks. If the servant has no other means of dealing
sovereign. A creature that was never flesh and blood
damage, it can use its fists or limbs to make unarmed
strikes. On a hit, an unarmed strike deals bludgeoning
MYCONID SPROUT damage equal to ld4 + the servant's Strength modifier,
Small plant, lawful neutral or, if the servant is Large, 2d4 + its Strength modifier.
Distress Spores. When the myconid takes damage, all other STR DEX CON I NT WIS CHA
myconids within 240 feet of it can sense its pain. 1 7 (+3) 12 (+l) 16 (+3) 2 (-4) 6 (-2) 1 (-5)
Sun Sickness. While i n s u n l i ght, the myconid has disadvantage
Damage I mmunities poison
on abil ity checks, attack rolls, and saving throws. The myconid
Condition Immunities blinded, charmed, frightened,
dies if it spends more than 1 hour in d i rect sun light.
paralyzed, poisoned
Senses bl indsight 30 ft. (blind beyond this radius),
ACT I O N S
passive Perception 8
Fist. Melee Weapon Attack: +1 to hit, reach 5 ft. , one target. Hit: Languages -
1 ( l d 4 - 1) bl udgeoning damage plus 2 (l d4) poison damage. Challenge 1 (200 XP)
Rapport Spores (3/Day). A 1 0-foot rad i u s of spores extends
from the myconid. These spores can go a round corners and ACT I O N S
affect only creatures with an I ntelligence of 2 or higher that
Multiattack. The spore servant makes two claw attacks.
aren't undead, constructs, or elementals. Affected creatures
•
can comm u ni cate telepathically with one a nother while they are Claw. Me/ee Weapon Attack: +5 to hit, reach 5 ft. , one target.
within 30 feet of each other. The effect lasts for 1 hour. Hit: 6 ( l d 6 + 3) slashing damage.
c:=::::::=::=====i
M YC O N l D S
Large plant, lawful neutral
Pacifying Spores (3/Day). The myconid ejects spores at one Pacifying Spores. The myconid ejects spores at one creature
creature it can see within 5 feet of it. The target must succeed it can see within 5 feet of it. The target mu st succeed on a DC
on a DC 11 Constitution saving throw or b e stunned for l 1 2 Constitution saving throw o r b e stunned for 1 m i n ute. The
m i n ute. The target can repeat the savi ng throw at the end of target can repeat the savi ng th row at the end of each of its
each of its turns, ending the effect on itself on a success. turns, ending the condition on itself on a success.
Rapport Spores. A 20-foot rad i u s of spores extends from the Rapport Spores. A 30-foot rad ius of spores extends from the
myconid. These spores can go a round corne rs and affect only myconid. These spores can go a round corners and affect only
•
creatures with an I ntelligence of 2 or higher that aren't undead, creatures with an I ntelligence of 2 or h igher that a ren't undead,
constructs, or elementals. Affected creatures can com m u n i cate constructs, or elementals. Affected creatures can com municate
telepathically with one another while they are with i n 30 feet of telepathically with one another while they a re within 30 feet of
each other. The effect lasts for l hour. each other. The effect lasts for 1 hour.
c=:::::::==::=====:::;:::J
MYC O N I D S
'32
NAGAS
Nagas are intelligent serpents that inhabit the ruins of
the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians
by a humanoid race long lost to history. When this race
died out, the nagas deemed themselves the rightful
inheritors of their masters' treasures and magical lore.
Industrious and driven, nagas occasionally venture
out from their lairs to track down magic items or
rare spellbooks.
Nagas never feel the ravages of time or succumb to
sickness. Even if it is struck down, a naga's immortal
spirit reforms in a new body in a matter of days, ready to
continue its eternal work.
Benevolent Dictators and Brutal Tyrants. A naga
rules its domain with absolute authority. Whether it
rules with compassion or by terrorizing its subjects, the
naga believes itself the master of all other creatures that
inhabit its domain.
Rivalry. Nagas have a long-standing enmity with the
yuan-ti, with each race seeing itself as the epitome of
serpentine evolution. Though cooperation between Large undead, lawful evil
them is rare, nagas and yuan-ti sometimes set aside
their differences to work toward common objectives. Armor Class 1 5 (natural armor)
However, yuan-ti always chafe under a naga's authority. Hit Points 58 (9d l 0 + 9)
Immortal Nature. A naga doesn't require air, food, Speed 30 ft.
drink, or sleep.
STR DEX CON I NT WIS CHA
15 (+2) 16 (+3) 12 (+l) 1 5 (+2) 1 5 (+2) 16 (+3)
B ONE NAGA
In response to the long history of conflict between the Damage Immunities poison
yuan-ti and the nagas, yuan-ti created a necromantic Condition Immunities charmed, exhaustion,
ritual that could halt a naga's resurrection by paralyzed, poisoned
transforming the living naga into a skeletal undead Senses darkvision 60 ft., passive Perception 1 2
servitor. A bone naga retains only a few of the spells it Languages Common plus one other l anguage
knew in life. Challenge 4 (1 , 1 00 XP)
NAG AS
233
Large monstrosity, lawful good
•
d amage on a fai led save, or half as much damage on a savi ng th row, taking 45 (1 0d8) poison damage on a failed save,
successful one. or half as m u ch damage on a successful one.
c:::==:=::=::=====:::J
NAG AS
2 34
Large fiend, neutral evil
N IGHTMARE
235
NOTHIC
Medium aberration, neutral evil
Armor Class 1 5 (natural a rmor) A baleful eye peers out from the darkness, its
Hit Points 45 (6d8 + 1 8) gleam hinting at a weird intelligence and unnerving
Speed 30 ft. malevolence. Most times, a nothic is content to watch,
weighing and assessing the creatures it encounters.
STR DEX CON I NT WIS CHA When driven to violence, it uses its horrific gaze to rot
1 4 (+2) 16 (+3) 1 6 (+3) 1 3 (+l ) 1 0 (+O) 8 (-1 ) the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike
Skills Arcana +3, I nsight +4, Perception +2, Stealth +5 supremacy they crave, some wizards who devote
Senses truesight 1 20 ft., passive Perception 1 2 their lives to unearthing arcane secrets are reduced
Languages Unde rcommon
to creeping, tormented monsters by a dark curse left
Challenge 2 (450 XP)
behind by Vecna, a powerful lich who, in some worlds,
has transcended his undead existence to become a god
Keen Sight. The noth ic has advantage o n Wisdom (Perception) of secrets. Nothics retain no awareness of their former
checks that rely on sight. selves, skulking amid the shadows and haunting places
rich in magical knowledge, drawn by memories and
ACT I O N S
impulses they can't quite understand.
· Multiattack. The nothic makes two claw attacks. Dark Oracles. Nothics possess a strange magical
Claw. Melee Weapon Attack: +4 to h it, reach 5 ft., one target. insight that allows them to extract knowledge from
Hit: 6 ( l d 6 + 3) slashing d amage. other creatures. This grants them unique understanding
of secret and forbidden lore, which they share for a
Rotting Gaze. The nothic targets one creature it can see price. A nothic covets magic items, greedily accepting
within 30 feet of it. The target must succeed on a DC 1 2 such gifts from creatures that seek out its knowledge.
Constitution savi ng throw agai nst this magic o r take 1 0 (3d6) Lurkers in Magical Places. Nothics are notorious
necrotic damage. for infiltrating arcane academies and other places
Weird Insight. The nothic targets one creature it can see with i n rich in magical learning. They are driven by the vague
30 feet o f it. The target m ust contest i t s Charisma (Deception) knowledge that there exists a method to reverse their
•
check agai nst the nothic's Wisdom ( I n sight) check. I f the condition. This isn't a clear sense of purpose, but rather
nothic wins, it magically learns one fact or secret about an obsessive tug at the end of the mind. Some nothics
the target. The target automatically wins if it is immune to are clever enough to realize that this is merely part of
being charmed. the strange lesson for their folly, a false hope to drive
c:::====
::::=:=:: ====
=== ====
=== ===:::i them to seek out more arcane secrets.
NOTH I C
O GRE S
Ogres are as lazy of mind as they are strong of body.
They live by raiding, scavenging, and killing for food and
pleasure. The average adult specimen stands between 9
and 10 feet tall and weighs close to a thousand pounds.
Furious Tempers. Ogres are notorious for their quick
tempers, which flare at the smallest perceived offense.
Insults and name-calling can rouse an ogre's wrath in
an instant-as can stealing from it, bumping, jabbing, or
prodding it, laughing, making faces, or simply looking at
it the wrong way. When its rage is incited, an ogre lashes
out in a frustrated tantrum until it runs out of objects or
creatures to smash.
Gruesome Gluttons. Ogres eat almost anything, but
they especially enjoy the taste of dwarves, halfiings,
and elves. When they can, they combine dinner with
pleasure, chasing scurrying victims around before
eating them raw. If enough of its victim remains
after the ogre has gorged itself, it might make a
loincloth from its quarry's skin and a necklace from its
leftover bones. This macabre crafting is the height of
ogre culture.
Greedy Collectors. An ogre's eyes glitter with
avarice when it sees the possessions of others. Ogres
carry rough sacks on their raids, which they fill with
fabulous "treasure" taken from their victims. This might
include a collection of battered helmets, a moldy wheel
of cheese, a rough patch of animal fur fastened like a
cloak, or a squealing, mud-spattered pig. Ogres also
delight in the gleam of gold and silver, and they will
fight one another over small handfuls of coins. Smarter
creatures can earn an ogre's trust by offering it gold or a
weapon forged for a creature of its size.
Legendary Stupidity. Few ogres can count to ten,
even with their fingers in front of them. Most speak only
OGRE a rudimentary form of Giant and know a smattering of
Large giant, chaotic evil Common words. Ogres believe what they are told and
are easy to fool or confuse, but they break things they
Armor Class 1 1 (hide armor) don't understand. Silver-tongued tricksters who test
Hit Points 59 (7d l 0 + 21) their talents on these savages typically end up eating
Speed 40 ft. their eloquent words-and then being eaten in turn.
Primitive Wanderers. Ogres clothe themselves in
STR DEX CON I NT WIS CHA animal pelts and uproot trees for use as crude tools
1 9 (+4) 8 (-1 ) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
and weapons. They create stone-tipped javelins for
hunting. When they establish lairs, they settle near
Senses d arkvision 60 ft. , passive Perception 8
Languages Common , Giant the rural edges of civilized lands, taking advantage of
Challenge 2 (450 XP) poorly protected livestock, undefended larders, and
unwary farmers.
An ogre sleeps in cave�;, animal dens, or under trees
ACTI O N S until it finds a cabin or isolated farmhouse, whereupon
Greatclub. Melee Weapon Attack: +6 to h it, reach 5 ft. , one it kills the inhabitants and lairs there. Whenever it is
target. Hit: 1 3 (2d8 + 4) bludgeoning damage. bored or hungry, an ogre ventures out from its lair,
attacking anything that crosses its path. Only after an
javelin. Melee or Ranged Weapon Attack: +6 to h it, reach 5 ft. or ogre has depleted an area of food does it move on.
range 30/ 1 20 ft. , one target. Hit: 11 (2d6 + 4) piercing damage.
OGRES
237
RE s
•
E.'< E R . <R. ON oG
D A N CE R S · T H E S AT '
•' W o R S T. - R 1 0 0 1.. E F I 001..E
•
javelin. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft. or
called an ogrillon. An adult half-ogre or ogrillon stands range 30/ 1 20 ft. , one target. Hit: 1 0 (2d6 + 3) piercing damage.
8 feet tall and weighs 450 pounds on average.
OGRES
ONI
I n nursery rhymes, oni are fearsome bogeymen that
haunt the nightmares of children and adults alike, yet
they are very real and always hungry. They find human
babies especially delicious. Oni look like demonic ogres
with blue or green skin, dark hair, and a pair of short
ivory horns protruding from their foreheads. Their eyes
are dark with strikingly white pupils, and their teeth and
claws are jet black.
Night Haunters. By the light of day, an oni hides
its true form with magic, gaining the trust of those
it intends to betray when darkness descends. These
creatures can change their size as well as their shape,
appearing as humanoids as they pass through towns,
pretending to be travelers, woodcutters, or frontier folk.
In such a form, an oni takes stock of the selection of
humanoids in a settlement and devises ways to abduct
and devour some of them.
Magical Ogres. Oni are sometimes called ogre mages
because of their innate magical ability. Though they
are only distantly related to true ogres, they share the
ogres' habit of joining forces with other evil creatures.
An oni serves a master if doing so proves lucrative or
provides it with a luxurious, well-defended home. Oni
covet magic, and they work for evil wizards and hags in
exchange for useful magic items.
ONI
2 39
OOZES
Oozes thrive i n the dark, shunning areas of bright light
and extreme temperatures. They flow through the damp
underground, feeding on any creature or object that
can be dissolved, slinking along the ground, dripping
from walls and ceilings, spreading across the edges
of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze's
presence is often the searing pain of its acidic touch.
Oozes are drawn to movement and warmth. Organic
material nourishes them, and when prey is scarce they
feed on grime, fungus, and offal. Veteran explorers know
that an immaculately clean passageway is a likely sign
that an ooze lairs nearby.
Slow Death. An ooze kills its prey slowly. Some
varieties, such as black puddings and gelatinous cubes,
engulf creatures to prevent escape. The only upside
of this torturous death is that a victim's comrades can
come to the rescue before it is too late.
Since not every ooze digests every type of substance,
some have coins, metal gear, bones, and other debris
suspended within their quivering bodies. A slain ooze
can be a rich source of treasure for its killers.
Unwitting Servants. Although an ooze lacks the
intelligence to ally itself with other creatures, others that
understand an ooze's need to feed might lure it into a
location where it can be of use to them. Clever monsters
keep oozes around to defend passageways or consume
refuse. Likewise, an ooze can be enticed into a pit trap,
where its captors feed it often enough to prevent it from
coming after them. Crafty creatures place torches and
flaming braziers in strategic areas to dissuade an ooze
from leaving a particular tunnel or room.
Spawn of]uiblex. According to the Demonomicon
of !ggwilv and other sources, oozes are scattered
fragments or offspring of the demon lord Juiblex.
Whether this is true or not, the Faceless Lord is one
of the few beings that can control oozes and imbue
them with a modicum of intelligence. Most of the time,
oozes have no sense of tactics or self-preservation.
They are direct and predictable, attacking and eating
without cunning. Under the control ofJuiblex, they
exhibit glimmers of sentience and malevolent intent.
Ooze Nature. An ooze doesn't require sleep.
GELATINOUS C UBE
Gelatinous cubes scour dungeon passages in silent,
predictable patterns, leaving perfectly clean paths in
their wake. They consume living tissue while leaving
bones and other materials undissolved.
A gelatinous cube is all but transparent, making
it hard to spot until it attacks. A cube that is well
fed can be easier to spot, since its victims' bones,
coins, and other objects can be seen suspended
inside the creature.
GRAY OOZE
A gray ooze i s stone turned to liquid by
chaos. When it moves, it slithers
like a liquid snake, rising to strike.
0 CHRE jELLY
Ochre jellies are yellowish blobs that can
slide under doors and through narrow
cracks in pursuit of creatures to devour.
They have enough bestial cunning to
avoid large groups of enemies.
An ochre jelly follows at a safe distance
as it pursues its meal. Its digestive enzymes
dissolve flesh quickly but have no effect on other
substances such as bone, wood, and metal.
.,.
d a m age. Any non magical weapon made of metal or wood that equal to half the original pudd ing's, rounded down. N ew
h its the pudding corrodes. After dealing damage, the weapon puddings a re one size smaller than the origi nal pudding.
OOZES
2 I
Transparent. Even when the cube i s i n plain sight, it takes a
GELATINOUS CUBE successfu l DC 1 5 Wisdom (Perception) check to spot a cube
Large ooze, unaligned
that has neither moved nor attacked. A creature that tries to
Armor Class 6 enter the cu be's space while u n aware of the cube is su rprised
Hit Points 84 (8d l 0 + 40) by the cube.
Speed 1 5 ft.
ACTI O N S
STR DEX CON I NT WIS CHA Pseudopod. Melee Weapon Attack: +4 to h it, reach 5 ft., one
1 4 (+2) 3 (-4) 20 (+5) l (- 5) 6 (-2) l (-5 ) creature. Hit: 1 0 (3d6) acid damage.
Engulf. The cube m oves up to its speed. Whi l e doing so, it can
Condition Immunities b l i nded, charmed, deafened, exhaustion,
enter Large or smaller creatures' spaces. Whenever the cube
frightened, pro n e
Senses b l indsight 60 ft. (blind beyond this radius), enters a creature's space, the creature m ust make a DC 1 2
passive Perception 8 Dexterity savi ng th row.
Languages - On a successful save, the creature can choose to be pushed 5
Challenge 2 (450 XP) feet back or to the side of the cube. A creature that chooses not
to be pushed suffers the consequences of a failed savi ng th row.
On a failed save, the cube enters the creature's space, a n d
Ooze Cube. The cube takes u p its entire space. Other creatures t h e creature takes 1 0 (3d6) acid damage and is engu lfed. The
can enter the space, but a creature that does so is subjected to engulfed creature can't breathe, is restra i ned, and takes 21
the cube's Engulf a n d has disadvantage on the saving throw. (6d6) acid d amage at the start of each of the cube's turns.
Creatures inside the cube can be seen but h ave total cover. When the cube moves, the engu lfed creature moves with it.
A creature within 5 feet of the cube can take an action to An engu lfed creature can try to escape by taking an action
p u l l a creature or object out of the cube . Doing so req u i res a to m ake a DC 12 Strength check. On a success, the creature
successful DC 1 2 Strength check, and the creature making the escapes and enters a space of its choice with i n 5 feet
attempt takes 1 0 (3d6) acid damage. of the cube.
The cube can hold only one Large creature o r u p to fo u r
M e d i u m or smaller creatures inside it a t a time.
OOZES
212
GRAY OOZE
Medium ooze, unaligned
Armor Class 8
Hit Points 22 (3d8 + 9)
OCHRE JELLY
Large ooze, unaligned
Speed 1 0 ft., climb 10 ft.
Armor Class 8
STR DEX CON I NT WIS CHA
Hit Points 45 (6d l 0 + 1 2)
12 (+l) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)
Speed 10 ft., c l i m b 10 ft.
Skills Stealth +2 STR DEX CON I NT WIS CHA
Damage Resistances acid, cold, fi re 1 5 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (- 5)
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, p rone
Damage Resistances acid
Senses b l i ndsight 60 ft. (blind beyond this rad ius),
Damage Immunities lightning, slashing
passive Perception 8
Condition Immunities blinded, charmed, deafe ned, exhaustion,
Languages -
frightened, prone
Challenge 1/2 ( 1 00 XP)
Senses b l i ndsight 60 ft. ( b l i nd beyond this rad i us) ,
passive Perception 8
Amorphous. The ooze can move through a space as narrow as Languages -
1 inch wide without sq ueezi ng. Challenge 2 (450 XP)
OeouLo
their superior strength and tactical insight to overcome
K1Nc MANY-AR R OWS anything that stands in their way.
King Obould of the M any-Arrows tribe is a legend among the Few ore tribes actively seek out orogs to bolster their
ore war chiefs of the Forgotten Realms, and he is the most
ranks. The orogs' superiority makes them ideal leaders,
famous ore chief in the history of the D&D game.
and thus deadly rivals to ore war chiefs, who must be
Smarter and more intu itive than most of his kind, Obould
slew h i s chiefta i n to take control of h i s tribe. Skilled i n the wary of orog treachery.
arts of war and renowned for his violent temper, Obould Detached Killers. Wanting nothing more than to hack
proved h i mself a fierce opponent i n battle time and again. their enemies to pieces, orogs are a terrifying presence
Over the years, he s u bsumed other ore tribes into h i s own , on the battlefield. They form no attachments, even to
u ntil he commanded a horde o f thousands. their parents and siblings, and have no concept of love
Obould leveraged his strength and i nfl uence to carve out or dedication. They worship the ore pantheon of gods
a kingdom for h i mself i n the Spine of the World, a mounta i n Gruumsh and Luthic foremost-because they believe
range overlooking n umerous dwarven, h u m a n , a n d elven that the gods have strength beyond reason, and physical
strongholds.
might is all they respect.
After years of bloody conflict with his more civil ized
Servants ofDarkness. Mistrusted by ores, some
neigh bors, Obould did the u nthinkable and brokered a
peace treaty with his enemies. This treaty confused many orogs form independent mercenary war bands that
of the ores u nder Obould's command. It was either a clever sell themselves to the highest bidder. As long as they
ploy by Obould to buy time wh i l e he strengthened his a rmy are rewarded, orog mercenaries gladly serve as elite
for a final, decis ive sweep across the Savage Frontier, or it warriors and shock troops for evil wizards, depraved
was a troubling sign that Obould h ad forsaken the ways of giants, and other villains.
Gruumsh and needed to be destroyed.
ORCS
245
Medium humanoid (ore), chaotic evil
•
is withi n 30 feet of it, can hear it, and not a l ready affected by
target. Hit: 9 ( l d l 2 + 3) slashing damage.
Battle Cry gain advantage o n attack rolls until the start of the
javelin. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft. or war chief's next turn. The war chief can then make one attack
range 30/ 1 20 ft., one target. Hit: 6 (ld6 + 3) piercing da mage. as a bonus action.
c:::====
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O RC S
•
• • •
•
TY P I CAL 0RoG
ORCS
247
Large aberration, neutral
OTYUGH
OWLBEAR
A n owlbear's screech echoes through dark valleys and
benighted forests, piercing the quiet night to announce
the death of its prey. Feathers cover the thick, shaggy
coat of its bearlike body, and the limpid pupils of its
great round eyes stare furiously from its owlish head.
Deadly Ferocity. The owlbear's reputation for ferocity,
aggression, stubbornness, and sheer ill temper makes
it one of the most feared predators of the wild. There
is little, if anything, that a hungry owlbear fears. Even
monsters that outmatch an owlbear in size and strength
avoid tangling with it, for this creature cares nothing
about a foe's superior strength as it attacks without
provocation.
Consummate Predators. An owlbear emerges
from its den around sunset and hunts into the darkest
hours of the night, hooting or screeching to declare its
territory, to search for a mate, or to flush prey into its
hunting grounds. These are typically forests familiar
to the owlbear, and dense enough to limit its quarry's
escape routes.
An owlbear makes its den in a cave or ruin littered
with the bones of its prey. It drags partially devoured
kills back to its den, storing portions of the carcass
among the surrounding rocks, bushes, and trees.
The scent of blood and rotting flesh hangs heavy
near an owlbear's lair, attracting scavengers and thus
luring more prey.
Owlbears hunt alone or in mated pairs. If quarry is
plentiful, a family of owlbears might remain together
for longer than is required to rear offspring. Otherwise,
they part ways as soon as the young are ready to hunt.
Savage Companions. Although they are more
intelligent than most animals, owlbears are difficult to
tame. However, with enough time, food, and luck, an
intelligent creature can train an owlbear to recognize it
as a master, making it an unflinching guard or a fast and
0WLBEAR
Large monstrosity, unaligned
hardy mount. People of remote frontier settlements have
even succeeded at racing owlbears, but spectators bet as Armor Class 1 3 (natural a rmor)
often on which owlbear will attack its handler as they do Hit Points 59 (7d l 0 + 21)
on which will reach the finish line first. Speed 40 ft.
Elven communities encourage owlbears to den
beneath their treetop villages, using the beasts as a STR DEX CON INT WIS CHA
natural defense during the night. Hobgoblins favor 20 (+5) 12 (+l) 17 (+3) 3 (-4) 12 (+l) 7 (-2)
owlbears as war beasts, and hill giants and frost
giants sometimes keep owlbears as pets. A starved Skills Perception +3
owlbear might show up in a gladiatorial arena, Senses d arkvision 60 ft., passive Perception 1 3
ruthlessly eviscerating and devouring its foes before a Languages -
Challenge 3 (700 XP)
bloodthirsty audience.
Owlbear Origins. Scholars have long debated the
origins of the owlbear. The most common theory is Keen Sight and Smell. The owl bear has advantage on Wisdom
that a demented wizard created the first specimen by (Perception) checks that rely on sight or smell.
crossing a giant owl with a bear. However, venerable
elves claim to have known these creatures for thousands ACT I O N S
of years, and some fey insist that owlbears have always Multiattack. The owl bear makes two attacks: one with its beak
existed in the Feywild. and one with its claws.
PEGASUS
PERYTON
Although this monstrous carnivore feeds on
any creature, it prefers humanoids, especially
elves, half-elves, and humans. When it kills a
humanoid, a peryton rips out its prey's heart and
takes it back to its nest to be devoured.
The peryton is a bizarre creature that blends the
body and wings of a bird of prey with the head of a
stag. Its strangest feature is its shadow, which appears
humanoid rather than reflecting the creature's physical PERYTON
form. Sages postulate that the first perytons were Medium monstrosity, chaotic evil
humans transformed by a hideous curse or magical
experiment, but bards tell a different tale of a man Armor Class 13 (natural armor)
whose infidelity caused his scorned wife to cut out the Hit Points 33 (6d8 + 6)
Speed 20 ft., fly 60 ft.
heart of her younger, more beautiful rival and consume
it in a ritual intended to forever win her husband's
STR DEX CON I NT WIS CHA
heart. The ritual succeeded until the woman's villainy
16 (+3) 12 (+l) 13 (+l) 9 (-1 ) 12 (+l) 10 (+O)
was exposed. She was hanged for her crime, but the
lingering magic of her foul ritual caused the carrion Skills Perception +S
birds that feasted on her corpse to transform into the Damage Resistances bludgeo n i ng, piercing, and slashing from
first perytons. non magical attacks
Unnatural Hunger. A peryton's reproductive cycle Senses passive Perception 1 5
depends on the heart of a freshly killed humanoid. The Languages understands Common and Elvish but can't speak
organ must be consumed by a female peryton before Challenge 2 (450 XP)
she can reproduce. When a peryton consumes a heart,
its shadow changes for a brief time to reflect its true Dive Attack. If the peryton is flying and d ives at least 30 feet
monstrous form. straight toward a target a n d then h its it with a melee.weapon
When attacking a humanoid, a peryton is single attack, the attack deals an extra 9 (2d8) damage to the target.
minded and relentless, fighting until it or its prey dies.
If a peryton is somehow driven away, it stalks lost prey Flyby. The peryton doesn't provoke an opportu n ity attack when
from afar, attacking again when the opportunity arises. it fl ies out of an enemy's reach .
Bane ofthe Mountains. Perytons roost atop Keen Sight and Smell. The peryton has advantage on Wisdom
mountain ridges and lair in high caves. They prey on (Perception) checks that rely on sight or smell.
creatures living or wandering in the vales below, and
travelers on lonely mountain roads learn to keep a ACTI O N S
wary eye on the sky. Because normal weapons are less Multiattack. The peryton makes one gore attack and one
effective against perytons, the folk of the mountains talon attack.
know to avoid confrontations with these monsters
at all costs. Gore. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
Hit: 7 ( l d8 + 3) piercing damage.
Established settlements are attractive to perytons
as a renewable food source. As such, village councils Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
and local nobles often hire adventurers to eliminate Hit: 8 (2d4 + 3) piercing damage.
peryton nests.
P E RYTO N
251
PIERCER
Medium monstrosity, unaligned
PIERCER
Armor Class 1 5 (natural armor) Clinging to the ceilings of caverns and large
Hit Points 22 (3d8 + 9) subterranean passages, piercers blend in perfectly with
Speed 5 ft., c l i m b 5 ft. natural rock, dropping in silence to impale unsuspecting
foes on the ground below.
STR DEX CON I NT WIS CHA A piercer is the larval form of a roper, and the two
1 0 (+O) 13 (+l) 1 6 (+3) 1 (-5) 7 (-2) 3 (-4) creatures often attack in tandem. A rock-like shell
encases a piercer's body, giving it the look and texture
Skills Stealth +5
of a stalactite. That shell protects a soft, slug-like upper
Senses blindsight 30 ft ., darkvision 60 ft. , passive Perception 8
Languages - body that lets the piercer move across cavern walls
Challenge 1/2 (100 XP) and ceilings to position itself for prey. With its eye and
mouth closed, the piercer is difficult to distinguish from
ordinary rock formations.
False Appearance. While the piercer remains motionless on the Patient Hunters. Piercers can see, but they can also
ceili ng, it is i nd isti nguishable from a normal stalactite. respond to noise and heat, waiting for Jiving creatures to
Spider Climb. The piercer can climb difficult su rfaces, pass beneath them, then falling to attack. A piercer that
including upside down on cei lings, without needing to m a ke a n misses its chance to kill must make its slow way back
abil ity check. to the ceiling. A fallen piercer excretes a foul-smelling
slime when attacked, making most predators think
ACT I O N S twice about eating it.
Drop. Melee Weapon Attack: + 3 to hit, one creature d i rectly Piercers gather in colonies to maximize the
underneath the piercer. Hit: 3 (l d6) piercin g d amage per 1 0 effectiveness of their attacks, dropping simultaneously
feet fallen, up t o 21 (6d6). Miss: The piercer takes h a l f the to increase the odds of striking prey. After a piercer
normal fal l i n g damage for the distance fallen. successfully slays a creature, the others slowly creep
toward the corpse to join in the feast.
P I E RC E R
PIXIE
Standing barely a foot tall, pixies resemble
diminutive elves with gossamer wings like
those of dragonflies or butterflies, bright as the
clear dawn and as luminous as the full moonrise.
Curious as cats and shy as deer, pixies go where
they please. They like to spy on other creatures
and can barely contain their excitement around
them. The urge to introduce themselves and
strike up a friendship is almost overwhelming;
only a pixie's fear of being captured or attacked
stays its hand. Those who wander through a
pixie's glade might never see the creatures, yet
hear the occasional giggle, gasp, or sigh.
Pixies array themselves like princes and
princesses of the fey, wearing flowing
gowns and doublets of silk that sparkle
like moonlight on a pond. Some dress
in acorns, leaves, bark, and the pelts of
tiny woodland beasts. They take great pride
in their regalia and beam with joy when they are
complimented on their ensembles.
Magical Faerie Folk. With their innate power of
invisibility, pixies rarely appear unless they wish to be PIXIE
seen. In the Feywild and on the Material Plane, pixies Tiny fey, neutral good
etch patterns of frost on winter ponds and rouse the
buds in springtime. They cause flowers to sparkle with Armor Class 1 5
Hit Points 1 (ld4 - 1)
Speed 1 0 ft. , fly 30 ft.
summer dew, and color the leaves with the blazing
hues of autumn.
Pixie Dust. When pixies fly visibly, a shower of
STR DEX CON INT WIS CHA
sparkling dust follows in their wake like the glittering 2 ( 4)
- 20 (+5) 8 (-1) 1 0 (+O) 14 (+2) 1 5 (+2)
tail of a shooting star. A mere sprinkle of pixie dust is
said to be able to grant the power of flight, confuse a Skills Perception +4, Stealth +7
creature hopelessly, or send foes into a magical slumber. Senses passive Perception 14
Only pixies can use their dust to its full potential, Languages Sylvan
but these fey are constantly sought out by mages and Challenge 1/4 (50 XP)
monsters seeking to study or master their power.
Tiny Tricksters. While the arrival of visitors piques
Magic Resistance. The pixie has advantage on saving throws
their curiosity, pixies are too shy to reveal themselves against spells and other magical effects .
at first. They study the visitors from afar to gauge
their temperament or play harmless tricks on them to Innate Spellcasting. The pixie's i n n ate spel lcasting abil ity is
measure their reactions. For example, pixies might Charisma (spell save DC 1 2) . It can i n nately cast the fol lowing
tie a dwarf's boots together, create illusions of strange spel ls, req u iring only its pixie dust as a component:
creatures or treasures, or use dancing lights to lead At will: druidcraft
interlopers astray. If the visitors respond with hostility, l/day each: confusion, dancing lights, detect evil and good,
the pixies give them a wide berth. If the visitors are detect thoughts, dispel magic, entangle, fly, phantasmal force,
good natured, the pixies are likely to be emboldened polymorph, sleep
and more friendly. The fey might even emerge and offer
to guide their "guests" along a safe route or invite them ACT I O N S
to a tiny yet satisfying feast prepared in their honor. Superior Invisibility. The pixie magically turns i nvisible u ntil
Opposed to Violence. Unlike their fey cousins, the its concentration ends (as if concentrating o n a spell). Any
sprites, pixies abhor weapons and would sooner flee eq uipment the pixie wears or carries is i nvisible with it.
than get into a physical altercation with any enemy.
PIX I E.
253
Language ofEmotion. Pseudodragons can't speak,
but they communicate using a limited form of telepathy
that allows them to share basic ideas such as hunger,
curiosity, or affection. When it bonds with a companion,
a pseudodragon can communicate what it sees and
hears even over long distances.
A pseudodragon often vocalizes animal noises. A
rasping purr indicates pleasure, while a hiss means
unpleasant surprise. A bird-like chirping represents
desire, and a growl always means anger or discontent.
VAR I A N T: P S E U D O D R AG O N FA M I LIAR
S o m e pseudodragons a re w i l l i n g t o serve s pellcasters as a
fam i l i a r. Such pseudodragons have the fol lowi ng trait.
Familiar. The pseudod ragon can serve another creature as
a fa m i l i a r, formi ng a magic, telepathic bond with that willing
companion. While the two are bonded, the compa n ion
can sense what the pseudodragon senses as long as they
are withi n 1 mile of each other. While the pseudodragon i s
withi n 1 0 feet o f i t s com panion, t h e com panion shares the
pseudod ragon's M agic Resistance trait. At any time and
for a ny reason, the pseudod ragon can end its service as a
fam i l i a r, ending the telepathic bond.
PSEUDODRAGON
Tiny dragon, neutral good
PSEUDODRAGON
2 54
PURPLE WORM
Gargantuan monstrosity, unaligned
PURPLE WOR M
25 5
QUAGGOTH
Savage and territorial, quaggoths climb the chasms
of the Underdark. They maul their foes in a frenzy,
becoming even more murderous in the face of death.
Quaggoth Origins. Quaggoths were never an
enlightened species, but they were not always the brutal
Underdark denizens they are today. In a distant age,
quaggoth tribes dwelled upon the surface as nocturnal
arboreal hunters, possessing their own language and
culture. When elves appeared in the mortal realm, they
clashed with the quaggoths, eventually driving them to
near extinction. Only by fleeing deep into the Underdark
did the quaggoths survive.
As they passed the ages deep beneath the world, the
quaggoths' fur lost its color and their vision adapted to
the darkness, even as the constant danger and weird
magic of their new realm transformed them. Turning
increasingly brutal and savage, they ate whatever food
they could find-and when they could not find it, they
preyed on each other. As cannibalism became part of
their culture, their past was abandoned.
Servants ofthe Drow. The ancient enmity between
quaggoths and surface elves makes them easy converts
to the dark elf cause. In recent years, the drow have
taken an interest in breeding quaggoths, encouraging
their ferocity while strengthening their obedience.
Wealthy drow houses have legions of quaggoths at
their command. Even worse, the drow cultivate the
quaggoths' hatred of the elves by leading them on
QUAGGOTH surface raids against known elven enclaves.
Meaium humanoid (quaggoth), chaotic neutral Thonots. Some quaggoths absorb psionic energy that
suffuses certain parts of the Underdark. When a tribe
Armor Class 1 3 (natural a rmor)
discovers that one of its own has inherited such powers,
Hit Points 45 (6d8 + 1 8)
Speed 30 ft., c l i m b 30 ft. they press it into the role of tribal shaman, or thonot.
A thonot keep a tribe's lore and ensures its superiority
STR DEX CON I NT WIS CHA against enemies. A thonot that fails the tribe is slain and
1 7 (+3) 1 2 (+l) 1 6 (+3) 6 (-2) 12 (+l) 7 (-2) devoured in a cannibalistic ritual, in the hope that its
power passes to another more worthy quaggoth.
Skills Ath l etics +5 Poison Immunity. Generations of hunting venomous
Damage Immunities poison subterranean creatures and perpetual exposure to the
Condition Immunities poisoned molds and fungi that grow in the depths have forced
Senses darkvision 1 20 ft., passive Perception 1 1 quaggoths to adapt immunities to poisons of all kinds.
Languages Undercommon
Challenge 2 (450 XP)
VAR I A NT: QUAG GOTH TH O N OT
A quaggoth thonot is a normal quaggoth with a challenge
Wounded Fury. While it has 10 hit points or fewer, the rati ng of 3 (700 XP) and the fol lowing additional trait.
q uaggoth has advantage on attack rolls. In addition, it deals an Innate Spel/casting (Psionics). The q uaggoth's i n nate
extra 7 (2d6) d a mage to a ny target it h its with a melee attack. spellcasti ng abil ity is Wisdom (spell save DC 1 1 ) . The
q uaggoth can i n n ately cast the fol lowing spells, requiring
ACT I O N S no components:
•
Multiattack. The quaggoth makes two claw attacks.
At will: featherfall, mage hand (the hand i s invisible)
Claw. Melee Weapon Attack: +5 to h it, reach 5 ft., one target. l /day each: cure wounds, enlarge/reduce, heat metal,
Hit: 6 ( l d 6 + 3) slashing damage. mirror image
t:::
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QUAGGOTH
RAKSHASA
The rakshasa employs delicacy and misdirection in its
pursuit of dominion over others. Few creatures ever see
the fiend in its true form, for it can take on any guise it
wants, although it prefers to masquerade as someone
powerful or influential: a noble, cardinal, or rich
merchant, for example. A rakshasa's true form combines
the features of a human and a tiger, with one noteworthy
deformity: its palms are where the backs of the hands
would be on a human.
Evil Spirits in Mortal Flesh. Rakshasas originated
long ago in the Nine Hells, when powerful devils
created a dark ritual to free their essence from their
fiendish bodies in order to escape the Lower Planes. A
rakshasa enters the Material Plane to feed its appetite
for humanoid flesh and evil schemes. It selects its prey
with care, taking pains to keep its presence in the
world a secret.
Evil Reborn. For a rakshasa, death on the Material
Plane means an agonizing and torturous return to the
Nine Hells, where its essence remains trapped until its
body reforms-a process that can take months or years.
When the rakshasa is reborn, it has all the memories
and knowledge of its former life, and it seeks retribution
against the one who slew it. If the target has somehow
slipped through its grasp, the rakshasa might punish its
killer's family, friends, or descendants.
Like devils, rakshasas killed in the Nine Hells are
forever destroyed.
STR DEX CON I NT WIS CHA At will: detect thoughts, disguise self, mage hand, minor illusion
1 4 (+2) 1 7 (+3) 18 (+4) 1 3 (+l) 16 (+3) 20 (+5) 3/day each: charm person, detect magic, invisibility, major image,
suggestion
Skills Deception +1 0, I nsight +8 l /day each: dominate person, fly, plane shift, true seeing
Damage Vulnerabilities piercin g from magic weapons wielded
by good creatures ACT I O N S
Damage Immunities bludgeon i ng, piercing, and slashing from Multiattack. The rakshasa makes two claw attacks.
nonmagical attacks
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
Hit: 9 (2d6 + 2) slashing da mage, and the ta rget is cu rsed if
Senses darkvision 60 ft., passive Perception 1 3
Languages Common, I n fernal
Challenge 1 3 (1 0,000 XP) it is a creature. The magical curse takes effect whenever the
target takes a short or long rest, fi l ling the target's thoughts
with horrible i m ages and d reams. The cu rsed target gains no
Limited Magic Immunity. The rakshasa can't be affected or benefit from fi n is h i n g a short or long rest. The curse lasts until
detected by spells of 6th level or lower un less it wishes to be. it is lifted by a remove curse spell or similar magic. �
�
RA KS HA SA
2 57
REMORHAZE S
From beneath the snow and ice bursts a remorhaz in
a cloud of steam, its body pulsing with internal fire.
Winglike fins flare from the back of the creature's head,
and its wide mouth brims with jagged teeth.
Arctic Predators. Remorhazes live in arctic climes,
preying on elk, polar bears, and other creatures sharing
their territory. They can't tolerate warm weather, having
adapted to the cold by generating a furnace-like heat
within their bodies. When hunting, a remorhaz burrows
deep below the snow and ice and lies in wait for the faint
vibrations created by a creature moving above it. While
hidden under the ice and snow, it can lower its body
temperature so that it doesn't melt its cover.
Young Ones. Frost giant hunters scour the icy wastes
for remorhaz nests and eggs. The giants prize young
remorhazes, which can be trained from hatching to obey
commands and guard the giants' icy citadels. Unlike
fully grown specimens, young remorhazes gnaw on
their victims instead of swallowing them whole.
REMORHAZ
Huge monstrosity, unaligned
R E MO R H A Z E S
REVENANT
A revenant forms from the soul of a mortal who met a
cruel and undeserving fate. It claws its way back into the
world to seek revenge against the one who wronged it.
The revenant reclaims its mortal body and superficially
resembles a zombie. However, instead of lifeless eyes,
a revenant's eyes burn with resolve and flare in the
presence of its adversary. If the revenant's original
body was destroyed or is otherwise unavailable, the
spirit of the revenant enters another humanoid corpse.
Regardless of the body the revenant uses as a vessel,
its adversary always recognizes the revenant for what
it truly is.
Hunger for Revenge. A revenant has only one year to
exact revenge. When its adversary dies, or if the revenant
fails to kill its adversary before its time runs out, it
crumbles to dust and its soul fades into the afterlife. If its
foe is too powerful for the revenant to destroy on its own,
it seeks worthy allies to help it fulfill its quest.
Divine]ustice. No magic can hide a creature pursued
by a revenant, which always knows the direction and
distance between it and the target of its vengeance. In
cases where the revenant seeks revenge against more
than one adversary, it pursues them one at a time,
starting with the creature that dealt it the killing blow.
If the revenant's body is destroyed, its soul flies forth to
seek out a new corpse in which to resume its hunt.
Undead Nature. A revenant doesn't require air, food,
drink, or sleep.
41
all its h it points. Wh i l e the soul is bodiless, a wish spell can be
used to force the soul to go to the afterlife and not return.
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2 59
REVEN A NT
Roe
At first sight, a roe's silhouette looks much like any other
bird of prey. As it descends, however, its unearthly size
becomes terrifyingly clear. In flight, a roe's wingspan Roe
spreads two hundred feet or more. At rest, perched upon Gargantuan monstrosity, unaligned
the mountain peaks that are its home, this monstrous
Armor Class 1 5 (natural armor)
bird rivals the oldest dragons in size.
Hit Points 248 (1 6d20 + 80)
Sky Titans. In the ancient days when giants battled
Speed 20 ft. , fly 1 20 ft.
dragons for control of the world, Annam, the father of
the giant gods, created the roes so that his worshipers STR DEX CON I NT WIS CHA
might challenge the dragons' dominance of the air. 28 (+9) 10 (+O) 20 (+5) 3 (-4) 1 0 (+O) 9 (-1 )
When the war ended, the roes were freed from giant
domination and spread throughout the world. Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Though cloud giants and storm giants sometimes Skills Perception +4
tame these great birds, roes treat even giants as Senses passive Perception 1 4
potential prey. They fly great distances in search of food, Languages -
soaring high above the clouds to reach their favored Challenge 1 1 (7,200 XP)
hunting grounds. A roe seldom hunts swift or small
creatures, and it ignores towns and forests where prey Keen Sight. The roe h a s advantage o n Wisdom (Perception)
can easily take cover. When it locates a large and slow checks that rely on sight.
moving target such as a giant, a whale, or an elephant, a
roe dives down to snatch its prey in its massive talons. ACT I O N S
Remote and Alone. Roes are solitary creatures Multiattack. The roe makes two attacks: one with its beak and
that can live for centuries. They lair in nests made one with its talons.
from trees, tents, broken ships, and the remains of
Beak. Melee Weapon Attack: +1 3 to h it, reach 1 0 ft. , one target.
caravans they carry off, placing these massive tangles in
Hit: 27 (4d8 + 9) piercing damage.
mountain clefts out of the reach of lesser creatures.
Sometimes a roe's nest contains treasures from the Talons. Melee Weapon Attack: +1 3 to h it, reach 5 ft., one
caravans or ships they raid, but these creatures are target. H it: 23 (4d6 + 9) slashing dam age, and the target is
heedless of such baubles. More rarely, a nest holds eggs grappled (escape DC 1 9) . U ntil this grapple ends, the target i s
that are taller than a human, produced by the roes' restrained, and the roe can't u s e i t s talons on another target.
infrequent mating.
ROC
2bo
ROPER
Living i n caves and caverns throughout the Underdark,
voracious ropers feast on whatever they can catch and
seize. A roper eats any creature, from Underdark beasts
to adventurers and their gear.
A roper has the appearance of a stalagmite or
stalactite, which often allows it to attack with surprise.
The creature can move slowly using thousands of
sticky cilia beneath its base. It creeps up cave walls
c
and along stone ceilings, finding the best position from
which to attack.
Underdark Hunters. The roper is an evolved,
mature form of piercer, with which it shares its rock
like appearance and hunting tactics. A roper can hold
still for long hours, shutting its single eye to look like
nothing more than a mundane formation of rock.
Creatures that come too close are surprised when
that eye snaps open and sticky tendrils shoot out
to seize them. The roper then makes horrible
guttural sounds as it reels in its struggling
victims, drawing them close for the fatal bite of
its stony teeth.
A roper can digest anything it eats with the
exception of platinum, gemstones, and magic
items, which can sometimes be retrieved from the
creature's gizzard after death. A roper's digestive juices
are also valuable, fetching a high price from alchemists
who use them as a solvent.
Weakening Tendrils. A roper has six nubs set
along its body, through which it extrudes sticky
tendrils that bond to whatever they touch. Each
tendril sends out hair-like growths that penetrate
a creature's flesh and sap its strength, so the
victim can struggle only weakly as the roper
reels it in. If a tendril is cut through or broken,
the roper produces a new one to replace it.
RUST M O N STER
SAH UAGIN
Across fog-shrouded coasts or endless ocean swells,
an ominous drone sounded on a conch shell chills
the blood of all who hear it. This is the sound of the
sahuagin hunting horn-a call to raid and battle. Coastal
settlers refer to sahuagin as "sea devils," for sahuagin
have no compassion in them, slaughtering the crews of
ships and decimating coastal villages.
Devils ofthe Deep. Sahuagin are a predatory, piscine
race that ventures from the ocean's black depths to
hunt the creatures of the shallows and shore.
Though they dwell in the deepest trenches of
the ocean, sahuagin view the entire aquatic
realm as their kingdom and the creatures
in it as blood sport for their
hunting parties.
The self-styled rulers of
sahuagin ocean domains are massive mutant
males that grow second sets of arms. They are
terrible foes in battle, and all sahuagin bow down before
these powerful barons. Medium humanoid (sahuagin), lawful evil
Way ofthe Shark. Sahuagin worship the shark god
Sekolah. Only female sahuagin are deemed worthy Armor Class 1 2 (natural a rmor)
of channeling the god's power, and priestesses hold Hit Points 22 (4d8 + 4)
tremendous sway in sahuagin communities. Speed 30 ft .. swim 40 ft.
Sahuagin are driven into a frenzy by the smell of
fresh blood. As worshipers of Sekolah, they also have a STR DEX CON I NT WIS CHA
1 3 (+l ) 1 1 (+0) 12 (+l ) 12 (+l) 13 (+l) 9 (-1 )
special kinship with sharks, which they train as attack
animals. Even untrained sharks recognize sahuagin as
Skills Perception +5
allies and don't prey on them. Senses d a rkvision 1 20 ft .. passive Perception 1 5
Elven Enmity. The sahuagin might control the oceans Languages Sahuagin
if not for the presence of their mortal enemies, the Challenge 1/2 (100 XP)
aquatic elves. Wars between the two races have raged
for centuries across the coasts and seas of the world,
Blood Frenzy. The sahuagin h a s advantage on melee attack
disrupting maritime trade and drawing other races into
rol l s against any creature that doesn't have a l l its hit points.
the bloody conflict.
So intense is sahuagin hatred for the aquatic elves Limited Amphibiousness. The sahuagin can b reathe air and
that the sea devils have adapted to combat their ancient water, but it needs to be submerged at least once every 4 hours
foes. A sahuagin born near enough to an aquatic to avoid suffocati ng.
elf community can enter the world as a malenti-a
Shark Telepathy. The sahuagin can magically command any
sahuagin that physically resembles an aquatic elf in
shark with i n 1 20 feet of it, using a l i m ited telepathy.
every way. Sahuagin are prone to mutation, but whether
this rare phenomenon is a result of the wars between ACTI O N S
the sahuagin and the aquatic elves-or whether it
Multiattack. The sahuagin makes two melee attacks: one with
preceded or even began the conflict-none can say.
its bite and one with its claws or spear.
The sahuagin put the malenti to good use as spies
and assassins in aquatic elf cities and the societies of Bite. Melee Weapon Attack: +3 to hit, reach S ft .. one target.
other creatures that pose a threat to sahuagin. The Hit: 3 (ld4 + 1) piercing d amage.
mere shadow of the malenti threat incites paranoia Claws. Melee Weapon Attac,k: +3 to h it, reach S ft., one target.
and suspicion among aquatic elves, whose resilience is Hit: 3 ( l d 4 + 1) slashing d amage.
weakened as the prelude to an actual sahuagin invasion.
41
Spear. Melee or Ranged Weapon Attack: +3 to h it, reach S ft. or
range 20/60 ft. , one target. Hit: 4 ( l d 6 + 1 ) piercing damage, or
S ( l d8 + 1 ) piercing d a m age if used with two hands to make a
.
, THE V I LLA GE melee attack.
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WAS E M P TY, THE
SEA G U L LS W E R E
S T R A N G E LY Q.U I E
T, A N O A L L WE
C O U L D H E A R WA S
THE S U R G E OF" T H
E S E A ."
S A H LAGIN
- /.\ N A C C O U N T OF
T H E A F T E RMAT H
OF' A S A H UA G I N R A I
O
SAHUAGIN PRIESTESS
Medium humanoid (sahuagin), lawful evil
Shark Telepathy. The sahuagin can magically command any Limited Amphibiousness. The sah uagi n can breathe a i r and
shark withi n 1 20 feet of her, using a l i m ited telepathy. water, but he needs to be submerged at least once every 4
h o u rs to avoid suffocating.
Spellcasting. The sahuagin is a 6th -level spellcaster. H e r
spel lcasti ng ability is Wisdom (spe l l save DC 1 2 , + 4 t o hit with Shark Telepathy. The sahuagin can magically command any
spell attacks). She has the fol lowi n g cleric spells prepared : shark within 1 20 feet of him, using a l i m ited telepathy.
•
Trident. Melee or Ranged Weapon Attack: +7 to h it, reach 5 ft. or
Hit: 3 ( l d4 + l) piercing d amage.
range 20/60 ft. , one target. Hit: 11 (2d 6 + 4) piercing damage,
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target. o r 13 (2d8 + 4) piercing damage if used with two hands to
Hit: 3 ( l d4 + l) slashing d amage. make a melee attack.
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SAHUAGIN
SALAMANDERS
Salamanders slither across the Sea of Ash on the
Elemental Plane of Fire, their sinuous coils and jagged
spines smoldering. Intense heat washes off their bodies,
while their yellow eyes glow like candles in the deep-set
hollows of their hawkish faces.
Salamanders adore power, and they delight in setting
fire to things. Outside their home plane, they play among
the burning skeletons of charred trees as forest fires
rage around them, or slither down the slopes of erupting
volcanoes to linger in fire pits and magma floes.
Fire Snakes. Salamanders hatch from eggs that
are two-foot-diameter spheres of smoldering obsidian.
When a salamander is ready to hatch, it melts its way
through the egg's thick shell and emerges as a fire
snake. A fire snake matures into a salamander adult
within a year.
Slaves ofthe Efreet. Long ago, the efreet hired azers
to build the fabled City of Brass, but then failed in their
attempt to enslave that mystical race when the azers'
work was done. Turning instead to strike against the
salamanders, the efreet had better luck in establishing
a slave race, which they use to unleash war and
destruction across the planes.
Salamanders despise the azers, believing that if
the efreet had succeeded in dominating that race of
elemental crafters, the salamanders would still be free. '
The efreet use this enmity to their own advantage,
stoking the salamanders' hatred and pitting them
against the efreets' former servants.
The efreet suffer salamanders to serve no other
master; when efreet encounter salamanders dedicated
to the cults of Elemental Evil, they slay them rather than
taking them as slaves. FIRE SNAKE
Domineering Nobles. Although salamanders follow
Medium elemental, neutral evil
the destructive impulses of their fiery nature, slavery
Armor Class 14 (natural a rmor)
under the efreet has impacted the culture of free
Hit Points 22 (Sd8)
salamanders. They rule their own societies according Speed 30 ft.
to the efreet model, in which larger and stronger
salamanders claim dominion over their lesser kin. STR DEX CON INT WIS CHA
As salamanders age, they increase in size and status, 1 2 (+l) 14 (+2) 1 1 (+O) 7 (-2) 10 (+O) 8 (-1 )
rising to positions of power as cruel nobles among their
kind. Nobles rule wandering bands of salamanders, Damage Vulnerabilities cold
which move across the Elemental Plane of Fire like Damage Resistances bludgeon i n g, piercing, and s l a s h i n g from
desert nomads, raiding other communities for treasure. non magical attacks
Living Forges. Salamanders generate intense heat, Damage Immunities fi re
and when they fight, their weapons glow red and Senses d arkvision 60 ft., passive Perception 1 0
sear the bodies of their enemies on contact. Even Languages understands l g n a n b u t can't speak
Challenge 1 (200 XP)
approaching a salamander is dangerous, since flesh
blisters and burns in its proximity.
This inherent heat is an asset to salamanders' skill Heated Body. A creature that touches the snake o r hits it with a
as smiths, allowing them to soften and shape iron and melee attack while within 5 feet of it takes 3 (l d6) fi re damage.
steel with their bare hands. Although not as meticulous
as azers, salamanders number among the greatest ACTI O N S
metalsmiths in all the planes. Powerful creatures Multiattack. The snake makes two attacks: one with its bite
summon them as warriors, but others enlist the and one with its tail.
salamanders for their crafting skills, or bind them to
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
forges and ovens to generate limitless heat.
Hit: 3 ( l d 4 + 1) piercing damage plus 3 ( l d 6) fi re da mage.
Tail. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit:
3 ( l d4 + 1) b l udgeo n i n g damage plus 3 (l d6) fi re d amage.
SALA M A N D E RS
Large elemental, neutral evil
Armor Class 1 5 (natural armor) Heated Weapons. Any metal melee weapon the salamander
Hit Points 90 (1 2dl0 + 24) wields deals an extra 3 ( l d6) fi re d amage on a hit (incl uded in
Speed 30 ft. the attack).
•
it with a melee attack while within 5 feet of it takes 7 (2d6) automatically hit the target with its tail, and the salamander
fi re damage. can't make tail attacks agai nst other targets.
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SA.LA M A N DERS
SATYR
Satyrs are raucous fey that frolic in wild forests, driven
by curiosity and hedonism in equal measure.
Satyrs resemble stout male humans with the furry
lower bodies and cloven hooves of goats. Horns sprout
from their heads, ranging in shape from a pair of small
nubs to large, curling rams' horns. They typically sport
facial hair.
Hedonistic Revelers. Satyrs crave the strongest
drink, the most fragrant spices, and the most dizzying
dances. A satyr feels starved when it can't indulge
itself, and it goes to great lengths to sate its desires. It
might kidnap a fine minstrel to hear lovely songs, sneak
through a well-defended garden to gaze upon a beautiful
lad or lass, or infiltrate a palace to taste the finest food in
the land. Satyrs allow no festivity to pass them by. They
partake in any holiday they've heard of. Civilizations of
the world have enough festivals and holy days among
them to justify nonstop celebration.
Inebriated on drink and pleasure, satyrs give no
thought to the consequences of the hedonism they incite
in others. They leave such creatures mystified at their
own behavior. Such revelers might have to scrounge
for excuses to explain their disordered state to parents,
employers, family, or friends.
4
WITH FOLD ED S OUG ME NE target. Hit: 6 (ld6 + 3) piercing d amage.
S o s:��� �:::E :�K� � S U�:�� B RE nE Shortbow. Ranged Weapon Attack: +5 to h it, range 80/320 ft. ,
�y::::'( D ;;: E MPTV CUP WITH OUT REP RIEV E. one target. Hit: 6 ( l d 6 + 3) pierci ng d amage.
THEY FILL Ml NE THE MOO N BEC OME S THE SUN
HO URS t>.S 1 PLE -SON
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NET OF NAU GH TY $1>.T YR
II
SATYR
SCARECROW
At harvest time, when death revisits the twilit world and
summer's blossoms bow their withered heads, eerie
scarecrows loom in silent vigil over empty fields. With
immortal patience, these stoic sentinels hold their posts
through wind, storm, and flood, bound to their master's
command, eager to terrify prey with its sackcloth visage
and rend victims with its razor-sharp claws.
Spirit-Powered Constructs. A scarecrow is animated
by the bound spirit of a slain evil creature, granting it
purpose and mobility. It is this uncanny presence from
beyond death that allows a scarecrow to inspire fear
in those it gazes upon. Hags and witches often bind
scarecrows with the spirits of demons, but any evil spirit
will do. Although aspects of the spirit's personality
might surface, a scarecrow's spirit doesn't recall the
memories it had as a creature, and its will is focused
solely on serving its creator. If its creator dies, the spirit
inhabiting a scarecrow either continues to follow its
last commands, seeks revenge for its creator's death, or
destroys itself.
Construct Nature. A scarecrow doesn't require air,
food, drink, or sleep.
SCARECROW
Medium construct, chaotic evil
Armor Class 1 1
Hit Points 3 6 (8d8)
Speed 30 ft.
Damage Vulnerabilities fi re
Damage Resistances bludgeoning, piercing, and slashing from
non magical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed , poisoned, u n conscious
Senses darkvision 60 ft., passive Perception 10
Languages u nderstands the l anguages of its creator but
can't speak
Challenge 1 (200 X P)
ACT I O N S
Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +3 to h it, reach 5 ft. , one target.
Hit: 6 (2d4 + 1) slashing damage. If the target is a creature,
it must succeed o n a DC 11 Wisdom saving throw or be
frightened u ntil the end of the scarecrow's next turn.
SHADOW
Medium undead, chaotic evil
Armor Class 1 2
Hit Points 1 6 ( 3 d8 + 3)
Speed 40 ft.
ACTI O N S
Strength Drain. Melee Weapon Attack: +4 to h it, reach 5 ft.,
one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's
Strength score is reduced by l d4. The target dies if this reduces
its Strength to 0. Otherwise, the reduction lasts until the ta rget
fi n ishes a short or long rest.
If a non·evil humanoid dies from this attack, a new shadow
rises from the corpse l d4 hours later.
SHAMBLING MOUND
A shambling mound, sometimes called a shambler,
trudges ponderously through bleak swamps, dismal
marshes, and rain forests, consuming any organic
matter in its path. This rotting heap of animated
vegetation looms up half again as tall as a human,
tapering into a faceless "head" at its top.
All-Consuming Devourers. A shambling mound
feeds on any organic material, tirelessly consuming
plants as it moves and devouring animals that can't
escape it. Only the shambling mounds' rarity and
plodding speed prevent them from overwhelming entire
ecosystems. Even so, their presence leeches natural
environments of plant and animal life, and an unsettling
•
quiet pervades the swamps and woods haunted by these
ever-hungry horrors.
Unseen Hunters. Composed of decaying leaves,
vines, roots, and other natural swamp and forest
compost, shamblers can blend into their environs.
Because they move slowly, they rarely attempt to
pursue and catch creatures. Rather, they remain in Large plant, unaligned
place, sustaining themselves by absorbing nutrients
from their surroundings as they wait for prey to come Armor Class 1 S (natural armor)
to them. When a creature passes near or alights upon Hit Points 1 3 6 ( 1 6 d l 0 + 48)
a shambling mound, the monster comes to life, seizing Speed 20 ft., swim 20 ft.
and absorbing the unwary prey.
STR DEX CON I NT WIS CHA
s (-3)
Spawned by Lightning. A shambling mound results
from a phenomenon in which lightning or fey magic 18 (+4) 8 (-1 ) 1 6 (+3) 5 (-3) 10 (+O)
invigorates an otherwise ordinary swamp plant. As the
plant is reborn into its second life, it chokes the life from Skills Stealth +2
Damage Resistances cold, fi re
plants and animals around it, mulching their corpses
Damage I mmunities l ightn i n g
in a heap around its roots. Those roots eventually give
Condition I mmunities b l i nded, deafened, exhaustion
up their reliance on the soil, directing the shambling Senses blindsight 60 ft. (blind beyond this radi u s) ,
mound to seek out new sources of food. passive Perception 1 0
The Weed that Walks. The instinct that drives Languages
a shambling mound is its central root-stem, buried Challenge 5 ( 1 ,800 X P)
somewhere inside its ponderous form. The rest
of a shambler consists of the rotting heap that it
Lightning Absorption. Whenever the shambling mound is
simultaneously accumulates and feeds on, which
s u bjected to l ightn ing dam age, it takes no damage and regains
protects the root-stem and animates to smash and a n u m b e r of h it points equal to the lightn i n g damage dealt.
smother the life from any creature.
The dense mass of a shambling mound's body shrugs ACTI O N S
off the effects of cold and fire. Lightning reinvigorates
Multiattack. The shambling mound makes two slam attacks.
the root-stem, strengthening the shambling mound and If both attacks hit a M edium or smaller target, the target is
bolstering its consumptive drive. grappled (escape DC 1 4), and the shambling mound uses its
Despite its monstrous form, the shambling mound is a Engulf on it.
living plant that requires air and nourishment. Although
it doesn't sleep the way an animal does, it can lie Slam. Me/ee Weapon Attack: +7 to h it, reach S ft., one target.
dormant for days on end before rising to hunt for food. Hit: 13 (2d8 + 4) bludgeoning damage .
A Resurgent Menace. If a shambling mound faces Engulf T h e shambl i ng m o u n d engu lfs a M e d i u m o r smaller
defeat before an overwhelming foe, the root-stem can creature grappled by it. The e ngu lfed target i s blinded,
feign death, collapsing the remains of its mound. If not restrained, and unable to breathe, and it m ust succeed on a
subsequently killed, the root-stem beds down in the DC 14 Constitution saving throw at the start of each of the
shambler's remains to slowly regrow its full body, then mound's turns or take 1 3 (2d8 + 4) b l udgeoning damage. If the
once again sets out to consume all it can. In this way, mound moves, the engulfed target moves with it. The mound
shambling mound infestations long thought destroyed can h ave only one creature engulfed at a time.
can recur time and again.
S H A M B L I N G MOUND
SHIELD GUARDIAN
Wizards and other spellcasters create shield guardians
for protection. A shield guardian treads beside its
master, absorbing damage to keep its master alive as
long as possible.
Master's Amulet. Every shield guardian has an
amulet magically linked to it. A shield guardian can
have only one corresponding amulet, and if that amulet
is destroyed, the shield guardian is incapacitated until
a replacement amulet is created. A shield guardian's
amulet is subject to direct attack if it isn't being worn
or carried. It has AC 10, 10 hit points, and immunity to
poison and psychic damage. Crafting an amulet requires
1 week and costs 1 ,000 gp in components.
A shield guardian's solitary focus is to protect the
amulet's wearer. The amulet's wearer can command the
guardian to attack its enemies or to guard the wielder
against attack. If an attack threatens to injure the
wearer, the construct can magically absorb the blow into
its own body, even at a distance.
A spellcaster can store a single spell within a shield
guardian, which can then cast the spell on command
or under specific conditions. Many a wizard has
been rendered helpless by enemies, only to surprise
those foes when its shield guardian unleashes potent
magical power.
Magnificent Treasure. Because a shield guardian's
ownership can be transferred by giving its matching
amulet to another creature, some wizards collect
exorbitant sums from princes, nobles, and crime lords
to create shield guardians for them. At the same time,
a shield guardian makes a mighty prize for anyone who
slays its master and claims its amulet.
Construct Nature. A shield guardian doesn't require
air, food, drink, or sleep.
•
target. Hit: 5 (ld6 + 2) piercing damage. fight until destroyed, for skeletons possess little sense of
self and even less sense of self-preservation .
Shortbow. Ranged Weapon Attack: +4 to h it, range 80/320 ft., Undead Nature. A skeleton doesn't require air, food,
one target. Hit: 5 ( l d 6 + 2) piercing damage. drink, or sleep.
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S K E LETONS
Large undead, lawful evil
S K E LETO NS
2 7 '3
SLAADI GRE E N SLAAD
I n the Ever-Changing Chaos o f Limbo, bits o f forest Green slaadi are surprisingly intelligent and possess
and meadow, ruined castles, and isolated islands drift innate spellcasting ability. A green slaad can change
through a tumult of fire, water, earth, and wind. The its shape to appear as a humanoid. If it was born of a
foremost inhabitants of this inhospitable plane are the humanoid host, the slaad usually adopts its host's form.
toad-like slaadi. Slaadi are undisciplined and have no At some unpredictable point in its existence, a
formal hierarchy, although weaker slaadi obey stronger green slaad unlocks the means to magically, instantly,
ones under threat of annihilatiori. and permanently transform itself into a gray slaad.
The Spawning Stone. Long ago, Primus, overlord of Unlocking this knowledge can take years, even decades.
the modrons, created a gigantic, geometrically complex
stone imbued with the power of law. He then cast it GRAY SLAAD
adrift in Limbo, believing that the stone would bring Outside of Limbo, gray slaadi act as Jiving extensions of
order to the chaos of that plane and halt the spread the will of their masters, the death slaadi. A gray slaad
of chaos to other planes. As the stone's power grew, journeys to the Material Plane on errands of doom,
it became possible for creatures with ordered minds, often taking humanoid form. A gray slaad learns how
such as modrons and githzerai, to create enclaves in
Limbo. However, Primus's creation had an unforeseen
to master the use of a greatsword and imbue it with its
own innate magic.
I
side effect: the chaotic energy absorbed by the stone A gray slaad that eats the entire corpse of a dead
spawned the horrors that came to be known as slaadi. death slaad instantly transforms into a death slaad.
Sages refer to Primus's massive creation as the
Spawning Stone for this reason. DEATH SLAAD
The slaadi wiped out every last modron enclave
Death slaadi are suffused with energy from the Negative
in Limbo. As creatures of utter chaos, slaadi loathe
Energy Plane and exemplify evil's corruption of chaos,
modrons and attack them on sight. Nonetheless, Primus
and they take sadistic pleasure in bringing harm
stands by his creation and either doesn't perceive the
to others. They propagate their race by dragooning
slaadi as threats or chooses to ignore them.
mobs of red and blue slaadi and invading other
Birth and Transformation. Slaadi have horrific
planes. Humanoids who survive the incursion become
cycles of reproduction. Slaadi reproduce either by
incubators for new slaadi.
implanting humanoid hosts with eggs or by infecting
them with a transformative disease called chaos phage.
VAR I A N T: SLAAD CONTROL G E M S
Each color of slaad reproduces or transforms in a
As a slaad emerges from the Spawning Stone, the stone
different way, with red slaadi spawning blue and green
magically i m plants a fragment of itself in the slaad's brain.
slaadi, and blue slaadi spawning red and green. Each
This fragment takes the form of a magic gem roughly the size
green slaad undergoes a lifelong cycle of transformation and shape of a human child's fist. The gem is the same color
into the more powerful gray and death slaadi. With each as the slaad. Another creature can use magic to d raw forth
transformation, the slaad retains its memories. a s laad's gem and use it to s u bj ugate the slaad. The slaad
Shapechangers. Some slaadi can transform into the must obey whoever possesses its gem. If a slaad's gem i s
humanoid creatures from which they were originally destroyed, t h e slaad c a n no longer be controlled i n this way.
spawned. These slaadi return to the Material Plane to A slaad born from someth ing other than the Spawning
sow discord in the guise of their former selves. Stone has no gem i n its b ra i n , but it gains one if it ever
comes i nto contact with the Spawning Stone. Slaadi on
RED SLAAD Limbo are attracted to the Spawn ing Stone, so most end u p
with a gem . A slaad with a control gem i n its brai n has the
When a red slaad claws a humanoid creature, it can fol lowi ng additional trait.
inject an egg from a gland under one of its claws. The Control Gem. I m planted i n the slaad's brai n is a magic
egg works its way into its host and gestates, eventually control gem. The slaad must obey whoever possesses the
forming a slaad tadpole. Such a tadpole then eats its way gem and is i m m u ne to being charmed while so controlled.
out of the host's body, feeds on the host's remains, and Certain spells can be used to acq u i re the gem. I f the slaad
fai l s its savi ng throw against imprisonment, the spell can
then seeks any other fresh meat it can find. The tadpole
transfer the gem to the spellcaster's open hand, instead
transforms into a fully grown blue slaad-or green
of i m prisoning the slaad. A wish spell, if cast in the slaad's
slaad if the host had the ability to cast 3rd level spells or presence, can be worded to acq u i re the gem.
higher-within 2 d l 2 hours. A greater restoration spell cast on the slaad destroys the
gem without harming the slaad.
BLU E SLAAD Someone who i s proficient in Wisdom ( M edicine) can
The bone hooks that protrude from the back of a blue remove the gem from an incapacitated slaad. Each try
requ i res 1 m i nute of u n i nterrupted work and a successful DC
slaad's hands inflict a terrible transformative disease
20 Wisdom ( M ed icine) check. Each failed attempt deals 22
on humanoids wounded by them. This infection, called (4d l 0) psychic damage to the slaad.
chaos phage, transforms its victim into a fully grown red
slaad-or green slaad if the host was a spellcaster able
to cast 3rd level spells or higher.
•
SLAA D I
2 74
R E D S u 1 1> 0
B L U E 5 L A l\ 0
G R E E N SLilAO
2 75
SLAAD TADPOLE
Tiny aberration, chaotic neutral
Armor Class 1 2
Hit Points 1 0 (4d4)
Speed 30 ft.
Skills Stealth +4
Damage Resistances acid, cold, fi re , l ightni n g, thunder
Senses darkvision 60 ft., passive Perception 7
Languages understands Slaad but can't speak
Challenge 1/8 (25 XP)
ACTI O N S
Bite. Melee Weapon Attack: + 4 to h it, reach 5 ft. , one target.
Hit: 4 (1 d4 + 2) pierci ng damage.
Large aberration, chaotic neutral
STR DEX CON INT WIS CHA Armor Class 1 5 (natural a rmor)
1 6 (+3) 12 (+l ) 16 (+3) 6 (-2) 6 (-2) 7 (-2) Hit Points 1 2 3 ( 1 3 d l 0 + 52)
Speed 30 ft.
Skills Perception + 1
Damage Resistances acid, cold , fi re, l ightni ng, thunder STR DEX CON I NT WIS CHA
Senses darkvision 60 ft. , passive Perception 11 20 (+5) 1 5 (+2) 18 (+4) 7 (-2) 7 (-2) 9 (-1 )
Languages S l aad, telepathy 60 ft.
Challenge 5 (1 ,800 XP) Skills Perception +1
Damage Resistances acid, cold, fi re , l ightni n g, thunder
Magic Resistance. The slaad has advantage on saving th rows
Senses darkvision 60 ft., passive Perception 1 1
Languages Slaad, telepathy 6 0 ft.
against spells and other magical effects.
Challenge 7 (2,900 XP)
Regeneration. The slaad regains 10 hit points at the start of its
turn if it has at least 1 hit poi nt.
Magic Resistance. The slaad has advantage on savi ng th rows
ACTI O N S aga i nst spells and other magical effects.
Multiattack. The slaad makes three attacks: one with its bite Regeneration. The s laad regai n s 1 0 h it points at the start of its
and two with its claws. turn if it has at l east 1 h it point.
Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one target. ACTI O N S
Hit: 8 (2d4 + 3) piercing damage.
Multiattack. The slaad makes three attacks: one with its bite
Claw. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target. and two with its claws.
Hit: 7 (ld8 + 3) piercing damage. If the target is a humanoid,
Bite. Melee Weapon Attack: +8 to h it, reach 5 ft., one target.
it m ust succeed on a DC 1 4 Constitution savi ng throw or be
Hit: 12 (2d 6 + 5) piercing damage.
infected with a d isease-a minuscule slaad egg.
A hu manoid host can carry only one s laad egg to term at a Claw. Melee Weapon Attack: +8 to h it, reach 5 ft., one target.
time. Over three months, the egg moves to the chest cavity, Hit: 12 (2d6 + 5) slashing damage. I f the target is a h u manoid,
gestates, and forms a slaad tadpole. In the 24-hour period it must succeed on a DC 15 Constitution saving throw o r be
before giving b i rth, the host starts to feel u nwell, its speed is i nfected with a disease called chaos phage. While infected,
halved, and it has disadvantage on attack rol l s , ability checks, the ta rget can't regai n hit points, and its h it point maxi mum is
and savi ng throws. At birth, the tadpole chews its way through reduced by 10 (3d6) every 24 hours. I f the disease reduces the
•
vital organs and out of the host's chest i n 1 round, k i l l i n g the target's hit point maximum to 0, the target instantly transforms
host i n the process. i nto a red slaad or, if it has the abil ity to cast spe l l s of 3 rd
If the disease is cured before the tadpole's emergence, the level or higher, a green slaad. Only a wish spell can reverse the
un born slaad is disintegrated. transformation.
========�===i
SLAADJ
EMBEDD ED IN A SLAAM.D'S
BRAIN IS A M AGIC: GE 5LA AD
Ac:Q.U IRE IT, AND THE D.
IS '/OUR S TO C:OM MAN
GREEN SLAAD
Large aberration (shapechanger), chaotic neutral
GRAY SLAAD
Armor Class 1 6 (natural armor) Medium aberration (shapechanger), chaotic neutral
Hit Points 1 27 (l Sdl 0 + 45)
Speed 30 ft. Armor Class 18 (natural armor)
Hit Points 1 27 ( 1 7d8 + 51)
STR DEX CON I NT WIS CHA Speed 30 ft.
1 8 (+4) 15 (+2) 16 (+3) 1 1 (+O) 8 (-1) 12 (+l )
STR DEX CON I NT WIS CHA
Skills Arcana +3, Perception +2 1 7 (+3) 17 (+3) 1 6 (+3) 13 (+l ) 8 (- 1 ) 14 (+2)
Damage Resistances acid, cold, fi re, lightni ng, thunder
Senses b l i ndsight 30 ft., darkvision 60 ft., passive Perception 12 Skills Arcana +5, Perception +7
languages S l aad, telepathy 60 ft. Damage Resistances acid, cold, fi re, l ightn ing, thunder
Challenge 8 (3,900 XP) Senses bli ndsight 60 ft., darkvision 60 ft., passive Perception 1 7
languages Slaad, telepathy 60 ft.
Challenge 9 (5,000 XP)
Shapechanger. The slaad can use its action to polymorph i nto
a Small or Medium humanoid, or back into its true form. I ts
statistics, other than its size, a re the same i n each form. Any Shapechanger. The slaad can use its action to polymorph i nto
equipment it is wearing or carryi ng isn't transformed. It reverts a Small or Medium humanoid, or back i nto its true fo rm. Its
to its true form if it dies. statistics, other than its size, are the same in each form. Any
eq uipme nt it i s wearing or carryi ng isn't transformed. It reverts
Innate Spellcasting. The slaad's i n n ate spellcasting a b i l ity is
to its true form if it d ies.
Charisma (spell save DC 1 2) . The slaad can i n nately cast the
following spells, requiring no material components: Innate Spellcasting. The slaad's i nnate spellcasting ability i s
Charisma (spell save DC 1 4 ) . T h e slaad can in nately cast the
At will: detect m agic, detect thoughts, mage hand
following spells, requiring no materia l components:
2/day each: fear, invisibility (self only)
l/day: fireball At will: detect magic, detect thoughts, invisibility (self only),
Magic Resistance. The slaad has advantage on saving throws mage hand, major image
2/day each: fear, fly, fireball, tongues
aga i n st spells and other magical effects.
l /day: plane shift (self on ly)
Regeneration. The slaad rega i n s 10 hit points at the start of its Magic Resistance. The slaad has advantage on savi ng throws
turn if it has at least l hit point.
aga i n st spells and other magical effects.
ACT I O N S Magic Weapons. The slaad's weapon attacks a re magical.
Multiattack. The slaad makes three attacks: one with its bite Regeneration. The slaad regai n s 10 hit poi nts at the start of its
and two witl9 its claws o r staff. Alternatively, it uses its H u rl turn if it h a s at least l hit point.
Flame twice.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to h it, reach 5 ACTI O N S
ft., one target. Hit: 1 1 (2d6 + 4) piercing damage. Multiattack. The slaad makes th ree attacks: one with its bite
and two with its claws or greatsword.
Claw (Slaad Form Only). Melee Weapon Attack: +7 to h it, reach
5 ft., one target. Hit: 7 ( l d 6 + 4) slashing da mage. Bite (Slaad Form Only). Melee Weapon Attack: +7 to h it, reach 5
ft., one target. Hit: 6 ( l d 6 + 3) piercing da mage.
Staff. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bl udgeoning damage. Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 ( l d l O + 3) slashing d amage.
Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one
target. Hit: 10 (3d6) fi re damage. The fi re ign ites flammable Creatsword. Melee Weapon Attack: +7 to h it, reach 5 ft., one
objects that a ren't being worn or ca rried. target. Hit: 10 (2d 6 + 3) slashing damage.
S LA A D I
277
DEATH SLAAD At will: detect magic, detect thoughts, invisibility (self on ly),
mage hand, major image
Medium aberration (shapechanger), chaotic evil
2/day each: fear, fireball, fly, tongues
l/day each: cloudkill, plane shift
Armor Class 18 (natural armor)
Hit Points 1 70 (20d8 + 80) Magic Resistance. The slaad has advantage on savi ng throws
Speed 30 ft. against spells and other magical effects.
STR DEX Magic Weapons. The s laad's weapon attacks are magical.
CON INT WIS CHA
20 (+5) 15 (+2) 1 9 (+4) 1 5 (+2) 10 (+O) 16 (+3) Regeneration. The s laad regains 1 0 hit poi nts at the start of its
t u rn if it has at least 1 hit point.
Skills Arcana +6, Perception +8
Damage Resistances acid, cold, fi re, lightni ng, thunder ACT I O N S
Senses blindsight 60 ft. , darkvision 60 ft., passive Perception 1 8
Multiattack. The slaad makes three attacks: one with its bite
Languages S l aad, telepathy 6 0 ft.
and two with its claws or greatsword.
Challenge 10 (5,900 XP)
Bite (Slaad Form Only). Melee Weapon Attack: +9 to h it, reach
Shapechanger. The slaad can use its action to polymorph i nto 5 ft. , one target. Hit: 9 (l d8 + 5) piercing damage plus 7 (2d6)
a Small or Medium h umanoid, or back into its true form. Its necrotic damage.
statistics, other than its size, are the same i n each form. Any Claws (Slaad Form Only). Melee Weapon Attack: +9 to h it,
equipment it is wearing or carryi ng isn't transformed. It reverts reach 5 ft. , one target. Hit: 10 ( l d l O + 5) slashing damage plus
to its true form if it dies. 7 (2d6) necrotic damage.
•
Innate Spellcasting. The slaad's i n n ate spellcasting a b i l ity Greatsword. Melee Weapon Attack: +9 to h it, reach 5 ft. ,
i s Charisma (spell save DC 1 5, +7 t o h it with s p e l l attacks). one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6)
The s laad can i n nately cast the fol lowing spells, requiring no necrotic damage .
m a te ri a l co m po n e n ts :
c::=== ======== = =====================�======================::::;:======================o::=::::s:==========
SPECTER
A specter is the angry, unfettered spirit of a humanoid
that has been prevented from passing to the afterlife.
Specters no longer possess connections to who or what
they were, yet are condemned to walk the world forever.
Some are spawned when dark magic or the touch of a
wraith rips a soul from a living body.
Beyond Redemption. When a ghost's unfinished
business is completed, it can rest at last. No such rest
or redemption awaits a specter. It is doomed to the
Material Plane, its only end the oblivion that comes
with the destruction of its soul. Until then, it bears out
its lonely li fe in forlorn places, carrying on fo rgotten
through the ages of the world.
Undying Hatred. Living creatures remind the specter
that life is beyond its grasp. The mere sight of the living
overwhelms a specter with sorrow and wrath, which
can be abated only by destroying said life. A specter kills
quickly and mercilessly, for only by depriving others
of life can it gain the slightest satisfaction. However,
no matter how many lives it extinguishes, a specter
always succumbs to its hatred and sorrow.
DweJJers in Darkness. Sunlight represents a
source of life that no specter can ever hope to douse,
and it pains them. When night falls, they leave their
final resting places in search of living creatures to slay,
knowing that few weapons can harm them in return. SPECTER
At the first light of dawn, they retreat back into the Medium undead, chaotic evil
darkness, where they remain until night falls again.
Armor Class 1 2
Undead Nature. A specter doesn't require air, food,
H i t Points 22 (Sd8)
drink, or sleep.
Speed 0 ft., fly 50 ft. (hover)
SPECTtR
279
SPHINXE S AND RO SPHINX
In sacred isolation, a sphinx guards the secrets and An androsphinx bears the head o f a humanoid male
treasures of the gods. As it calmly regards each new on its lion's body. Outwardly gruff and downcast, it
party that comes before it, the bones of supplicants and often begins conversations with insults or negative
quest seekers that failed to pass its tests lie scattered observations. Beneath this gruff exterior, however, an
around its lair. Its great wings sweep along its flanks, its androsphinx has a noble heart. It has no wish to lie or
tawny leonine body rippling with muscle and possessed deceive, but it doesn't give away information readily,
' choosing its words as wisely as it guards its secrets.
of forepaws powerful enough to tear a humanoid in half.
Divine Guardians. Sphinxes test the worth of those An androsphinx tests the courage and valor of
who seek the treasures of the gods, whether forgotten supplicants, not only by forcing them to complete quests
secrets or mighty spells, artifacts or magical gateways. but also with its terrible roar, which echoes for miles
Creatures that choose to face a sphinx's test are bound as it terrifies and deafens nearby creatures. Those who
to that test unto death, and only those worthy will pass its tests may be rewarded with a heroes ' feast.
survive it. The rest the sphinx destroys.
Some sphinxes are high priests of the gods that GYNOSPHINX
create them, but most are simply embodied spirits, A gynosphinx bears the head o f a humanoid female.
brought into the mortal realm by devout prayer or direct Many have the regal countenances of worldly queens,
intervention. A sphinx maintains its vigil tirelessly, not but some are marked with wild, leonine features. A
needing to sleep or eat. It rarely engages with others of gynosphinx's eyes see beyond the present time and
its kind, knowing no other life except its sacred mission. place, and penetrate veils of invisibility and magic.
Magical Tests. The secrets and treasures a sphinx Supplicants who look deep into those eyes might find
guards remain under divine protection, so that when themselves magically displaced, banished to some far
a creature fails a sphinx's test, the path to the object flung plane where a difficult trial awaits them.
or knowledge it guards vanishes. Even if a sphinx is Gynosphinxes are virtual libraries of knowledge
attacked and defeated, a quester will still fail to gain the and lore. They ask riddles and present puzzles to test
secret it sought-and will make an enemy of the god that the wit of supplicants that come to learn their secrets.
placed the sphinx as a guardian. Some are willing to bargain with such supplicants for
Benign deities sometimes grant a sphinx the power treasure or service.
to remove supplicants that fail their tests, transporting
them away and ensuring that they never encounter the A SPHINX'S LAIR
sphinx again. However, those who fail a sphinx's test
A sphinx presides over an ancient temple, sepulcher,
typically meet a gruesome end beneath its claws.
or vault, within which are hidden divine secrets and
Extraplanar Beings. Mortals that encounter sphinxes
treasures beyond the reach of mortals.
do so most often in ancient tombs and ruins, but some
sphinxes can access extraplanar realms. A conversation LAIR ACTIONS
with a sphinx that begins between tumbled stone On initiative count 20 (losing initiative ties), the sphinx
walls might suddenly shift to an alien locale, such as a can take a lair action to cause one of the following
life-sized game board or a daunting cliff that must be magical effects; the sphinx can't use an effect again until
climbed in a howling storm. Sometimes a sphinx must
it finishes a short or long rest:
be summoned from such an extradimensional space,
with supplicants calling it from its empty lair. Only those The flow of time is altered such that every creature in
the sphinx deems worthy gain admittance to its realm. the lair must reroll initiative. The sphinx can choose
Fallen Sphinxes. Whether through the weariness of not to reroll.
the ages, regret at the slaughter of innocents, or dreams The effects of time are altered such that every crea
of worship by supplicants that attempt to bargain their ture in the lair must succeed on a DC 15 Constitution
way to knowledge, some sphinxes break free of their saving throw or become ld20 years older or younger
divine command. However, even if a sphinx's alignment (the sphinx's choice), but never any younger than 1
and loyalties drift in this way, it never leaves the place year old. A greater restoration spell can restore a crea
it guards or grants its secrets to any except creatures it ture's age to normal.
deems worthy. The flow of time within the lair is altered such that
everything within moves up to 10 years forward or
backward (sphinx's choice). Only the sphinx is imme
diately aware of the time change. A wish spell can
R O U N D S >< E
I S, YE T F' L A return the caster and up to seven other creatures des
lO R O S
T AS A BO
ARD
A LTA R O F'
T >< E L U P I N E ignated by the caster to their normal time.
JewE L ON
B L AC K Y E L Y E
T' p EA R L I N
The sphinx shifts itself and up to seven other crea
LJ N C ><A N G E O T >< E S E A
B U T E' E R C
>< A N G I N G , tures it can see within in its lair to another plane of
E T E R N A L LY.
- R I DDLE
O F' T >< E G
existence. Once outside its lair, the sphinx can't use
Y N O S P >< I N X
OF' W>< I T E P
L U M E Mo U
lair actions, but it can return to its lair as a bonus
N T/\ I N
action on its turn, taking up to seven creatures with it.
•
SPHI NXES
280
AND RO SPHINX
Large monstrosity, lawful neutral Multiattack. The sphinx makes two claw attacks.
Armor Class 17 (natural a rmor) Claw. Melee Weapon Attack: +1 2 to hit, reach 5 ft. , one target.
H it Points 1 99 ( 1 9d l 0 + 95) Hit: 17 (2d l 0 + 6) slashing damage.
Speed 40 ft. , fly 60 ft. Roar (3/Day). The sphinx emits a magical roar. Each time it
roars before finishing a long rest, the roa r is louder and the
STR DEX CON INT WIS CHA effect i s different, as detailed below. Each creature within
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
500 feet of the sphinx and able to hear the roar m ust make a
saving th row.
Saving Throws Dex +6, Con +1 1 , Int +9, Wis +l 0
Skills Arcana +9, Perception +10, Religion +1 5 First Roar. Each creature that fails a DC 1 8 Wisdom saving
Damage I mmunities psych ic; bludgeoning, piercing, and throw is frightened for l m i n ute. A frightened creature can
slashing from nonmagical attacks repeat the savi ng throw at the end of each of its turns, ending
Condition Immunities charmed, frightened the effect on itself on a success.
Senses truesight 1 20 ft. , passive Perception 20 Second Roar. Each creature that fails a DC 18 Wisdom savi ng
Languages Common , Sphinx th row is deafened and frightened for l m i n ute. A frightened
Challenge 1 7 ( 1 8 ,000 XP) creature is paralyzed and can repeat the saving th row at
the end of each of its turns, ending the effect on itself on
a success.
Inscrutable. The sphinx i s i mm u n e to any effect that wou ld Third Roar. Each creature makes a DC 18 Constitution saving
sense its emotions or read its thoughts, as well as a ny throw. On a failed save, a creature takes 44 (8d l 0) thunder
divination spell that it refu ses. Wisdom ( I n sight) checks damage and i s knocked prone. On a successful save, the
made to ascertai n the sphi nx's i ntentions or sincerity have creature takes half as much damage and isn't knocked prone.
disadvantage.
L EG E N DA RY ACT I O N S
Magic Weapons. The sphi nx's weapon attacks a re magica l .
The sphinx can take 3 legendary actions, choosing from the
Spellcasting. The sphinx i s a 1 2th-level spellcaster. Its options below. Only one legendary action option can be used
spellcasting a b i l ity is Wisdom (spell save DC 18, +1 0 to hit with at a time and only at the end of a nother creature's turn. The
spell attacks). It req u i res no material components to cast its sphinx regains spent legendary actions at the start of its turn.
spel l s . The sphinx has the fo llowing cleric spells prepared:
Claw Attack. The sphinx m akes one claw attack.
Cantrips (at will): sacredflame, spare the dying, thaumaturgy Teleport (Costs 2 Actions). The sphinx magically teleports,
l st level (4 slots): com m and, detect evil and good, detect magic along with any equipment it is wearing or carrying, u p to 1 20
2nd l evel (3 slots) : lesser restoration, zone of truth
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its
feet to an u noccu pied space it can see.
3 rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment. freedom ofmovement l ist of prepared spel ls, using a spell slot as norm a l .
5th level (2 slots): flam e strike, greater restoration
6th level (l slot): heroes'feast
S PHl "I X E
281
with spell attacks). I t requ i res no material components to cast
GYNOSPHINX its spells. The sphinx has the fo llowi ng wizard spells prepared:
Large monstrosity, lawful neutral
Cantrips (at will): mage hand, minor illusion, prestidigitation
Armor Class 1 7 (natural armor) l st level (4 s lots) : detect magic, identify, shield
Hit Points 1 3 6 ( 1 6 d l 0 + 48) 2nd level (3 slots): darkness, locate object, suggestion
Speed 40 ft., fly 60 ft. 3rd level (3 slots) : dispel magic, remove curse, tongues
4th l evel (3 slots) : banishment, greater invisibility
STR DEX CON I NT WIS CHA 5th level (l slot) : legend lore
1 8 (+4) 1 5 (+2) 1 6 (+3) 1 8 (+4) 18 (+4) 18 (+4)
ACTI O N S
Skills Arcana + 1 2 , H istory +1 2, Perception +8, Religion +8 Multiattack. The sphinx makes two claw attacks.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks Claw. Melee Weapon Attack: +8 to h it, reach 5 ft., one target.
Damage I mmunities psychic Hit: 13 (2d8 + 4) slashing damage.
Condition Immunities charmed, frightened
Senses truesight 1 20 ft., passive Perception 1 8 LEG E N DA R Y ACTI O N S
Languages Common, Sphinx The sphinx can take 3 legendary actions, choosing from the
Challenge 11 (7,200 XP) options below. Only one legendary action option can be used
at a time and only at the end of a nothe r creature's turn. The
Inscrutable. The sphinx i s i m m une to any effect that would sphinx rega ins spent legendary actions at the start of its turn.
sense its emotions or read its thoughts, as well as any Claw Attack. The sphinx m a kes one claw attack.
d ivi nation spell that it refuses. Wisdom (I nsight) checks Teleport (Costs 2 Actions). The sphinx magically teleports,
made to ascertain the sphinx's i ntentions or si ncerity h ave along with any equipment it is weari ng or carrying, up to 1 20
d isadvantage.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its
feet to an u noccupied space it can see.
Magic Weapons. The sphi nx's weapon attacks are magical.
l ist of prepared spel ls, using a spell slot as normal.
Spellcasting. The sphinx is a 9th· level spellcaster. Its
spellcasti ng ability i s I ntelligence (spell save DC 16, +8 to hit
c===:====
::=:::: ====
== ====
== ====
== ====
== ====
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== ::::
== :::;: :=:::::::i
S P H I NXES
SPRITE
In secret groves and shaded glens, tiny sprites with
dragonfly wings flutter. For all their fey splendor,
however, sprites lack warmth and compassion. They are
aggressive and hardy warriors, taking severe measures
to ward strangers away from their homes. Interlopers
that come too close have their moral character judged,
then are put to sleep or frightened off.
Forest Protectors. Sprites build little villages in the
boughs of trees and willing treants, in verdant glades
brightened by moss, wild flowers, and toadstools. Wild
nature thrives, and the sprites allow no trespassers.
When intruders are spotted, the sprites lead them astray
with ominous rustling from the bushes and distant
snapping twigs. Creatures foolish enough to persist in
intruding on a sprite's territory are stung with poisoned
arrows and lulled into a senseless sleep. While they
slumber, the sprites make good their escape, retreating
to an even more secluded area of the forest.
Heart Seers. Sprites can sense whether a creature
is good or evil by the sound and feeling of its beating
heart. Weighing the balance of a creature's past actions,
a sprite can tell whether its heart beats rapidly in love
or flags in sorrow, or whether it is darkened by hate or
greed. The sprite's power to perceive the heart always
shows the truth, because the heart can't lie.
Poison Brewers. In their forest domains, sprites brew SPRITE
toxins, unguents, antidotes, and poisons, including the Tinyfey, neutral good
sleep poison with which they coat their arrows. They
venture far into the woods to harvest rare flowers, Armor Class 1 5 (leather armor)
Hit Points 2 (l d4)
mosses, and fungi, sometimes crossing dangerous
Speed 10 ft. , fly 40 ft.
territory to do so. If desperate, sprites even steal their
ingredients from the gardens of hags. STR DEX CON INT WIS CHA
Good-Hearted. Because they are judges of the heart 3 (-4) 18 (+4) 10 (+O) 14 (+2) 13 (+l) 1 1 (+0)
and favor good creatures, sprites oppose the will of evil
fey and pledge to thwart evil archfey at every turn. If Skills Perception +3, Stealth +8
they encounter adventurers on a quest to rid their forest Senses passive Perception 1 3
of an evil fey creature or goblinoid menace, they will Languages Com mon, Elvish, Sylvan
pledge their support and even come to their aid when Challenge 1 /4 (SO X P)
the adventurers least expect it.
Unlike pixies, sprites rarely indulge in frivolous
ACT I O N S
merriment and fun. They are firm warriors, protectors,
and judges, and their stern bent causes other fey to Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft. , one
consider them overly dour and serious. However, fey target. Hit: 1 slashing damage.
that respect the sprites' territory find them staunch Shortbow. Ranged Weapon Attack: +6 to h it, range 40/ 1 60
allies in times of trouble. ft., one target. Hit: 1 piercing d amage, a n d the target m ust
succeed on a DC 10 Constitution saving th row or become
poisoned for 1 m i n ute. I f its saving throw resu lt is 5 or lower,
SPRITE
SUC CUBUS/INCUBUS
Succubi and incubi inhabit all of the Lower Planes,
and the lascivious dark-winged fiends can be found in
service to devils, demons, night hags, rakshasas, and
yugoloths. Asmodeus, ruler of the Nine Hells, uses
these fiends to tempt mortals to perform evil acts. The
demon lord Graz'zt keeps succubi and incubi as advisers
and consorts.
Though legend speaks of them separately, any
succubus can become an incubus, and vice versa. Most
of these fiends do have a preference for one form or the
other. Mortals only rarely see a succubus or incubus in
its true form, however, for the fiend typically begins its
corruption in veiled, insidious ways.
Beautiful Corrupters. A succubus or incubus first
appears in ethereal form, passing through walls like
a ghost to lurk next to a mortal's bedside and whisper
forbidden pleasures. Sleeping victims are tempted to
give in to their darkest desires, indulge in taboos, and
feed forbidden appetites. As the fiend fills the victim's
STIRGE dreams with debauched images, the victim becomes
This horrid flying creature looks like a cross between more susceptible to temptation in everyday life.
a large bat and an oversized mosquito. Its legs end Inevitably, the fiend enters the mortal realm in
in sharp pincers, and its long, needle-like proboscis tempting form to directly influence a creature's
slashes the air as it seeks its next meal. actions. Appearing in the guise of a humanoid who has
Stirges feed on the blood of living creatures, attaching previously appeared only in the victim's dreams, the
and draining them slowly. Although they pose little succubus or incubus seduces or befriends its victim,
danger in small numbers, packs of stirges can be indulging all its desires so that it performs evil acts of its
a formidable threat, reattaching as quickly as their own free will.
weakening prey can pluck them off. A mortal bequeaths its soul to the fiend not by formal
Blood Drain. A stirge attacks by landing on a victim, pledge or contract. Instead, when a succubus or incubus
finding a vulnerable spot, and plunging its proboscis has corrupted a creature completely-some say by
into the flesh while using its pincer legs to latch on to the causing the victim to commit the three betrayals of
victim. Once the stirge has sated itself, it detaches and thought, word, and deed-the victim's soul belongs
flies off to digest its meal. to the fiend. The more virtuous the fiend's prey, the
longer the corruption takes, but the more rewarding
the downfall. After successfully corrupting a victim,
STIRGE the succubus or incubus kills it, and the tainted soul
Tiny beast, unaligned descends into the Lower Planes.
The succubus or incubus resorts to charming a victim
Armor Class 14 (natural armor) magically only when necessary, usually as a form of
Hit Points 2 (l d4) self-defense. A charmed creature isn't responsible
Speed 10 ft., fly 40 ft.
for its actions, so forcing it to behave against its will
won't bring the fiend closer to the ultimate prize: the
STR DEX CON I NT WIS CHA
victim's soul.
4 (-3) 16 (+3) 1 1 (+O) 2 (-4) 8 (-1) 6 (-2)
Deadly Kiss. The kiss of a succubus or incubus is an
Senses d arkvision 60 ft., passive Perception 9 echo of the emptiness that is the fiend's longing for a
Languages - corrupted soul. Likewise, the recipient of the fiend's kiss
Challenge 1 /8 (25 XP) gains no satisfaction from it, experiencing only pain and
the profound emptiness that the fiend imparts. The kiss
is nothing short of an attack, usually delivered as a final
ACTI O N S farewell before the fiend escapes.
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one Fiendish Offspring. Succubi and incubi can
creature. Hit: 5 ( l d4 + 3) piercing damage, and the stirge reproduce with one another to spawn more of their kind.
attaches to the target. While attached, the stirge doesn't Less commonly, a succubus or incubus reproduces with
attack. I n stead, at the start of each of the sti rge's turns, the a humanoid. From this unholy union, a cambion child is
target loses 5 (l d4 + 3) hit points due to blood loss. conceived. Invariably, the fiendish offspring is as wicked
The sti rge can detach itself by spending 5 feet of its as its fiendish parent.
movement. It does so after it d ra i n s 10 hit points of blood from
the target or the target dies. A creature, including the target,
can use its action to detach the stirge.
STIRGE
SUCCUBUS/INCUBUS
Medium fiend (shapechanger), neutral evil Claw (Fiend Form Only). Melee Weapon Attack: +5 to h it, reach
5 ft., one target. Hit: 6 ( l d 6 + 3) slashing d amage.
Armor Class 1 5 (natural a rmor)
Hit Points 66 ( 1 2d8 + 1 2) Charm. One h u manoid the fiend can see with i n 30 feet of it
Speed 30 ft., fly 60 ft. m ust succeed on a D C 15 Wisdom saving throw or be magically
charmed for 1 day. The charmed target obeys the fiend's verbal
STR DEX CON I NT WIS CHA or telepathic com m a n d s . If the target suffers a ny harm or
8 (-1 ) 17 (+3) 13 (+l) 1 5 (+2) 12 (+l) 20 (+5) receives a suicidal command , it can repeat the saving th row,
ending the effect on a success. If the ta rget successfu l ly saves
Skills Deception +9, I nsight +5, Perception +5, Persuasion +9, aga i n st the effect, or if the effect on it ends, the target is
Stealth +7 i m m u ne to this fiend's Charm for the n ext 24 hours .
Damage Resistances cold, ti re, lightning, poison; bl udgeoning, T h e fiend c a n h ave only o n e target charmed a t a time. If it
piercing, and slashing from nonmagical attacks charms another, the effect on the previous target ends.
Senses darkvision 60 ft., passive Perception 1 5
languages Abyssal, Common, Infernal, telepathy 60 ft. Draining Kiss. The fiend kisses a creature charmed by it or a
Challenge 4 ( 1 ,100 XP) willing creature. The target m ust make a DC 1 5 Constitution
saving throw against this magic, taking 32 (5d10 + 5) psych ic
damage on a failed save, or half as much da mage on a
Telepathic Bond. The fiend ignores the range restriction on its successful one. The target's h it point maxi m u m is reduced by
telepathy when com m u n icating with a creature it has charmed. an amount equal to the da mage taken. This reduction l asts
The two don't even n eed to be on the same plane of existence. u ntil the target fi n ishes a long rest. The target d ies if this effect
Shapechanger. The fiend can use its action to polymorph red uces its h it point maximum to 0.
i nto a Small or Medium h u manoid, o r back i nto its true form. Etherealness. The fiend magica lly e nters the Ethereal Plane
Without wings, the fiend loses its flying speed. Other than its from the M aterial Plane, or vice versa.
size and speed, its statistics are the same i n each for m . Any
eq uipment it is wearing or carrying isn't transformed. It reverts
to its true form if it dies.
S U C C U BUS I N C U B U S
creatures, and so great is its hunger that it can devour
TARRASQU E the populations of whole towns.
The legendary tarrasque is possibly the most dreaded Legendary Destruction. The destructive potential of
monster of the Material Plane. It is widely believed that the tarrasque is so vast that some cultures incorporate
only one of these creatures exists, though no one can the monster into religious doctrine, weaving its sporadic
predict where and when it will strike. appearance into stories of divine judgment and wrath.
A scaly biped, the tarrasque is fifty feet tall and Legends tell how the tarrasque slumbers in its secret
seventy feet long, weighing hundreds of tons. It carries lair beneath the earth, remaining in a dormant state for
itself like a bird of prey, leaning forward and using its decades or centuries. When it awakens in answer to
powerful lashing tail for balance. Its cavernous maw some inscrutable cosmic call, it rises from the depths to
yawns wide enough to swallow all but the largest obliterate everything in its path.
Legendary Resistance (3/Day). I f the tarrasque fails a saving Swallow. The tarrasque makes one bite attack agai n st a Large
th row, it can choose to succeed i n stead . or smaller creature it is grappling. If the attack h its, the target
takes the bite's damage, the target is swal lowed, and the
Magic Resistance. The tarrasq ue h a s advantage on saving grapple ends. While swallowed, the creature is bli nded a n d
th rows aga i n st spells and other magical effects. restrained, it has total cover against attacks and oth e r effects
Reflective Carapace. Any time the tarrasq ue is targeted by a outside the tarrasque, and it takes 56 ( 1 6d6) acid damage at
magic missile spell, a l i n e spe l l , or a spel l that requ i res a ran ged the start of each of the tarrasque's turns.
attack rol l , rol l a d6. On a 1 to 5, the tarrasque is unaffected. If the tarrasque takes 60 d amage or more on a single turn
On a 6, the tarrasq ue i s u naffected, and the effect i s reflected from a creature inside it, the tarrasque m ust succeed on a
back at the caster as though it originated from the tarrasque, DC 20 Constitution savi ng th row at the end of that turn or
turn ing the caster i nto the target. regurgitate all swallowed creatures, which fall prone in a
space within 1 0 feet of the tarrasque. If the tarrasque dies, a
Siege Monster. The tarrasque deals double d amage to objects swallowed creature is no longe r restrained by it and can escape
and structures. from the corpse by using 30 feet of movement, exitin g prone.
•
Bite. Melee Weapon Attack: + 19 to hit, reach 1 0 ft. , one target. Attack. The tarrasq ue makes one claw attack or tai l attack.
Hit: 36 (4dl 2 + 1 0) piercing damage. If the target is a creature, Move. The tarrasque moves u p to half its speed.
it is grappled (escape DC 20). Until this grapple ends, the Chomp (Costs 2 Actions). The tarrasque makes one bite attack or
target is restrained, a n d the tarrasque can't bite another target. uses its Swallow.
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TARRASQ,UE
286
TA RRA.SQU E
287
VAR IA N T: TH R l · K R E EN WEAPO N S A N D PS I O N I CS
Some thri-kreen em ploy special martial weapons. A gythka is
a two-handed polearm with a blade at each end. A chatkcha
i s a flat, triangular wedge with three serrated blades (a light
thrown weapon ) .
A th ri-kreen armed with a gythka and chatkchas g a i n s the
following action options:
THRI-KREEN
Medium humanoid (thri-kreen), chaotic neutral
•
inability to sleep is thought to be the reason why thri Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
kreen have such short lifespans, the average thri-kreen Hit: 6 (2d4 + 1 ) slashing damage.
life expectancy being only thirty years.
288
T H R I - KREE N
bending downward to serve as its arms. When it is
TREANT ready, the tree pulls its legs free from the clutching earth
Treants are awakened trees that dwell i n ancient and joins its fellows in protecting its woodland home.
forests. Although treants prefer to while away the days, Legendary Guardians. After a treant awakens, it
months, and years in quiet contemplation, they fiercely continues to grow exactly as it did when it was a tree.
protect their woodland demesnes from outside threats. Treants created from the mightiest trees can reach great
The Sleeping Tree Awakens. A tree destined to sizes while developing an innate magical power over
become a treant meditates through a long cycle of plants and animals. Such treants can animate plants,
seasons, living normally for decades or centuries before using them to ensnare and trap intruders. They can call
realizing its potential. Trees that awaken do so only wild creatures to aid them or carry messages across
under special circumstances and in places steeped great distances.
with nature's magic. Treants and powerful druids can Protectors ofthe Wild. Even after awakening,
sense when a tree has the spark of potential, and they a treant spends much of its time living as a tree.
protect such trees in secret groves as they draw near the While rooted in place, a treant remains aware of
moment of their awakening. During the long process of its surroundings, and can perceive the effects of
awakening, a tree acquires face-like features in its bark, events taking place miles away based on subtle
a division of the lower trunk into legs, and long branches changes nearby.
Woodcutters who avoid culling healthy living trees
and hunters who take only what they need of the forest's
bounty are unlikely to arouse a treant's ire. Creatures
careless with fire, those who poison the forest, and
those who destroy great trees, especially a tree close to
awakening, face the treant's wrath.
TREANT
Huge plant, chaotic good
Damage Vulnerabilities fi re
Damage Resistances b l u d ge o n i ng, p i e rc i n g
Senses pass ive Perception 1 3
Languages C o m m o n , D r u i d i c , Elvish, Sylvan
Challenge 9 (5,000 XP)
ACT I O N S
Multiattack. The treant m a kes two s l a m attacks.
TROGLODYTE
Medium humanoid (troglodyte), chaotic evil
Skills Stealth +2
Senses darkvision 60 ft., passive Perception 1 0
Languages Troglodyte
Challenge 1/4 (SO X P)
•
future, troglodytes rely on constant raids and hunting Claw. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
to survive. They take sadistic pleasure in hunting Hit: 4 ( l d4 + 2) slashing da mage.
TROGLO DYTE
TROLL
Born with horrific appetites, trolls eat anything they
can catch and devour. They have no society to speak
of, but they do serve as mercenaries to ores, ogres,
ettins, hags, and giants. As payment, trolls demand food
and treasure. Trolls are difficult to control, however,
doing as they please even when working with more
powerful creatures.
Regeneration. Smashing a troll's bones and slashing
through its rubbery hide only makes it angry. A troll's
wounds close quickly. If the monster loses an arm, a
leg, or even its head, those dismembered parts can
sometimes act with a life of their own. A troll can
even reattach severed body parts, untroubled by its
momentary disability. Only acid and fire can arrest
the regenerative properties of a troll's flesh. The trolls,
enraged, will attack individuals making acid and fire
attacks against them above all other prey.
Troll Freaks. Their regenerative capabilities make
trolls especially susceptible to mutation. Although
uncommon, such transformations can result from
what the troll has done or what has been done to it. A
decapitated troll might grow two heads from the stump
of its neck, while a troll that eats a fey creature might
gain one or more of that creature's traits.
VA R I A N T: LOATHSO M E LI M BS
Some trolls have the followi ng trait.
Loathsome Limbs. Whenever the troll takes at least 1 5
slashing damage at one time, rol l a d20 to determine what
else h appens to it:
TROLL
1 -1 0: Noth ing else happens. Large giant, chaotic evil
1 1-1 4: One leg is severed from the troll if it has a ny legs left.
1 5-1 8: One arm is severed from the troll if it has Armor Class 1 5 (natural a rmor)
any arms left. Hit Points 84 (8d l 0 + 40)
1 9-20: The troll is decapitated, but the troll dies only if it Speed 30 ft.
can't regenerate. I f it d ies, so does the severed head.
STR DEX CON I NT WIS CHA
I f the troll fi nishes a short or long rest without reattaching 1 8 (+4) 1 3 (+l ) 20 (+5) 7 (-2) 9 (-1 ) 7 (-2)
a severed limb or head, the part regrows. At that point,
the severed part dies. U ntil then, a severed part acts on Skills Perception +2
the troll's i n itiative and has its own action and movement. Senses darkvision 6 0 ft., passive Perception 1 2
A severed part has AC 1 3, 10 h it points, and the troll's Languages Giant
Regeneration trait. Challenge 5 (1 ,800 XP)
A severed leg is unable to attack and has a speed of 5 feet.
A severed arm has a speed of 5 feet and can make one claw
attack on its tu rn, with d isadvantage on the attack roll u n less Keen Smell. The troll has advantage on Wisdom (Perception)
the troll can see the arm and its target. Each time the troll checks that rely on smell.
loses an arm, it loses a claw attack.
If its head is severed, the troll loses its bite attack and its Regeneration. The troll regai n s 10 hit points at the start of its
body is blinded u n less the head can see it. The severed head turn. If the troll takes acid or fi re damage, this trait doesn't
has a speed ofO feet and the troll's Keen Smell trait. It can fu nction at the start of the trol l's next t u rn. The troll d ies only if
make a bite attack but only against a target i n its space. it starts its turn with 0 hit poi nts and doesn't regenerate.
The troll's speed is ha lved if it's m issing a leg. If it loses
both legs, it fal l s prone. If it has both arms, it can crawl. ACT I O N S
With only one a rm, it can still crawl, but its speed is halved . Multiattack. The troll makes th ree attacks: one with its bite
With no arms or legs, its speed is 0, and it can't benefit from and two with its claws.
bon uses to speed.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
41
Hit: 7 ( l d 6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit , reach 5 ft., one target.
Hit: 1 1 (2d6 + 4) slashing damage.
r:==:===::::====::i
TROLL
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- A SU R K
" N U M BE R HU LK "T T"C
UMBER HULK
f An abominable horror from deep beneath the earth, an
umber hulk burrows into cave complexes, dungeons, or
Underdark settlements in search of food. Those lucky
enough to survive an umber hulk attack often remember
precious little of the incident, thanks to the umber hulk's
mind-scrambling gaze.
Devious Delvers. Umber hulks can burrow through
solid rock, forming new tunnels in their wake. The
steel-hard chitin of its body can withstand the cave-ins,
tunnel collapses, and rock falls that commonly follow it.
Burrowing into the wall of a cavern or passageway,
an umber hulk lies in wait for creatures to pass by
on the other side, its hair-like feelers sensing any
movement around it. When it explodes out in a shower
of earth and rock, its unsuspecting quarry turns to face
the oncoming threat-and is entranced by the umber
hulk's bewildering eyes, forced to stand helpless as its
mandibles snap shut.
Mind Scrambler. Many survivors of an umber hulk
encounter recollect little about the attack, because the
monster's confusing gaze scrambles their memory of
the event. Those who have fought and killed umber
hulks recognize the signs. For other denizens of
the Underdark, grisly tales of vanished explorers
and wanton destruction speak of an unknown
foe. Umber hulks take on supernatural status
in these harrowing stories, many of which
convey the same warning: once an umber
hulk has been spotted, it is already too late
to escape it.
•
u ntil the start of its next turn and rolls a d8 to determine target. Hit: 1 4 (2d8 + 5) slashing damage.
what it does d u ring that turn. On a l to 4, the creature does
.
c:::==
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U M B E R H U LK
2 92
Sacred Horns. A unicorn's horn is the focus of its
UNIC ORN power, a shard of divine magic wrought in spiraling
Unicorns dwell i n enchanted forests. Unrelated to the ivory. Wands of unicorn horn channel powerful magic,
horses it resembles, a unicorn is a celestial creature while unicorn horn weapons strike with divine force.
that wanders sylvan realms, its white form glimmering Wizards can work powdered unicorn horn into potent
like starlight. potions and scroll ink, or use it as a component in
A unicorn's brow sports a single spiraling horn eldritch rituals. However, any creature that takes a role,
of ivory whose magical touch can heal the sick and no matter how small, in slaying a unicorn is likely to
the injured. Its ears catch the words and whispers become the target of divine retribution.
of the creatures that share its domain, and it knows Blessed Mounts. When darkness and evil threaten
the tongues of elves and sylvan folk. Unicorns allow to overwhelm the mortal world, the gods sometimes
good-hearted creatures to enter their woods to hunt or see fit to pair a unicorn mount with a champion. A
gather food, but they hold evil ever at bay. Foul-hearted paladin astride a unicorn is a sign of the gods' direct
creatures seldom leave a unicorn's domain alive. intervention in the affairs of the mortal realm. It is a
Divine Guardians. Good deities placed unicorns on holy alliance made to cleave the heads from demons and
the Material Plane to ward away evil and preserve and banish devils back to the Nine Hells.
protect sacred places. Most unicorns protect a bounded As long as the troubled times of darkness persist,
realm such as an enchanted forest. However, the gods the unicorn stays by the champion, its horn shining
sometimes send a unicorn to guard sacred artifacts or brightly to drive back the night. However, if the gods'
protect specific creatures. When the forces of darkness champion falls from grace or turns from the cause
strike against an individual the gods wish to protect, of righteousness and good, the unicorn departs,
they might send that individual to a unicorn's forest, never to return.
where evil creatures pursue at their peril.
Unicorns most often serve deities of the forest and A UNICORN'S LAIR
woodlands, including the gods of benevolent fey.
A unicorn's lair might b e an ancient ruin overgrown
Although all unicorns have natural healing power,
with vines, a misty clearing surrounded by mighty oaks,
some serve the gods in greater capacities, performing
a flower-covered hilltop alive with butterflies, or some
miracles normally reserved for high priests.
other serene woodland location.
Forest Lords. A unicorn's forest is a celestial realm
where nothing that occurs beneath the sun-dappled R E GI O NAL EFFECTS
leaves escapes the creature's notice. A unicorn hears
Transformed by the creature's celestial presence, the
each breathy tune sung by the elves that reside amid domain of a unicorn might include any of the following
the treetops. It senses where every caterpillar spins magical effects:
its cocoon, each leaf and branch upon which a bright
butterfly rests its tired wings. Open flames of a nonmagical nature are extinguished
In a unicorn's forest, a sense of calm pervades. From within the unicorn's domain. Torches and campfires
wolves and foxes to birds, squirrels, and tiny insects, refuse to burn, but closed lanterns are unaffected.
the creatures of a unicorn's domain seem quite tame. Creatures native to the unicorn's domain have an eas
Pixies, sprites, satyrs, dryads, and other normally ier time hiding; they have advantage on all Dexterity
mercurial fey loyally serve a unicorn when they (Stealth) checks made to hide.
dwell within its woods. Under a unicorn's protection, When a good-aligned creature casts a spell or uses
creatures feel safe from the threat of encroaching a magical effect that causes another good-aligned
civilization and the insidious spread of evil. creature to regain hit points, the target regains the
A unicorn roams its domain constantly, moving ever maximum number of hit points possible for the
so carefully so as not to disturb other denizens. A spell or effect.
creature might catch a passing glimpse of the unicorn Curses affecting any good-aligned creature
then suddenly see nothing but the wild woods. are suppressed.
If the unicorn dies, these effects end immediately.
UNIC 0 ><
293
UNICORN ACT I O N S
Large celestial, lawful good Multiattack. The unicorn m a kes two attacks: one with its
hooves and one with its horn.
Armor Class 1 2
Hit Points 6 7 (9d l 0 + 1 8) Hooves. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Speed SO ft. Hit: 1 1 (2d6 + 4) bludgeon ing damage.
Horn. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
STR DEX CON I NT WIS CHA Hit: 8 ( l d 8 + 4) piercing damage.
1 8 (+4) 14 (+2) 1 5 (+2) 1 1 (+O) 17 (+3) 16 (+3)
Healing Touch (3/Day). The u nicorn touches another creature
Damage Immunities poison with its horn. The target magically regai n s 1 1 (2d8 + 2) hit
Condition Immunities charmed, paralyzed, poisoned points. In addition, the touch removes a l l d iseases and
Senses darkvision 60 ft., passive Perception 1 3 neutral izes a l l poisons affl icting the target.
Languages Celesti a l , E lvish, Sylvan, telepathy 60 ft.
Challenge 5 (1 ,800 XP) Teleport (1/Day). The u nicorn magically teleports itself and up
to three willing creatures it can see within 5 feet of it, along
with a ny e q u i pment they a re wearing or carrying, to a location
Charge. If the u n icorn moves at least 20 feet straight toward a the u n icorn i s fam i l i a r with , u p to 1 m i le away.
target and then h its it with a horn attack on the same turn, the
target takes an extra 9 (2d8) piercing da mage. I f the target is a LEG E N DA RY ACTI O N S
creature, it m ust succeed on a DC 1 5 Strength savi n g throw or
The u nicorn can take 3 legendary actions, choosing from the
be knocked prone.
options below. Only one legendary action option can be used
Innate Spellcasting. The u n icorn's i n nate spellcasting ability i s at a time and only at the end of another creature's turn. The
Charisma (spell save D C 14). The u n i corn can i n n ately c a s t the u nicorn regains spent legendary actions at the start of its turn.
fol lowi ng spells, req u iring no com ponents:
Hooves. The unicorn makes one attack with its hooves.
At will: detect evil and good, druidcraft, pass without trace Shimmering Shield (Costs 2 Actions). The u n icorn creates a
l /day each: calm emotions, dispel evil and good, entangle s h i m m ering, magical field around itself or another creature it
can see with i n 60 feet of it. The target gains a +2 bonus to AC
Magic Resistance. The u n i corn has advantage on savi ng th rows until the end of the unicorn's next turn.
against spel ls and other magical effects. Heal Self (Costs 3 Actions). The un icorn magically regains 11
• Magic Weapons. The u n i corn's wea pon attacks a re magical. (2d8 + 2) hit points.
UNICORN
2 9 -1-
VAMPIRE S
Awakened to an endless night, vampires hunger for
the life they have lost and sate that hunger by drinking
the blood of the living. Vampires abhor sunlight, for
its touch burns them. They never cast shadows or
reflections, and any vampire wishing to move unnoticed
among the living keeps to the darkness and far from
reflective surfaces.
Dark Desires. Whether or not a vampire retains
any memories from its former life, its emotional
attachments wither as once-pure feelings become
twisted by undeath. Love turns into hungry
obsession, while friendship becomes bitter
jealousy. In place of emotion, vampires pursue
physical symbols of what they crave, so that a
vampire seeking love might fixate on a young beauty.
A child might become an object of fascination for a
vampire obsessed with youth and potential. Others
surround themselves with art, books, or sinister items
such as torture devices or trophies from creatures
they have killed.
Born from Death. Most of a vampire's victims
become vampire spawn-ravenous creatures with a
vampire's hunger for blood, but under the control of
the vampire that created them. If a true vampire allows
a spawn to draw blood from its own body, the spawn
transforms into a true vampire no longer under its
master's control. Few vampires are willing to relinquish
their control in this manner. Vampire spawn become
free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound
to its coffin, crypt, or grave site, where it must rest by
day. If a vampire didn't receive a formal burial, it must
lie beneath a foot of earth at the place of its transition
to undeath. A vampire can move its place of burial by
transporting its coffin or a significant amount of grave
dirt to another location. Some vampires set up multiple
resting places this way.
Undead Nature. Neither a vampire nor a vampire
spawn requires air.
VAM P I RES
295
A bri l l iant thinker and capable warrior in life, Strahd von A VAMPIRE'S LAIR
Zarovich fought i n cou ntless battles for his people. When war
A vampire chooses a grand yet defensible location for its
and killing fina l ly stripped him of his youth and strength, he
lair, such as a castle, fortified manor, or walled abbey. It
settled i n the remote valley of Barovia and built a castle on
a towering pinnacle, from which he could su rvey his lands. hides its coffin in an underground crypt or vault guarded
H i s brother Sergei came to l ive with him i n Castle Raven loft, by vampire spawn or other loyal creatures of the night.
becoming Strahd's adviser and constant com panion.
I n his brother, Strahd saw everythi n g he had lost. Sergei REGIONAL EFFECTS
was handsome and you ng, while Strahd had become old and The region surrounding a vampire's lair is warped by
scarred. Resentment colored their relationship, eventually the creature's unnatural presence, creating any of the
turning i nto hatred. Strahd's beloved, Tatyana, spu rned h i m following effects:
for Sergei, whom s h e pledged t o marry.
There's a noticeable increase in the populations of
I n a desperate attempt to win Tatyana's heart, Strahd
•
forged a pact with dark powers that made h i m i m mortal . bats, rats, and wolves in the region.
At the wedding o f Sergei a n d Tatyana, h e confronted h i s • Plants within 500 feet of the lair wither, and their
brother a n d killed h i m . Tatyana fled a n d flung herself from stems and branches become twisted and thorny.
Ravenloft's walls. Strahd's guards, seei ng h i m for a monster, • Shadows cast within 500 feet of the lair seem abnor
shot h i m with arrows. But he did not die. He became a mally gaunt and sometimes move as though alive.
vampi re-the fi rst vampire, according to many sages. • A creeping fog clings to the ground within 500 feet
In the centuries since his transformation, Strahd's l u st for of the vampire's lair. The fog occasionally takes eerie
life a nd youth h ave o n ly grown. He broods in h i s dark castle, forms, such as grasping claws and writhing serpents.
cursing the living for stea l i ng away what he l ost, and never
adm itting his hand i n the tragedy he created. If the vampire is destroyed, these effects end
after 2d6 days.
VAM P I RE S
Harmed by Running Water. The vampire takes 20 acid da mage
if it ends its turn in running water.
Medium undead (shapechanger), lawful evil
Stake to the Heart. If a piercing weapon made of wood
is d riven into the vampire's heart while the vampire is
Armor Class 1 6 (natural armor)
incapacitated in its resting place, the vampi re is pa ralyzed until
Hit Points 144 ( 1 7d8 + 68)
the stake is removed.
Speed 30 ft. Sunlight Hypersensitivity. The vampire takes 20 rad iant
damage when it starts its turn in sunlight. While in sunlight, it
STR DEX CON INT WIS CHA has disadvantage on attack rol l s and a b i l ity checks.
1 8 (+4) 18 (+4) 18 (+4) 17 (+3) 1 5 (+2) 18 (+4)
ACT I O N S
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9 Multiattack (Vampire Form Only). The vampire makes two
Damage Resistances necrotic; b l udgeoning, piercing, and attacks, o n ly one of which can be a bite attack.
slashing from nonmagical attacks Unarmed Strike (Vampire Form Only). Melee Weapon Attack:
Senses darkvision 1 20 ft. , passive Perception 1 7 +9 to h it, reach 5 ft., one creature. Hit: 8 ( l d 8 + 4) bl udgeoning
Languages the languages i t knew in life d a m age. I n stead of dealing damage, the vampire can grapple
Challenge 1 3 (1 0,000 X P)
the target (escape D C 1 8).
4J
Unarmed Strike. The vampire makes one un armed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
i nvitation from o n e o fthe occupants.
c::::=::====i
\AM PI RES
2 97
VAR I ANTS: VA M P I R E WA R R I O R S AND SPE LLCASTERS
Some v a m p i res have martial tra i n i ng a n d battlefield
experience. A warrior vampire wea ring plate armor (AC
1 8) a n d wiel d i n g a greatsword h a s a challenge rating of 1 5
(1 3 ,000 XP) a n d the fol l owi n g additional action options:
__
_
Languages the langu ages i t knew i n l i fe Claws. Melee Weapon Attack: +6 to h it, reach 5 ft., o n e creature.
Challenge 5 (l ,800 XP) Hit: 8 (2d4 + 3) s l a s h i n g d a m age. I n stead of d e a l i n g d a m age,
the vampire can gra p p l e the target (escape DC 1 3) .
Regeneration. The v a m p i re rega i n s 1 0 hit points at the start
Bite. Melee Weapon Attack: + 6 t o hit, reach 5 ft. , o n e w i l l i n g
of its turn if it h a s at least l hit point and isn't i n s u n l ight or
creature, o r a creature that i s grappled by the v a m p i re ,
r u n n ing water. If the v a m p i re takes rad i ant d a m age o r d a m age
i n capacitated, or restra i n ed. Hit: 6 ( l d 6 + 3) pierc i n g d a mage
from holy water, this trait doesn't fu nction at the start of the
plus (2d6) necrotic d a mage. The target's h it point maxi m u m
v a m p i re's next t u r n .
7
is reduced b y a n a m o u n t e q u a l t o t h e necrotic d a mage taken,
VAM PIRES
. '7/P
1
WATER WEI RD
A water weird is an elemental guardian bound to a
specific water-filled location, such as a pool or fountain.
Invisible while immersed in water, its serpentine shape
becomes clear only when it emerges to attack, using its
coils to crush any creature other than its summoner and
those its summoner declares as off limits. When slain, a
water weird becomes an inanimate pool of water.
Good and Evil Weirds. Like most elementals, a
water weird has no concept of good or evil. However,
a water weird bound to a sacred or befouled source of
water begins to take on the nature of that site, becoming
neutral good or neutral evil.
A neutral good water weird tries to frighten away
interlopers rather than kill them, while a neutral evil
water weird kills its victims for pleasure and might
turn against its summoner. A water weird loses its evil
alignment if its waters are cleansed with a purify food
and drink spell.
Elemental Nature. A water weird doesn't require air,
food, drink, or sleep.
WATER WEIRD
Large elemental, neutral
Armor Class 1 3
Hit Points 58 (9d l 0 + 9)
Speed 0 ft., swim 60 ft.
AC T I O N S
Constrict. Melee Weapon Attack: + 5 to h it, reach 1 0 ft., one
creature. Hit: l 3 (3d6 + 3) b l udgeoning da mage. I f the target is
Medium or smal ler, it is grappled (escape DC 1 3) and pulled 5
feet toward the water weird. Until this grapple ends, the ta rget
is restrained, the water weird tries to drown it, and the water
weird can't constrict a nother target. �
�
WATER W E I R D
299
Shadow ofthe Grave. Wights flee from the world
by day, away from the light of the sun, which they hate.
They retreat to barrow mounds, crypts, and tombs
where they dwell. Their lairs are silent, desolate places,
surrounded by dead plants, noticeably blackened, and
avoided by bird and beast.
Humanoids slain by a wight can rise as zombies
under its control. Motivated by hunger for living souls
and driven by the same desire for power that awakened
them in undeath, some wights serve as shock troops
for evil leaders, including wraiths. As soldiers, they are
able to plan but seldom do so, relying on their hunger
for destruction to overwhelm any creature that stands
before them.
Undead Nature. A wight doesn't require air, food,
drink, or sleep.
WIGHT
Medium undead, neutral evil
•
When a wight attacks, this life essence glows like white Longbow. Ranged Weapon Attack: +4 to h it, range 1 50/600 ft.,
hot embers to its dark eyes, and the wight's cold touch one target. Hit: 6 ( l d 8 + 2) piercing d amage.
can drain the spark through flesh, clothing, and armor.
qoo
W I G HT
Tiny undead, chaotic evil
Armor Class 1 9
Hit Points 2 2 (9d4) W1LL- o'-W1sP
Speed 0 ft., fly 50 ft. (hover) Will-o'-wisps are malevolent, wispy balls of light that
haunt lonely places and battlefields, bound by dark fate
STR DEX CON I NT WIS CHA or dark magic to feed on fear and despair.
l (- 5) 28 (+9) 10 (+O) 1 3 (+l) 1 4 (+2) 11 (+0) Hope and Doom. Will-o'-wisps look like bobbing
lantern lights in the distance, although they can choose
Damage Immunities l ightni ng, poison to alter their colors, or wink out completely. When they
Damage Resistances acid, cold, fi re, necrotic, thu nder; activate their lights, will-o'-wisps offer hope, hinting of
bl udgeoning, piercing, and slashing from non magical attacks
safety to creatures that follow them.
Condition Immunities exhaustion, grappled, paralyzed,
poisoned, prone, restrained, u nconscious Will-o'-wisps lure unwary creatures into quicksand
Senses darkvision 1 20 ft., passive Perception 1 2 pits, monster lairs, and other dangerous places so
Languages the languages i t knew i n life that they can feed on the suffering of their prey and
Challenge 2 (450 XP) revel in their death screams. An evil being that falls
prey to a will-o'-wisp might become a wisp itself, its
woeful spirit coalescing above its lifeless corpse like a
Consume Life. As a bonus action, the will-o'-wisp can ta rget
flickering flame.
one creature it can see within 5 feet of it that has 0 hit
Consumed by Despair. Will-o'-wisps are the souls of
poi nts and i s sti l l a l ive. The target m ust succeed on a DC 10
Constitution saving throw aga i nst this magic or die. I f the evil beings that perished in anguish or misery as they
target dies, the will-o'-wisp rega i n s 1 0 (3d6) hit points. wandered forsaken lands permeated with powerful
magic. They thrive in swampy bogs and bone-strewn
Ephemeral. The wil l -o'-wisp can't wear or carry anyth i ng. battlefields where the oppressive weight of sorrow
Incorporeal Movement. The will-o'-wisp can move through stoops even heavier than the low-hanging mist and
other creatures and objects as if they were d ifficult terra i n . It fog. Trapped in these desolate places of lost hope and
takes 5 ( l d l O) force d amage if it ends its turn inside a n object. memory, will-o'-wisps lure other creatures toward
dismal fates and feed on their misery.
Variable Illumination. The will-o'-wisp sheds bright l ight i n a 5- Agents ofEvil. Will-o'-wisps rarely speak, but when
to 20-foot rad i u s and dim l ight fo r an additional n u m be r of feet they do, their voices sound like faint or distant whispers.
eq ual to the chosen radius. The wil l-o'-wi sp can alter the rad i u s
In the miserable domains they haunt, will-o'-wisps
as a bonus action.
sometimes form symbiotic relationships with their
ACT I O N S wicked neighbors. Hags, oni, black dragons, and evil
cultists work with will-o'-wisps to draw creatures into
Shock. Melee Spell Attack: + 4 to h it, reach 5 ft., one creature.
ambush. As their evil allies surround and slaughter
Hit: 9 (2d8) l ightning damage.
creatures, the wisps hover above them, drinking the
Invisibility. The wi l l -o'-wisp and its l ight magically become agony of a last breath and savoring the sensation as the
i nvisible until it attacks or u ses its Consume Life, or until its light of life goes out in a creature's eyes.
concentration ends (as if concentrating on a spel l ) . Undead Nature. A will-o'-wisp doesn't require air,
drink, or sleep.
WILL O' W I S P
and emotions become little more than faint impressions,
fleeting as half-remembered dreams. A wraith might
pause to stare at something that fascinated it in life,
or it might curb its wrath in acknowledgment of a
past friendship. Such moments come rarely, however,
because most wraiths despise what they were as a
reminder of what they have become.
Undead Commanders. A wraith can make an undead
servant from the spirit of a humanoid creature that has
recently suffered a violent death. Such a fragment of
woe becomes a specter, spiteful of all that lives.
Wraiths sometimes rule the legions of the dead,
plotting the doom of living creatures. When they emerge
from their tombs to do battle, life and hope shrivel
before them. Even if a wraith's armies are forced to
retreat, the lands its forces occupied are so blasted and
withered that those who live there often starve and die.
Undead Nature. A wraith doesn't require air, food,
drink, or sleep.
WRAITH
Medium undead, neutral evil
Armor Class 1 3
Hit Points 6 7 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
WRA ITH
3 02
/
WYVERN
Travelers i n the wild sometimes look to the skies
to see the dark-winged shape of a wyvern carrying
its prey. These cousins to the great dragons hunt
the same tangled forests and caverns as their kin.
Their appearance sends ripples of alarm through the
borderlands of civilization.
A wyvern has two scaly legs, leathery wings, and a
sinewy tail topped with its most potent weapon: a poison
stinger. The poison in a wyvern's stinger can kill a
creature in seconds. Extremely potent, wyvern poison WYVERN
burns through its victim's bloodstream, disintegrating Large dragon, unaligned
veins and arteries on its way to the heart. As deadly
Armor Class 1 3 (natu ral armor)
as wyverns can be, however, hunters and adventurers
Hit Points 1 1 0 ( l 3 d l 0 + 39)
often track them to claim the venom, which is used in
Speed 20 ft. , fly 80 ft.
alchemical compounds and to coat weapons.
Aerial Hunters. A wyvern doesn't fight on the ground STR DEX CON I NT WIS CHA
unless it can't reach its prey by any other means, or 1 9 (+4) 10 (+O) 1 6 (+3) 5 (-3) 12 (+l) 6 (-2)
if it has been fooled into a position from which aerial
combat isn't an option. If forced into a confrontation on Skills Perception +4
the ground, a wyvern crouches low, keeping its stinger Senses darkvision 60 ft. , passive Perception 1 4
poised above its head as it hisses and growls. Languages -
Aggressive and Reckless. A wyvern intent on its prey Challenge 6 (2, 300 X P)
backs down only if it sustains serious injury, or if its
prey eludes it long enough for another easier potential
ACT I O N S
meal to wander along. If it corners a fleeing creature in
an enclosure too small to enter, a wyvern guards where Multiattack. The wyvern makes two attacks: one with its bite
the quarry hides, lashing with its stinger whenever and one with its stinger. While flying, it can use its claws in
opportunity allows. place of one other attack.
Although they possess more cunning than ordinary Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. , one creature.
beasts, wyverns lack the intelligence of their draconic Hit: 1 1 (2d6 + 4) pierci ng damage.
cousins. As such, creatures that maintain their
composure as a wyvern hunts them from the air can Claws. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
often elude or trick it. Wyverns follow a direct path to H it: 13 (2d8 + 4) slashing d<)mage.
their prey, with no thought given to possible ambushes. Stinger. Melee Weapon Attack: +7 to h it, reach 1 0 ft. , one
41
Tamed Wyverns. A wyvern can be tamed for use as creature. Hit: 11 (2d 6 + 4) piercing damage. The target must
a mount, but doing so presents a difficult and deadly make a DC 1 5 Constitution saving th row, taking 24 (7d6)
challenge. Raising one as a hatchling offers the best poison dam age on a failed save, or half as much damage on a
results. However, a wyvern's violent temperament has successful one.
cost the life of many a would-be master. c=:==:=
=====::=: ====
== :::=:
====: ::::
:::=:: ::::i
¥lY v ERN
Xorn prefer not to leave their home plane, where they
easily eat their fill of gemstones and precious metals.
When a xorn winds up on the Material Plane, whether
by accident or from curiosity, it seeks sustenance
and a way home.
Beggars and Thieves. Xorn scour the depths of the
earth for precious metal and stones. Because they
are unable to consume organic material, they ignore
most other creatures. However, a xorn's ability to sniff
out metals and stones often draws its attention to
adventurers carrying coins and gems. Because a xorn
isn't evil, it pleads or bargains in the hope of convincing
owners to give up their treasure, offering up information
it has learned from its travels in exchange. A xorn
whose requests are ignored might resort to threats and
bullying. If starving or angered, it resorts to force.
XORN
Medium elemental, neutral
•
easily as a fish swims through water. It doesn't displace Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. , one target.
earth or stone when it moves, but merges with and flows Hit: 13 (3d6 + 3) piercing damage.
through it, leaving no tunnel, hole, or hint of its passage.
XORN
Snow Camouflage. The yeti has advantage on Dexterity
YETI (Stealth) checks made to hide i n snowy terra i n .
Large monstrosity, chaotic evil
ACTI O N S
Armor Class 12 (natural armor)
Hit Points 51 (6dl 0 + 1 8) Multiattack. The yeti can u se its Chilli n g Gaze and m a kes two
Speed 40 ft. , climb 40 ft. claw attacks.
YETI
YETI
A yeti's windborne howl sounds out across remote
mountains, striking fear into the hearts of the scattered
miners and herders that dwell there. These hulking
creatures stalk alpine peaks in a ceaseless hunt for
food. Their snow-white fur lets them move like ghosts
against the frozen landscape. A yeti's icy simian eyes
can freeze its prey in place.
Keen Hunters. Folk of the high peaks travel in groups
Huge monstrosity, chaotic e�il and go armed, knowing that yetis can smell living
flesh from miles away. When it finds prey, a yeti moves
Armor Class 1 5 (natural armor)
quickly over ice and stone to claim its meal, howling to
Hit Points 1 3 7 ( l l d l 2 + 66)
Speed 40 ft., climb 40 ft. the thrill of the hunt. Even in a blizzard, the scent of its
quarry draws the yeti through the cold and snow.
STR DEX CON I NT WIS CHA Yetis hunt in solitude or in small family groups. When
24 (+7 ) 10 (+O) 22 (+6) 9 (-1 ) 13 (+l ) 9 (-1 ) creatures flee from a yeti or engage it in battle, other
yetis might catch the scent of blood and close in. The
Skills Perception +5, Stealth +4 territorial yetis fight one another for the spoils of such
Damage Immunities cold battles, and yetis slain in the fight are also eaten, amid
Senses darkvision 60 ft., passive Perception l 5 euphoric howls.
languages Yeti Terrifying Howlers. Before an avalanche, a blizzard,
Challenge 9 (5,000 XP) or a deadly frost, the yetis' howls sweep down the
mountain slopes on the icy wind. Some people of the
Fear ofFire. If the yeti takes fi re damage, it has disadvantage alpine peaks believe that the voices of loved ones killed
on attack rol l s and abil ity checks u ntil the end of its next turn. in avalanches and blizzards sound out in the wails of
the yetis, crying warnings of ill omen. More pragmatic
Keen Smell. The yeti has advantage on Wisdom (Perception)
folk attest that the yeti's howl is a reminder that, despite
checks that rely on smell.
the great accomplishments of civilization, the civilized
Snow Camouflage. The yeti has advantage on Dexterity become the hunted in nature's untamed domain.
(Stealth) checks made to hide in snowy terra i n . Brutal Rampagers. When mountain herds are
abundant, yetis stay clear of humanoid realms. Driven
ACT I O N S by hunger, they attack humanoid settlements in
Multiattack. The yeti can use its Chilling Gaze and makes two waves, breaking down gates and stockade walls that
claw attacks. once might have daunted them, then devouring the
creatures within.
Claw. Melee Weapon Attack: +1 1 to h it, reach 5 ft. , one target.
Devious mountain folk sometimes use the yetis
Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold d amage.
as unwitting weapons. A warlord might lay down
Chilling Gaze. The yeti targets one creature it can see within 30 slaughtered sheep or goats to draw yetis into an enemy's
feet of it. I f the target can see the yeti, the target must succeed camp, sowing chaos and thinning the ranks before
on a DC 18 Constitution saving th row against this magic or battle. Mountain clan chiefs, wanting to expand their
take 21 (6d6) cold damage and then be pa ralyzed for l m i nute, territory, overhunt local game to diminish the yetis' food
u n less it is i m mune to cold damage. The target can repeat the supplies, inspiring attacks on humanoid settlements
saving throw at the end of each of its turns, ending the effect that are swiftly annexed in the aftermath.
on itself on a success. If the target's savi ng throw is successfu l , Abominable Yetis. An abominable yeti is larger
or if t h e effect e n d s on i t , t h e target is i m mune t o this yeti's than a normal yeti, standing three times as tall as a
gaze for l hour.
human. It typically lives and hunts alone, though a pair
Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of abominable yetis might live together long enough to
of frigid a i r. Each creature in that area m ust make a DC 1 8 raise young. These towering yetis are highly territorial
Constitution saving throw, taking 4 5 (1 0d8) cold damage o n a and savage, attacking and devouring any warm-blooded
failed save, or half as much damage on a successful one. creatures they encounter, then scattering the bones
across the ice and snow.
YETI
YUAN-TI
Yuan-ti are devious serpent folk devoid o f compassion.
From remote temples in jungles, swamps, and deserts,
the yuan-ti plot to supplant and dominate all other races
and to make themselves gods.
Forsaken Humanity. The yuan-ti were once humans
who thrived in the earliest days of civilization and
worshiped serpents as totem animals. They lauded the
serpent's sinuous flexibility, its calculated poise, and
its deadly strike. Their advanced philosophy taught
the virtue of detachment from emotion and of clear,
focused thought.
Yuan-ti culture was among the richest in the mortal
world. Their warriors were legendary, their empires
always expanding. Yuan-ti temples stood at the
centers of ancient metropolises, reaching ever higher
in prayer to the gods they longed to emulate. In time,
the serpent gods heard those prayers, their sibilant
voices responding from the darkness as they told the
yuan-ti what they must do. The yuan-ti religion grew
more fanatical in its devotion. Cults bound themselves
to the worship of the serpent gods and imitated their
ways, indulging in cannibalism and humanoid sacrifice.
Through foul sorcery, the yuan-ti bred with snakes,
utterly sacrificing their humanity to become like the
serpent gods in form, as well as in thought and emotion.
Serpent Kings ofFallen Empires. The yuan-ti view
their physical transformation as a transcendent moment
for their race, allowing them to shed their frail humanity
like dead skin. Those that did not transform eventually
became slaves or food for the blessed of the serpent
gods. The yuan-ti empires withered or were defeated by
those who fought against their cannibalism and slavery,
and the serpent folk were left in the ruins of their great
capitals, far removed from other races.
Cold ofHeart. Humanoid emotions are foreign to
most yuan-ti, which understand sentiment only as an
exploitable weakness. A yuan-ti views the world and
the events of its own life with such extreme pragmatism
that it is nearly impossible to manipulate, influence, or
control by nonmagical means, even as it seeks to control
other creatures through terror, pleasure, and awe.
Yuan-ti know that the world they hope to rule can't be
bound for long by brute force, and that many creatures
will refuse to serve. As a result, yuan-ti first influence
other creatures with the promise of wealth and power.
Time and again, humanoid cultures make the fatal
mistake of trusting the yuan-ti. They forget that a yuan-ti
that acts honorably or lends aid in a time of trouble does
so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians
who readily sacrifice lesser yuan-ti if potential victory
justifies such losses. They have no sense of honorable
combat and strike first in decisive ambush if they can.
False Worship. Yuan-ti life revolves around their
temples, yet yuan-ti don't love the gods they worship.
Instead, they see worship as a means to attain power. A
yuan-ti believes an individual who attains enough power
can devour and replace one of the yuan-ti gods. The
yuan-ti strive for ascension and are willing to commit
the darkest atrocities to achieve it.
YUAN-TI ABOMINATION
Large monstrosity (shapechanger, yuan-ti), neutral evil
ACT I O N S
Multiattack (Abomination Form Only). The yuan-ti makes two
ranged attacks or three melee attacks, but can use its bite and
constrict attacks only once each.
•
serpent gods intended it. They mastermind elaborate to hit, range 1 50/600 ft., one target. Hit: 1 2 (2d8 + 3) piercing
schemes and perform dark rites in the hope of one day damage plus 1 0 (3d6) poison d amage.
ruling the world.
YUAN Tl
308
YUAN-TI MALI SON
A malison i s a hideous blend o f human and serpentine
features. Three different types of malisons are known
to exist, and other types are possible. Malisons form
the middle caste of yuan-ti society and hunt with arrows
tipped with their own venom. They use their magical
powers of suggestion to force their enemies' surrender.
YUAN-TI MALISON
Medium monstrosity (shapechanger, yuan-ti), neutral evil
Armor Class 1 2
Hit Points 6 6 ( 1 2d8 + 1 2)
Speed 30 ft.
Malison Type. The yuan-ti has one of the fol lowing types:
Type 1: H u m a n body with snake head
Type 2: H u m a n head and body with snakes for arms
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one creature.
Type 3: H u man head and upper body with a serpentine lower Hit: 5 (l d4 + 3) piercing damage plus 7 (2d6) poison damage.
body i n stead of legs
ACT I O N S FO R TY P E 3
ACT I O N S FO R TY P E 1 Multiattack (Yuan-ti Form Only). The yuan-ti makes two
Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can constrict
ranged attacks or two melee attacks, but can use its bite only once.
only once. Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one creature. 5 ft., one creature. Hit: 5 ( l d4 + 3) piercin g damage plus 7
Hit: 5 ( l d4 + 3) piercing damage plus 7 (2d6) poison damage. (2d6) poison d amage.
Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to h it, Constrict. Melee Weapon Attack: +5 to h it, reach 5 ft. , one
reach 5 ft. , one target. Hit: 6 (ld6 + 3) slashing d amage. target. Hit: 1 0 (2d6 + 3) bludgeoning d amage, and the target is
grappled (escape DC 1 3) . Until this grapple ends, the target is
Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to restrained, and the yuan-ti can't constrict another target.
hit, range 1 50/600 ft. , one target. Hit: 6 (ld8 + 2) piercing
damage plus 7 (2d6) poi son d amage. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to h it,
reach 5 ft. , one target. Hit: 6 (l d6 + 3) slashing d amage.
ACTI O N S F O R TY P E 2
Longbow (Yuan-ti Form Only). Ranged Weapon Attack:
Multiattack (Yuan-ti Form Only). The yuan-ti m a kes two bite +4 to hit, range 1 50/600 ft. , one target. Hit: 6 ( l d8 + 2)
attacks using its snake a rms. piercing d amage.
Y UA N TT
S E R P E N T Goos
The yuan-ti revere a nu m ber of powerful entities as gods,
including the following.
Dendar, the Night Serpent. Dendar's followers say that
one day she wi l l grow so large from feasti ng on the fea rs and
n ightmares of the world that she wi l l devour it whole. Yuan-ti
that serve Dendar terrorize other creatures i n any way they
can, growing and n u rturing the fea rs of h umanoids to feed
the N ight Serpent.
Merrshaulk, Master ofthe Pit. M errshaulk is the long
s l u m bering ch ief deity of the yua n-ti. As worship of
Merrshaulk waned, he went i nto s l u mber. Merrshaulk's
priests a re yuan-ti a bominations that maintain trad itions of
living sacrifice and cause suffering in the god's name. With
enough vile acts, the a bo m i n ations bel ieve that M errshaulk
will reawaken and restore the yuan·ti to their rightfu l place.
Sseth, the Sibilant Death. Sseth appeared to the yuan-ti
of antiqu ity in the form of a wi nged yuan-ti cla i m i n g to be
an avatar of Merrshaulk. Speaki ng with M errshaulk's voice,
Sseth vowed to pull the yuan-ti out of decline and build a
new empi re. Many of Merrshau lk's devout turned to the
worsh ip of Sseth. Some yuan-ti have long suspected Sseth
as an usu rper taking advantage of M errshau lk's s l u mber
to make h i mself a god. They bel ieve that Sseth might even
have devou red Merrshaulk, and now answers the prayers of
Merrshaul k's fo llowers, as h i s priests convert or consume
Merrshaul k's more stubborn adherents.
YUAN-TI PUREBLOOD
Medium humanoid (yuan-ti), neutral evil
Armor Class 1 1
Hit Points 4 0 (9d8)
Speed 30 ft.
•
gather information, kidnap prisoners for interrogation
and sacrifice, and trade with anyone who has something poison damage.
that can further their myriad plots.
YUAN -TI
310
upon them. A yugoloth summoned using its true name,
YUGOLOTHS as inscribed in the Books ofKeeping, is forced to serve
Yugoloths are fickle fiends that inhabit the planes its summoner obediently. The yugoloth hates being
of Acheron, Gehenna, Hades, and Carceri. They act controlled in this manner and isn't shy about making
as mercenaries and are notorious for their shifting its displeasure known. Like a petulant child, it will
loyalties. They are the embodiments of avarice. Before follow its instructions to the letter while looking for
serving under anyone's banner, a yugoloth asks the only opportunities to misinterpret them.
question on its mind: What's in it for me? The General ofGehenna. Somewhere in the
Spawn ofGehenna. The first yugoloths were brimstone wastes of Gehenna, there roams an ultroloth
created by a sisterhood of night hags on Gehenna. It so strong that none contests his power: the General of
is widely believed that Asmodeus, Lord of the Nine Gehenna. Many yugoloths search for this great general
Hells, commissioned the work, in the hope of creating in the hope of serving with him. They believe that
an army of fiends that were not bound to the Nine service with the General of Gehenna grants power and
Hells. In the course of making this new army, the hags prestige among lower planar entities.
crafted four magic tomes and recorded the true names Whatever the case, no fiend finds the General unless
of every yugoloth they created, save one, the General the General desires it. His personal name is unknown,
of Gehenna. These tomes were called the Books of and even the Books ofKeeping contain no mention of
Keeping. Since knowing a fiend's true name grants this powerful, thoroughly evil entity.
power over it, the hags used the books to ensure the
yugoloths' loyalty. They also used the books to capture ARCANA LOTH
the true names of other fiends that crossed them. It is
Arcanaloths are sly, jackal-headed beings with
rumored that the Books ofKeeping contain the true
humanoid bodies, but they can employ magic to take any
names of a few demon lords and archdevils as well.
humanoid form. They do so to gain the trust of creatures
Petty jealousies and endless bickering caused
with whom they negotiate, replacing jackal snarls with
the sisterhood to dissolve, and in the ensuing power
winsome smiles.
grab, the Books ofKeeping were lost or stolen. No
Regardless of its chosen form, an arcanaloth appears
longer indentured to anyone, the yugoloths gained
well groomed, clothing itself in fine robes. Highly
independence, and they now offer their services to the
intelligent spellcasters who hunger for knowledge and
highest bidder.
power, arcanaloths command units of lesser yugoloths
Fiendish Mercenaries. Summoned yugoloths
and maintain the contracts, records, and accounts
demand much for their time and loyalty. Whatever
of their kind.
promises a yugoloth makes are quickly broken when
Arcanaloths speak and write all languages, making
a better opportunity presents itself. Unlike demons,
them cunning diplomats and negotiators. An arcanaloth
yugoloths can be reasoned with, but unlike devils, they
properly paid can broker treaties or alliances with
are rarely true to their word.
subtlety and finesse, just as an arcanaloth who changes
Yugoloths can be found anywhere, but the high cost of
sides can easily turn the best-laid peace talks into all-out
maintaining a yugoloth army's loyalty typically exceeds
war. What the fiend demands in exchange for its time
what any warlord on the Material Plane can pay.
and talent is information, as well as powerful magic
Being self-serving creatures, yugoloths quarrel
items that it can trade for even more information.
among themselves constantly. A yugoloth army is more
organized than a ravening horde of demons, but far less
orderly and regimented than a legion of devils. Without
VAR I A N T: YU G O LOTH S U M M O N I N G
a powerful leader to keep them in line, yugoloths fight Some yugoloths have a n action option that allows them to
summon other yugoloths.
simply to indulge their violent predilections, and only as
Summon Yugoloth (1 /Day). The yugoloth chooses what to
long as it benefits them to do so.
su mmon and attempts a magical summoning.
Back to Gehenna. When a yugoloth dies, it dissolves
into a pool of ichor and reforms at full strength on the • An arcanaloth has a 40 percent chance of summoning
Bleak Eternity of Gehenna. Only on its native plane one arcanaloth.
A mezzoloth has a 30 percent chance of summoning
can a yugoloth be destroyed permanently. A yugoloth
•
one mezzoloth.
knows this and acts accordingly. When summoned to
• A nycaloth has a 50 percent chance of summoning l d4
other planes, a yugoloth fights without concern for its mezzoloths or one nycaloth .
own well-being. On Gehenna, it is more apt to retreat or • An ultroloth has a 50 percent chance of summoning l d6
plead for mercy if its demise seems imminent. mezzoloths, l d4 nycaloths, or one ultroloth.
When a yugoloth is permanently destroyed, its name
A sum moned yugoloth appears in an u noccupied space
vanishes from every Book ofKeeping. If a yugoloth within 60 feet of its summoner, does as it pleases (un less
is re-created by way of an unholy ritual requiring the its su mmoner is an u ltroloth, i n which case it acts as an ally
expenditure of souls, its name reappears in the books. of its summoner) , and can't summon other yugoloths . The
The Books ofKeeping. When all four copies of the summoned yugoloth remains for l m i n ute, u ntil it or its
Books ofKeeping disappeared, Asmodeus and the night su mmoner d ies, or u ntil its su mmoner takes a bonus action
hags lost control of their yugoloth creations. Each Book to dismiss it.
ofKeeping still exists, drifting from plane to plane,
where the brave and the foolish occasionally stumble
YUGO LOT H
MEZZOLOTH
The bulk of the yugoloth population is made up of
mezzoloths, which are human-sized insect creatures
covered in dense chitinous plates. Mezzoloths serve
as foot soldiers in yugoloth armies, their wide-set eyes
glowing red as the mezzoloths bear down on their foes.
Violence and reward are the fundamental drives of
a mezzoloth, and powerful beings that promise one or
the other can easily attract them into service. Although
it has lethal claws on its four arms, a mezzoloth
typically wields a trident in two of them. If surrounded
by enemies, a mezzoloth exhales toxic fumes that can
choke and kill whole groups of creatures.
NYCALOTH
The elite airborne shock troops of the yugoloths,
nycaloths look like muscular gargoyles. Powerful bat
wings bear them swiftly aloft in battle, and the razor
sharp claws of their hands and feet cut through flesh
and bone with ease. A nightmarish foe, a nycaloth
strikes hard and fast without warning, then teleports
away. It uses its innate magic to turn invisible or
create illusory doubles of itself, further confounding
its enemies.
Nycaloths are the most loyal of the yugoloths. When
they find an evil master that treats them well, they are
unlikely to break their agreement unless the reward for
doing so is extreme.
ULTROLOTH
Ultroloths command the yugoloth armies of the Blood
War. An ultroloth looks like a slender gray-skinned
humanoid with an elongated head. Its face bears no
features except for two ovoid eyes. These eyes can
become sparkling pools of light that can transfix other
creatures and leave them reeling and helpless.
Frequently at one another's throats, ultroloths
continually scheme to enhance their own
power. When not employed to fight in the
Blood War, ultroloths lead yugoloth
forces throughout the planes, acting
as crime bosses or commanders of
evil mercenary companies.
With a reputation for cruelty,
ultroloths command their
minions to fight while the
ultroloths stay removed
from combat themselves.
Lesser yugoloths know
their place when facing an
ultroloth and respond to its
Nvc/ILOTH
summons without demand
for payment.
· pOW E R . W E
·
ll L L C R ll VE I T,
B U T O N LY II
SE L EC T FEW
OF US D E S E
R V E I T."
- S H E M ESH
K/I T H E M 11 R
ll U D ER,
ll R C A N ll L O TH
IN S I G I L
YUG OLOTH S
'] 1 2
ARCANALOTH
Medium fiend (yugoloth), neutral evil
Teleport. The arcanaloth magically teleports, along with Teleport. The mezzoloth magically teleports, along with
any equipment it i s wearing or ca rrying, u p to 60 feet to an a ny equipment it is wearing o r carrying, up to 60 feet to an
unoccupied space it can see. unoccu pied space it can see.
YUGOLOTHS
Large fiend (yugoloth), neutral evil
Medium fiend (yugoloth), neutral evil
Armor Class 1 8 (natu ral a rmor)
Hit Points 123 ( 1 3 d l 0 + 52) Armor Class 1 9 (natural armor)
Speed 40 ft. , fly 60 ft. Hit Points 1 53 (l 8d8 + 72)
Speed 30 ft. , fly 60 ft.
STR DEX CON I NT WIS CHA
20 (+5) 11 (+O) 1 9 (+4) 1 2 (+l ) 10 (+O) 15 (+2) STR DEX CON I NT WIS CHA
1 6 (+3) 1 6 (+3) 18 (+4) 1 8 (+4) 15 (+2) 1 9 (+4)
Skills Intim idation +6, Perception +4, Stealth +4
Damage Resistances cold, fi re, l ightning; bludgeoning, Skills I ntimidation +9, Perception +7, Stealth +8
piercing, and slashing from nonmagical attacks Damage Resistances cold, fi re, l ightni ng; bludgeon i ng,
Damage I mmunities acid, poison piercing, and slashing from nonmagical attacks
Condition Immunities poisoned Damage I mmunities acid , poison
Senses b\inds ight 60 ft. , darkvision 60 ft. , Condition Immunities charmed, frightened, poisoned
passive Perception 1 4 Senses truesight 1 20 ft. , passive Perception 1 7
Languages Abyssal, Infernal, telepathy 6 0 ft. Languages Abyssal, Infernal, telepathy 1 20 ft.
Challenge 9 (5,000 X P) Challenge 1 3 (1 0,000 XP)
Innate Spellcasting. The nycaloth's i n nate spellcasting abil ity i s Innate Spelfcasting. The u ltro\oth's i n n ate spellcasting ability is
Charisma. The nycaloth can i n n ately cast t h e fol lowi n g spells, Charisma (spel l save DC 1 7 ) . The u ltroloth can i n n ately cast the
requiring no material components: following spell s , requiring no material components:
At will: darkness, detect magic, dispel magic, iMisibility (self At will: alter self, clairvoyance, darkness, detect magic, detect
only), mirror image thoughts, dispel magic, invisibility (self only) , suggestion
Magic Resistance. The nycaloth has advantage on saving 3/day each: dimension door.fear, wall offire
l /day each: .fire storm, mass suggestion
th rows against spells and other magical effects.
Magic Resistance. The u ltroloth has advantage on saving
Magic Weapons. The nycaloth's weapon attacks are magical.
th rows agai nst spells and other magical effects.
ACT I O N S Magic Weapons. The u ltroloth's weapon attacks a re magica l .
Multiattack. The nycaloth makes two melee attacks, or
it makes o n e melee attack and teleports before or after ACT I O N S
the attack. Multiattack. The u ltroloth can use its Hypnotic G aze and
makes three melee attacks.
Claw. Melee Weapon Attack: +9 to hit, reach S ft. , one target.
Hit: 1 2 (2d6 + 5) slashing damage. If the target is a creature, Longsword. Melee Weapon Attack: +& to h it, reach 5 ft., one
it m u st succeed on a DC 16 Constitution saving th row or take target. Hit: 7 ( l d8 + 3) slashing damage, or 8 ( l d l O + 3)
5 (2d4) slashing damage at the start of each of its turns due slashing damage i f used with two hands.
to a fiendish wound. Each time the nycaloth h its the wou nded
Hypnotic Gaze. The u ltroloth's eyes sparkle with opalescent
target with this attack, the d amage dealt by the wou n d
l ight as it targets one creature it can see within 30 feet of it. If
i ncreases b y 5 (2d4) . A n y creature can t a k e an action t o stanch
the target can see the u ltroloth, the target must succeed on a
the wound with a successful DC 1 3 Wisdom ( M edici ne) check.
DC 1 7 Wisdom saving throw against this magic or be cha rmed
The wou n d also closes if the target receives magical h ealin g.
u ntil the end of the u\troloth's next turn. The charmed target is
Greataxe. Me/ee Weapon Attack: +9 to hit, reach 5 ft., one stu n ned. If the target's saving throw i s successfu l , the target is
target. Hit: 1 8 (2d l 2 + 5) slashing d amage. i m m u n e to the ultroloth's gaze for the next 24 hours .
YU GO LOTH S
ZOMBIES
From somewhere in the darkness, a gurgling moan
is heard. A form lurches into view, dragging one foot
as it raises bloated arms and broken hands. The
zombie advances, driven to kill anyone too slow to
escape its grasp.
Dark Servants. Sinister necromantic magic infuses
the remains of the dead, causing them to rise as
zombies that do their creator's bidding without fear or
hesitation. They move with a jerky, uneven gait, clad
in the moldering apparel they wore when put to
rest, and carrying the stench of decay.
Most zombies are made from humanoid
remains, though the flesh and bones of any
formerly living creature can be imbued with
a semblance of life. Necromantic magic,
usually from spells, animates a zombie. Some
zombies rise spontaneously when dark magic
saturates an area. Once turned into a zombie,
a creature can't be restored to life except by
powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self,
its mind devoid of thought and imagination. A
zombie left without orders simply stands in place
and rots unless something comes along that it
can kill. The magic animating a zombie imbues
it with evil, so left without purpose, it attacks any living
creature it encounters.
Hideous Forms. Zombies appear as they did in life,
showing the wounds that killed them. However, the
magic that creates these vile creatures often takes
time to run its course. Dead warriors might rise from a
battlefield, eviscerated and bloated after days in the sun.
The muddy cadaver of a peasant could claw its way from
the ground, riddled with maggots and worms. A zombie
might wash ashore or rise from a marsh, swollen and
reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct
route to any foe, unable to comprehend obstacles,
tactics, or dangerous terrain. A zombie might stumble
into a fast-flowing river to reach foes on a far shore,
clawing at the surface as it is battered against rocks
and destroyed. To reach a foe below it, a zombie might
step out of an open window. Zombies stumble through
roaring infernos, into pools of acid, and across fields
littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish
friends from foes, but its ability to reason is limited
to shambling in whatever direction it is pointed,
pummeling any enemy in its path. A zombie armed
with a weapon uses it, but the zombie won't retrieve a
dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food,
drink, or sleep.
BEHOLDER
ZOMBIE
WE Ci\ST N ANIM ATEE, OEl\0
I\
SPELL
"AF TER BEEK OIEO , Wi\S FUN FOR I\
WHIL BUT THE
ON HIS COR PSE. lT SMEL L REAL BAD , SO \V� DOUSED
1.0M 8\E STARTEO T O
LD VE FOUN D
IT IN OIL /\N D SET IT ON FIRE. BEEK WOU p
THAT H\LA RIO US." NKIN lio ovPE l\K, ON FRIEN OS HI
-Fo o
ZOMBIE
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
BEHOLDER ZOMBIE
STR DEX CON I NT WIS CHA Large undead, neutral evil
1 3 (+l) 6 (-2) 16 (+3) 3 (- 4) 6 (-2) 5 (-3)
Armor Class 1 5 (natural a rmor)
Saving Throws Wis +O Hit Points 93 ( 1 1 d l 0 + 33)
Damage Immunities poison Speed 0 ft., fly 20 ft. (hover)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 STR DEX CON INT WIS CHA
Languages understands the languages it knew in l ife but 10 (+O) 8 (-1 ) 16 (+3) 3 (-4) 8 (-1 ) 5 (-3)
can't speak
Challenge 1 /4 (SO XP) Saving Throws Wis +2
Damage I mmunities poison
Condition Immunities poisoned, prone
Undead Fortitude. If damage reduces the zombie to 0 hit
Senses darkvision 60 ft. , passive Perception 9
points, it must make a Constitution saving throw with a DC Languages u nderstands Deep Speech and Undercommon but
of 5 + the damage taken, u nl ess the d amage i s radiant or can't speak
from a critical hit. On a success, the zombie d rops to 1 hit Challenge 5 ( 1 , 800 XP)
point i n stead.
OGRE ZOMBIE AC T I O N S
Large undead, neutral evil Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
Hit: 14 (4d6) piercing damage.
Armor Class 8
Hit Points 85 (9d l 0 + 36) Eye Ray. The zombie uses a random magical eye ray, choosing
Speed 30 ft. a target that it can see withi n 60 feet of it.
ZO M B I E S
APPENDIX A : MIS C E LLANE OUS CRE ATURE S
This appendix contains statistics for various animals,
vermin, and other critters. The stat blocks are organized
AWAKENED TREE
Huge plant, unaligned
alphabetically by creature name.
Armor Class 1 3 (natu ral a rmor)
APE Hit Points S9 (7d l 2 + 1 4)
Speed 20 ft.
Medium beast, unaligned
STR DEX CON I NT WIS CHA
Armor Class 1 2
1 9 (+4) 6 (-2) l S (+ 2) 10 (+0) 10 (+O) 7 (-2)
Hit Points 1 9 (3d8 + 6)
Speed 30 ft., climb 30 ft.
Damage Vulnerabilities fi re
Damage Resistances bludgeon ing, piercing
STR DEX CON INT WIS CHA
Senses passive Perception 1 0
1 6 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+l) 7 (-2)
Languages one l anguage known by its creator
Challenge 2 (4SO XP)
Skills Athletics +5, Perception +3
Senses passive Perception 1 3
Languages - False Appearance. While the tree remains motionless, it is
Challenge 1/2 ( 1 00 X P) ind i stinguishable from a normal tree.
ACT I O N S
ACT I O N S
Slam. Melee Weapon Attack: + 6 to hit, reach 1 0 ft., one target.
Multiattack. The ape makes two fist attacks. Hit: 14 (3d6 + 4) b l ud geoning damage.
Fist. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target. Hit: An awakened tree is an ordinary tree given sentience
6 ( l d 6 + 3) bl udgeoning damage. and mobility by the awaken spell or similar magic.
Rock. Ranged Weapon Attack: +5 to h it, range 2S/SO ft., one
target. Hit: 6 (l d 6 + 3) bludgeon i n g damage. AXE BEAK
Large beast, unaligned
AWAKENED SHRUB Armor Class 1 1
Small plant, unaligned
Hit Points 1 9 (3d l 0 + 3)
Speed SO ft.
Armor Class 9
Hit Points 10 (3d6)
STR DEX CON I NT WIS CHA
s (-3)
Speed 20 ft.
14 (+2) 12 (+l ) 1 2 (+l ) 2 (-4) 10 (+0)
False Appearance. While the shrub remains motion less, it is An axe beak is a tall flightless bird with strong legs and
indistinguishable from a normal shrub. a heavy, wedge-shaped beak. It has a nasty disposition
and tends to attack any unfamiliar creature that
ACT I O N S wanders too close.
Rake. Melee Weapon Attack: + l to h it, reach S ft., one target.
Hit: l ( l d4 - l) slashing damage. OTH E R A N I M A L S
A book o f this size can 't contai n statistics for every a n imal
An awakened shrub is an ordinary shrub given
inhabiting you r D&D campaign world. However, you can
sentience and mobility by the a waken spell or use the stat block of one a n imal to represent another easily
similar magic. enough. For exam ple, you can use the panther statistics to
represent a jaguar, the giant goat statistics to represent a
buffalo, and the hawk statistics to represent a falcon.
A P P E N D I X A : M I S C E LLAN EO U S C R E;\T U R E S
BABOON ACTI O N S
Small beast, unaligned Bite. Melee Weapon Attack: +O to hit, reach 5 ft., one creature.
Hit: 1 piercing dam age.
Armor Class 1 2
Hit Points 3 (l d6)
Speed 30 ft. , climb 30 ft. BLACK BEAR
Medium beast, unaligned
STR DEX CON ! NT WIS CHA
8 (-1 ) 14 (+2) 11 (+O) 4 (-3) 12 (+l ) 6 (-2) Armor Class 1 1 (natural a rmor)
Hit Points 1 9 (3d8 + 6)
Senses passive Perception 1 1 Speed 40 ft., c l i m b 30 ft.
Languages -
Challenge 0 ( 1 0 XP) STR DEX CON I NT WIS CHA
1 5 (+2) 10 (+O) 14 (+2) 2 (-4) 1 2 (+1) 7 (-2)
Pack Tactics. The baboon has advantage on an attack rol l
Skills Perception +3
against a creature i f at least one o ft h e baboon's allies i s withi n
Senses passive Perception 1 3
5 feet of t h e creature a n d the ally isn't incapacitated.
Languages -
Challenge 1/2 ( 1 00 XP)
ACT I O N S
Bite. Melee Weapon Attack: +1 to h it, reach 5 ft. , one target.
Hit: 1 ( 1 d4 - 1) piercing damage. Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smel l .
BADGER ACT I O N S
Tiny beast, unaligned Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Armor Class 1 0
H it Points 3 (ld4 + 1 ) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
Speed 2 0 ft., burrow 5 ft. Hit: 5 ( l d 6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
STR DEX CON I NT WIS CHA Hit: 7 (2d4 + 2) slashing damage.
4 (-3) 11 (+O) 12 (+l) 2 (-4) 12 (+1) 5 (-3)
Armor Class 1 2 Keen Hearing and Smell. The dog has advantage on Wisdom
Hit Points 1 ( l d4 - 1 ) (Perception) checks that rely on hearing or smell.
Speed 5 ft. , fly 30 ft.
ACTI O N S
STR DEX CON I NT WIS CHA Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. , one target.
2 (-4) 1 5 (+2) 8 (-1) 2 (-4) 12 (+l) 4 (-3) Hit: 4 ( l d 6 + l) piercing damage.
Senses blindsight 60 ft. , passive Perception 1 1 Teleport (Recharge 4-6). The dog magically teleports, along
Languages - with any eq u i pment it is wea ring or carrying, u p to 40 feet to
Challenge 0 ( 1 0 XP) an unoccupied space it can see. Before or after tel eporting, the
dog can make one bite attack.
Echolocation. The bat can't use its blindsight while deafened. A blink dog takes its name from its ability to blink in
Keen Hearing. The bat has advantage on Wisdom ( Perception) and out of existence, a talent it uses to aid its attacks
checks that rely on hearing. and to avoid harm. Blink dogs harbor a long-standing
hatred for displacer beasts and attack them on sight.
A P PE N D I X A : M I S C E L LA N E O U S C REATU R E S
BLOOD HAWK BOAR
Small beast, unaligned Medium beast, unaligned
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
6 (-2) 14 {+2) 10 (+O) 3 (-4) 14 (+2) 5 (-3) 1 3 (+l) 11 (+O) 1 2 (+l) 2 (-4) 9 (-1 ) 5 (-3)
Skills Perception +3
Senses passive Perception 1 3
Languages -
Challenge 1 (200 XP)
ACT I O N S
Multiattack. The bear makes two attacks: one with its b ite and
one with its claws.
A P P E N DI X A: M I S C E LLAN EO U S C R E ATUR E S
3 19
CAMEL Constrict. Melee Weapon Attack: +4 to h it, reach 5 ft. , one
creature. Hit: 6 (ld8 + 2) b l udgeoning d a mage, and the
Large beast, unaligned
target is grappled (escape DC 1 4) . U ntil this grapple ends,
Armor Class 9 the creature is restrained, a n d the snake can't constrict
Hit Points 1 5 (2d l 0 + 4) another target.
Speed 50 ft.
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target. Skills Stealth +2
Hit: 2 (l d4) bludgeoning dam age. Senses b l i n dsight 30 ft., passive Perception 9
Languages -
Challenge 0 ( 1 0 XP)
CAT
Tiny beast, unaligned
Amphibious. The crab can breathe air and water.
Armor Class 1 2
Hit Points 2 (l d4) ACTI O N S
Speed 40 ft., climb 30 ft. Claw. Melee Weapon Attack: +O to h it, reach 5 ft. , one target.
Hit: 1 bludgeoning d amage.
STR DEX CON I NT WIS CHA
3 (-4) 1 5 (+2) 1 0 (+O) 3 (-4) 12 (+l) 7 (-2)
CROCODILE
Skills Perception +3, Stealth +4 Large beast, unaligned
Senses passive Perceptio n 1 3
Languages - Armor Class 1 2 (natu ral armor)
Challenge 0 ( 1 0 XP) Hit Points 19 (3dl0 + 3)
Speed 20 ft., swim 30 ft.
Keen Smell. The cat has advantage on Wisdom (Perception)
checks that rely on smell. STR DEX CON I NT WIS CHA
1 5 (+2) 10 (+O) 13 (+l ) 2 (-4) 1 0 (+0) 5 (-3)
ACTI O N S
Skills Stealth +2
Claws. Melee Weapon Attack: +O to h it, reach 5 ft., one target. Senses passive Perception l 0
Hit: 1 slashing damage. Languages -
Challenge 1/2 ( 1 00 XP)
CONSTRICTOR SNAKE
Large beast, unaligned Hold Breath. The crocodile can hold its breath for 1 5 minutes.
ACTI O N S
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft. , one creature .
Hit: 5 ( l d 6 + 2 ) piercing damage.
A P P E N D I X A: M I S C E LLAN E O U S C RE ATU R E S
32 0
DEATH DOG DEER
Medium monstrosity, neutral evil Medium beast, unaligned
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
1 5 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+l) 6 (-2) 1 1 (+O) 16 (+3) 11 (+0) 2 (-4) 14 (+2) s (-3)
ACT I O N S
Two-Headed. The dog has advantage on Wisdom (Perception)
checks and on saving th rows aga i nst being blinded, charmed, Bite. Melee Weapon Attack: +2 to hit, reach S ft. , one target.
deafened, frightened, stunned, or knocked u nconscious. Hit: 2 (l d4) piercing damage.
ACT I O N S
Multiattack. The dog makes two bite attacks.
DIRE WOLF
Large beast, unaligned
Bite. Melee Weapon Attack: +4 to h it, reach S ft. , one target.
Hit: S ( l d 6 + 2) piercing damage. I f the target is a creature, it Armor Class 14 (natural a rmor)
must succeed on a DC 12 Constitution saving throw against Hit Points 37 (SdlO + 1 0)
disease or become poisoned u ntil the disease is cured. Every 24 Speed SO ft.
hours that elapse, the creature must repeat the saving throw,
reducing its hit point maximum by 5 ( l d l O) on a fai lure. This STR DEX CON INT WIS CHA
reduction lasts until the d isease is cured. The creature dies if 1 7 (+3) 1 5 (+2) 1 5 (+2) 3 (-4) 12 (+l) 7 (-2)
the disease reduces its h it point maximum to 0.
Skills Perception +3, Stealth +4
A death dog is an ugly two-headed hound that roams Senses passive Perception 1 3
plains, deserts, and the Underdark. Hate burns in a Languages -
death dog's heart, and a taste for humanoid flesh drives Challenge l (200 XP)
it to attack travelers and explorers. Death dog saliva
carries a foul disease that causes a victim's flesh to Keen Hearing and Smell. The wolf has advantage on Wisdom
slowly rot off the bone. ( Perception) checks that rely on hearing or smell.
ACT I O N S
Bite. Melee Weapon Attack: +S to hit, reach S ft., one target. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 1 3 Strength saving th row or be knocked prone.
DRAFT HORSE
Large beast, unaligned
Armor Class 10
Hit Points 19 (3dl0 + 3)
Speed 40 ft.
ACT I O N S
Hooves. Me/ee Weapon Attack: +6 to h it, reach 5 ft. , one target.
Hit: 9 (2d4 + 4) bludgeoning d amage.
A P P E N D I X A : M I SC E LLAN E O U S C R E AT U R E S
321
EAGLE Charge. If the elk moves at least 20 feet straight toward a
target and then h its it with a ram attack on the same turn, the
Small beast, unaligned
target takes an extra 7 (2d6) damage. I f the target i s a creature,
Armor Class 1 2 it m ust succeed on a DC 13 Strength saving th row o r be
Hit Points 3 ( l d 6) knocked prone.
Speed 10 ft. , fly 60 ft.
ACTI O N S
STR DEX CON INT WIS CHA Ram. Melee Weapon Attack: + 5 to h it, reach 5 ft., one target.
6 (-2) 15 (+2) 10 (+O) 2 (-4) 14 (+2) 7 (-2) Hit: 6 ( l d 6 + 3) bludgeon i n g damage.
Hooves. Melee Weapon Attack: +5 to h it, reach 5 ft. , one prone
Skills Perception +4
creature. Hit: 8 (2d4 + 3) bl udgeoning d amage.
Senses passive Perception 1 4
Languages -
Challenge 0 ( 1 0 X P)
FLYING SNAKE
Tiny beast, unaligned
Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight. Armor Class 1 4
Hit Points 5 (2d4)
ACT I O N S Speed 30 ft. , fly 60 ft. , swim 30 ft.
Talons. Melee Weapon Attack: + 4 to h it, reach 5 ft., one target.
Hit: 4 ( l d 4 + 2) slashing damage. STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 11 (+O) 2 (-4) 12 (+l) 5 (-3)
Armor Class 1 0 Amphibious. The frog can breathe air and water.
Hit Points 1 3 (2d l 0 + 2)
Speed 50 ft. Standing Leap. The frog's long j u m p is u p to 1 0 feet and its
high jump is up to 5 feet, with or without a r u n n i n g start.
STR DEX CON INT WIS CHA
A frog has no effective attacks. It feeds on small
1 6 (+3) 10 (+O) 12 (+l) 2 (-4) 10 (+O) 6 (-2)
insects and typically dwells near water, in trees, or
Senses passive Perception 1 0 underground. The frog's statistics can also be used to
Languages - represent a toad.
Challenge 1 /4 (SO XP)
A P P E N D I X A : M l S CELLAN E O U S C REATU R E S
32 2
Echolocation. The bat can't use its b l i ndsight while deafened.
GIANT APE
Huge beast, unaligned Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing.
Armor Class 1 2
Hit Points 1 57 ( l 5d l 2 + 60) ACT I O N S
Speed 40 ft., c l i m b 40 ft.
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one creature.
Hit: 5 ( l d 6 + 2) pierci n g d amage.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+l) 7 (-2)
A PP E N D I X A: M I SC E L LA N E O U S C RE ATU RES
'3 2 '3
GIANT CONSTRICTOR SNAKE GIANT CROCODILE
Huge beast, unaligned Huge beast, unaligned
ACT I O N S Hold Breath. The crocodi l e can hold its breath for 30 m i n utes.
Bite. Melee Weapon Attack: +6 to h it, reach 10 ft. , one creature. ACT I O N S
Hit: 1 1 (2d6 + 4) piercing damage.
Multiattack. The crocodile m a kes two attacks: one with its bite
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft. , one and one with its tail.
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
Bite. Melee Weapon Attack: +8 to h it, reach 5 ft., one target.
ta rget is grappled (escape DC 1 6). Until this grapple ends,
Hit: 21 (3dl0 + 5) piercing damage, and the target is grappled
the creature is restrained, and the snake can't constrict
(escape DC 1 6) . U ntil this grapple ends, the target is
another target.
restrained, and the crocodile can't bite another target.
Amphibious. The crab can breathe air and water. Skills Perception +4
Senses passive Perception 1 4
ACT I O N S Languages Giant Eagle, understands Common and Auran but
can't speak them
Claw. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Challenge l (200 XP)
Hit: 4 ( l d 6 + 1) bludgeoning damage, and the ta rget is
grappled (escape DC 1 1 ) . The crab has two claws, each of
which can grapple only one target. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
ACTI O N S
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.
A P P E N D I X A : M I S C E LLAN E O U S C RE AT U R E S
GIANT ELK GIANT FROG
Huge beast, unaligned Medium beast, unaligned
ACT I O N S
Bite. Melee Weapon Attack: + l to h it, reach 5 ft., one target.
Hit: 2 ( l d 6 - l) slashing damage.
A giant fire beetle is a nocturnal creature that takes its
name from a pair of glowing glands that give off light.
Miners and adventurers prize these creatures, for a
giant fire beetle's glands continue to shed light for ld6
days after the beetle dies. Giant fire beetles are most
commonly found underground and in dark forests.
Bite. Melee Weapon Attack: + 5 to hit, reach S ft. , one target. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot
Hit: 10 (2d6 + 3) piercing damage. radius cloud of i n k extends a l l around the
octopus i f it i s underwater. The area i s
heavily obscured for 1 minute, although a
GIANT LIZARD significant cu rrent can disperse the i n k.
Large beast, unaligned After releasing the i n k , the octopus can
use the Dash action as a bonus action.
Armor Class 1 2 (natu ral armor)
Hit Points 1 9 (3d10 + 3)
Speed 30 ft., climb 30 ft.
Armor Class 1 2
Hit Points 1 9 (3dl0 + 3)
Speed S ft., fly 60 ft.
Pack Tactics. The rat has advantage on an attack roll agai nst a
GIANT POISONOUS SNAKE creature if at least one of the rat's a l l ies is withi n S feet of the
Medium beast, unaligned creature and the ally isn't incapacitated.
ACTI O N S
VA R IANT: D I S E A S E D G I A N T RATS
Some giant rats carry vile diseases that they spread with their Multiattack. The scorpion makes three attacks: two with its
bites. A d iseased giant rat has a challenge rating of l /8 (2S claws and one with its sti ng.
XP) and the followi ng action i n stead of its normal bite attack. Claw. Melee Weapon Attack: +4 to h it, reach S ft., one target.
Bite. Melee Weapon Attack: +4 to h it, reach S ft., one target.
Hit: 6 ( l d 8 + 2) bludgeon i n g damage, and the target is
Hit: 4 (l d4 + 2) piercing damage. If the target is a creature,
grappled (escape D C 12). The scorpion has two claws, each of
it must succeed on a DC 10 Constitution saving throw or
which can grapple only one target.
contract a disease. U ntil the disease is cured, the target can't
regai n h it points except by magical means, and the target's Sting. Melee Weapon Attack: +4 to hit, reach S ft., one creature.
h it point maximum decreases by 3 ( l d6) every 24 hours. If Hit: 7 ( l d l O + 2) piercing damage, and the target m ust make
the target's h it point maximum d rops to 0 as a result of this a DC 1 2 Con stitution saving th row, taking 22 (4d l 0) poison
disease, the target dies. damage on a failed save, or half as m uch d amage o n a
successfu l one.
A P P E N DI X A : M I SC E LLAN E O U S C REATU R E S
32 7
GIANT SEA HORSE GIANT SPIDER
Large beast, unaligned Large beast, unaligned
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
1 2 (+l) l S (+2) 1 1 (+O) 2 (-4) 12 (+l) s (-3) 14 (+2) 16 (+3) 12 (+l) 2 (-4) 1 1 (+O) 4 (-3)
Armor Class 1 3 (natural a rmor) Web (Recharge 5-6). Ranged Weapon Attack: +5 to h it,
Hit Points 1 26 ( l l d l 2 + SS) range 30/60 ft., one creature. Hit: The target i s restrai ned by
Speed 0 ft., swim SO ft. webbing. As an action, the restrained target can make a DC
12 Strength check, bursti ng the webbing on a success. The
STR DEX CON I NT WIS CHA webbi n g can also be attacked and destroyed (AC 1 O; h p S;
23 (+6) 11 (+O) 21 (+S) l (-S) 10 (+O) s (-3) vulnerabil ity to fi re damage; i m m u n ity to bl udgeon i ng, poison,
and psychic damage) .
Skills Perception +3
To snare its prey, a giant spider spins elaborate webs
Senses blindsight 60 ft., passive Perception 1 3
Languages - or shoots sticky strands of webbing from its abdomen.
Challenge S (l ,800 XP) Giant spiders are most commonly found underground,
making their lairs on ceilings or in dark, web-filled
crevices. Such lairs are often festooned with web
Blood Frenzy. The shark has advantage on melee attack rolls cocoons holding past victims.
against any creature that doesn't have a l l its hit points.
Standing Leap. The toad's long jump is up to 20 feet and its STR DEX CON I NT WIS CHA
high jump is up to 10 feet, with or without a running start. 10 (+O) 14 (+2) 10 (+O) 1 (-5) 10 (+O) 3 (-4)
Keen Sight and Smell. The vulture has advantage on Wisdom ACT I O N S
(Perception) checks that rely on sight or smell.
Bite. Melee Weapon Attack: + 5 to hit, reach 5 ft. , one target.
Pack Tactics. The vu lture has advantage on a n attack rol l Hit: 5 ( l d4 + 3) piercing damage.
against a creature if a t l east one of the vulture's a l l ies is within
5 feet of the creature and the ally isn't incapacitated.
ACT I O N S
Multiattack. The vulture makes two attacks: one with its beak
and one with its talons.
A P P E N D I X A: M I S C E LLA N E O U S C REATURES
329
GIANT WOLF SPIDER
Medium beast, unaligned
Armor Class 1 3
Hit Points 1 1 (2d8 + 2)
Speed 40 ft., c l i m b 40 ft.
STR CON I NT WIS CHA STR DEX CON INT WIS CHA
s (-3)
DEX
1 1 (+0) 13 (+l ) 12 (+l ) 2 (-4) 12 (+l) 1 9 (+4) 10 (+O) 1 3 (+l) 3 (-4) 12 {+l ) 7 (-2)
Pack Tactics. The hyena has advantage on an attack roll against Echolocation. The whale can't use its b l i ndsight
a creature if at l east one of the hyena's a l l ies is within S feet of while deafened.
the creature and the ally isn't i ncapacitated.
Hold Breath. The whale can hold its breath for 30 m inutes.
ACTI O N S Keen Hearing. The whale has advantage on Wisdom
Bite. Melee Weapon Attack: +2 to h it, reach S ft. , one target. (Perception) checks that rely on hearing.
Hit: 3 (l d 6) piercing da mage.
ACT I O N S
Bite. Melee Weapon Attack: + 6 to hit, reach S ft., one target.
JACKAL Hit: 21 (Sd6 + 4) piercing damage.
Small beast, unaligned
Running Leap. With a 1 0-foot ru nning start, the lion can long
jump u p to 2S feet.
ACTI O N S
·
Bite. Melee Weapon Attack: +S to hit, reach S ft. , one target.
Hit: 7 ( l d 8 + 3) piercing damage.
Claw. Melee Weapon Attack: +S to hit, reach S ft. , one target.
Hit: 6 ( l d 6 + 3) slashing d amage.
A P P E N D I X A : M I S C E LLAN E O U S C RE AT U R E S
331
LIZARD MASTIFF
Tiny beast, unaligned Medium beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
2 (-4) 11 (+O) 1 0 (+O) l (-5) 8 (-1 ) 3 (-4) 1 3 (+l) 14 (+2) 12 (+l ) 3 (-4) 12 (+l) 7 (-2)
AC T I O N S
Keen Hearing and Smell. The mastiff has advantage on
Bite. Melee Weapon Attack: +O to h it, reach 5 ft., one target. Wisdom (Perception) checks that rely on hearing or smell.
Hit: l pierci ng damage.
A CTI O N S
MAMMOTH Bite. Melee Weapon Attack: + 3 to hit, reach 5 ft., one target. Hit:
4 ( l d6 + l) piercing damage. If the target is a creature, it must
Huge beast, unaligned
succeed on a DC 11 Strength saving throw or be knocked prone.
Armor Class 1 3 (natural a rmor) Mastiffs are impressive hounds prized by humanoids
Hit Points 1 26 ( l l d l 2 + 55)
for their loyalty and keen senses. Mastiffs can be trained
Speed 40 ft.
as guard dogs, hunting dogs, and war dogs. Halftings
DEX INT WIS CHA and other Small humanoids ride them as mounts.
STR CON
24 (+7) 9 (-1) 21 (+5) 3 (-4) 11 (+O) 6 (-2)
AC T I O N S
Gore. Melee Weapon Attack: +1 0 to h it, reach 1 0 ft. , one target.
Hit: 25 (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to h it, reach 5 ft. , one prone
creature. Hit: 29 (4d l 0 + 7) bludgeon ing damage.
MAST l f" F
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
14 (+2) 1 0 (+O) 13 (+l) 2 (-4) 10 (+O) 5 (-3) 3 (-4) 13 (+l ) 8 (-1 ) 2 (-4) 12 (+l) 7 (-2)
ACTI O N S ACTI O N S
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Talons. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
Hit: 4 ( l d4 + 2) bludgeoning damage. Hit: 1 slashing damage.
OCTOPUS PANTHER
Small beast, unaligned Medium beast, unaligned
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
4 (-3) 1 5 (+2) 1 1 (+0) 3 (-4) 10 (+O) 4 (-3) 14 (+2) 1 5 (+2) 1 0 (+O) 3 (-4) 14 (+2) 7 (-2)
Hold Breath. While out of water, the octopus can hold its Keen Smell. The panther has advantage on Wisdom
breath for 30 m i n utes. (Perception) checks that rely on smell.
Underwater Camouflage. The octopus has advantage on Pounce. If the panthe r moves at least 20 feet straight toward a
Dexterity (Stealth) checks made while underwater. creature and then h its it with a claw attack on the same turn,
that target must succeed on a DC 1 2 Strength saving th row or
Water Breathing. The octopus can breathe only underwater. be knocked prone. I f the target is prone, the panther can make
one bite attack against it as a bonus action.
ACTI O N S
Tentacles. Melee Weapon Attack: +4 to h it, reach 5 ft., one ACTI O N S
target. Hit: 1 b ludgeoning damage, and the target i s grappled
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
(escape DC 1 0) . U ntil this grapple ends, the octopus can't u se
Hit: 5 ( l d 6 + 2) piercing damage.
its tentacles on a noth e r target.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Ink Cloud (Recharges after a Short or Long Rest). A 5 -foot
Hit: 4 ( l d4 + 2) slashing damage.
rad ius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 min ute,
although a significant cu rrent can disperse the i n k. After
releasing the i n k, the octopus can use the Dash action as a
bonus action.
STR DEX CON INT WIS CHA STR DEX CON I NT WIS CHA
1 5 (+2) 15 (+2) 12 (+l ) 6 "(-2) 1 0 (+0) 6 (-2) 2 (-4) 1 6 (+3) 11 (+O) 1 (-5) 1 0 (+0) 3 (-4)
ACT I O N S
Etherealjaunt. As a bonus action, the spider can magically
shift from the M aterial Plane to the Ethereal Plane, or Bite. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
vice versa. Hit: 1 piercing damage, and the target must make a DC 1 0
Constitution saving th row, taking 5 (2d4) poison damage o n a
Spider Climb. The spider can climb d iffi cult su rfaces, including failed save, or half as much d amage on a successful one.
upside down on cei l ings, without need ing to make an
a b i l ity check.
PHASE S P I D E R
APPENDTX A· M JSCEL
334
Keen Smell. The rat has advantage on Wisdom (Perception)
PONY checks that rely on smell.
Medium beast, unaligned
A CTI O N S
Armor Class 1 0
Hit Points 1 1 (2d8 + 2) Bite. Melee Weapon Attack: +O to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 1 piercing damage.
Armor Class 1 3 Mimicry. The raven can mimic simple sounds it has heard,
Hit Points 1 ( l d4 - 1 ) such as a person whisperi ng, a baby crying, or an animal
Speed 0 ft., swim 40 ft. ch ittering. A creature that hears the sounds can tell they a re
imitations with a successful DC 10 Wisdom (I nsight) check.
STR DEX CON I NT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4) AC T I O N S
AC T I O N S
Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft., one target.
Hit: 1 pierci ng damage.
A quipper is a carnivorous fish with sharp teeth.
Quippers can adapt to any aquatic environment,
including cold subterranean lakes. They frequently
gather in swarms; the statistics for a swarm of quippers
appear later in this appendix.
RAT
Tiny beast, unaligned
Armor Class 1 0
Hit Points 1 ( l d4 - 1 )
Speed 20 ft.
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335
REEF SHARK RIDING HORSE
Medium beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+l) 13 (+l) l (-5) 1 0 (+O) 4 (-3) 1 6 (+3) 10 (+O) 12 (+l) 2 (-4) 11 (+O) 7 (-2)
AC T I O N S
Pack Tactics. The shark has advantage on an attack rol l aga i n st
a creature if at least one of the shark's a l lies is within 5 feet of Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the creature and the ally isn't i ncapacitated. Hit: 8 (2d4 + 3) b ludgeoning damage.
AC T I O N S
Gore. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Hit: 14 (2d8 + 5) bludgeon ing damage.
A P P E N D I X A : M I S CELLA N E O U S C REATURES
SCORPION ACTI O N S
Tiny beast, unaligned Bite. Melee Weapon Attack: + 4 to h it, reach 5 ft., one creature.
Hit: l piercing damage, and the target must s ucceed on a DC 9
Armor Class 1 1 (natural a rmor) Constitution saving throw or take 2 (l d4) poison damage.
Hit Points l ( l d4 - l )
Speed 1 0 ft.
SWARM OF BATS
STR DEX CON I NT WIS CHA Medium swarm of Tiny beasts, unaligned
2 (-4) 11 (+O) 8 (-1) l (-5) 8 (-1 ) 2 (-4)
Armor Class 1 2
Senses blinds ight 1 0 ft., passive Perception 9 Hit Points 2 2 (Sd8)
Languages - Speed 0 ft., fly 30 ft.
Challenge 0 ( 1 0 XP)
STR DEX CON I NT WIS CHA
5 (-3) 1 5 (+2) 10 (+O) 2 (-4) 12 (+l) 4 (-3)
ACT I O N S
Sting. Melee Weapon Attack: +2 to h it, reach 5 ft., one creature. Damage Resistances bludgeo n i ng, piercing, slashing
Hit: l piercing damage, and the target must make a DC 9 Condition I mmunities charmed, frightened, grappled,
Constitution saving th row, taking 4 (l d8) poison d amage on a paralyzed, petrified, prone , restrained, stu n ned
fai l ed save, or half as much damage on a successful one. Senses blindsight 60 ft., passive Perception 1 1
Languages -
Challenge 1/4 (SO XP)
SEA HORSE
Tiny beast, unaligned Echolocation. The swarm can't use its b l i ndsight
while deafened.
Armor Class 1 1
Hit Points l ( l d4 - l ) Keen Hearing. The swarm has advantage on Wisdom
Speed 0 ft., swim 2 0 ft. (Perception) checks that rely on hearing.
AP P E N D I X A : M I S C E L LA N E O U S C REAT U R E S
337
SWARM OF INSECTS VAR I A NT: I N S ECT SWA R M S
Medium swarm of Tiny beasts, unaligned Different kinds of i n sects can gather i n swarms, a n d each
swarm has the special characteristics described below.
Armor Class 1 2 (natural a rmor) Swarm of Beetles. A swarm of beetles gains a bu rrowing
Hit Points 22 (5d8) speed of 5 feet.
Speed 20 ft., climb 20 ft. Swarm ofCentipedes. A creature reduced to 0 h it points
by a swarm of centipedes is stable but poisoned for 1
STR DEX CON I NT WIS CHA hour, even after regain i n g hit points, and paralyzed while
3 (-4) 13 (+l) 10 (+O) 1 (-5) 7 (-2) 1 (-5) poisoned i n this way.
Swarm ofSpiders. A swarm of spiders has the following
Damage Resistances b ludgeoning, pierci ng, slashing additional traits.
Condition Immunities charmed, frightened, grappled, Spider Climb. The swarm can climb d ifficult su rfaces,
paralyzed, petrified, prone, restrained, stun ned i ncluding upside down on cei lings, without needing to make
Senses blindsight 10 ft., passive Perception 8 an abil ity check.
Languages - Web Sense. While i n contact with a web, the swarm knows
Challenge 1/2 (100 X P) the exact location of any other creature i n contact with
the same web.
Web Walker. The swarm ignores movement restrictions
Swarm. The swarm can occupy a nother creature's space and caused by webbi ng.
vice versa, and the swarm can move through any open ing large Swarm of Wasps. A swarm of wasps has a walking speed of
enough for a Tiny i n sect. The swarm can't regai n h it poi nts or 5 feet, a flying speed of 30 feet, and no climbing speed.
gain temporary hit points.
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
9 (-1) ll (+0) 9 (-1 ) 2 (-4) 1 0 (+O) 3 (-4) 1 7 (+3) lS (+2) 14 (+2) 3 (-4) 1 2 (+l) 8 (-1)
Damage Resistances bl udgeo n i ng, piercing, slashing Skills Perception +3, Stealth +6
Condition Immunities charmed, frightened, grappled, Senses d arkvision 60 ft., passive Perception l 3
paralyzed, petrified, prone, restrained, stu n ned Languages -
Senses d a rkvision 30 ft. , passive Perception 10 Challenge l (200 X P)
Languages -
Challenge l/4 (SO X P)
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on s m e l l .
Keen Smell. The swarm has advantage on Wisdom (Perception)
checks that rely on smell. Pounce. I f t h e tiger moves a t least 2 0 feet straight toward a
creature and then h its it with a claw attack on the same turn,
Swarm. The swarm can occupy another creature's space and that target must succeed on a D C l3 Strength saving throw or
vice versa, and the swarm can move through any opening l a rge be knocked prone. I f the target is prone, the tiger can make one
enough for a Tiny rat. The swarm can't regai n hit poi nts or gain bite attack against it as a bonus action.
temporary hit points.
ACT I O N S
ACT I O N S
Bite. Melee Weapon Attack: +S to hit, reach S ft. , one target.
Bites. Melee Weapon Attack: + 2 to h it, reach 0 ft., one target i n Hit: 8 ( l d l O + 3) piercing damage.
t h e swarm's space. Hit: 7 (2d6) piercing da mage, o r 3 (l d6)
piercing damage if the swarm has half of its hit poi nts or fewer. Claw. Melee Weapon Attack: +S to h it, reach S ft. , one target.
Hit: 7 ( l d 8 + 3) slashing damage.
A P P E N D I X A : M I S C E L LA N E O U S C REATU R E S
339
WARHORSE VAR I A N T: WA R H O R S E A R M O R
Large beast, unaligned A n armored warhorse h a s an A C based o n the type o f barding
worn (see the Player's Handbook for more i nformation on
Armor Class 1 1 bard ing) . The horse's AC includes its Dexterity modifier,
Hit Points 1 9 (3dl0 + 3) where applicable. Bard i ng doesn't alter the horse's
Speed 60 ft. challenge rating.
AC Barding AC Barding
STR DEX CON I NT WIS CHA
18 (+4) 12 (+l) 13 (+l) 2 (-4) 12 (+l) 7 (-2) 12 Leather 16 Chain mail
13 Studded leather 17 Splint
Senses passive Perception 1 1 14 Ring m a i l 18 Plate
Languages - 15 Scale mail
Challenge 1 / 2 ( 1 00 X P)
ACT I O N S
Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft. , one target.
Hit: 1 pierci n g damage.
WINTER WOLF
Large monstrosity, neutral evil
ACT I O N S
Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) pierci n g damage. If the target is a creature,
it m ust succeed on a DC 11 Strength savi n g throw or be
knocked prone.
WoRG
34 1
APPENDIX B : NONPLAYER CHARACTERS
This appendix contains statistics for various humanoid ACT I O N S
nonplayer characters (NPCs) that adventurers might
Club. Melee Weapon Attack: + 2 to h it, reach 5 ft. , one target.
encounter during a D&D campaign, including lowly
Hit: 2 (1 d4) bludgeo n i ng damage.
commoners and mighty archmages. These stat
blocks can be used to represent both human and Acolytes are junior members of a clergy, usually
nonhuman NPCs. answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
CUSTOMIZING NPC s power by their deities.
There are many easy ways to customize the NPCs in
this appendix for your home campaign. ARCH MAGE
Racial Traits. You can add racial traits to an NPC. Medium humanoid (any race), any alignment
For example, a halfling druid might have a speed of 2 5
feet and the Lucky trait. Adding racial traits to a n NPC Armor Class 1 2 ( 1 5 with mage armor)
doesn't alter its challenge rating. For more on racial Hit Points 99 (1 8d8 + 1 8)
traits, see the Player's Handbook. Speed 30 ft.
Spell Swaps. One way to customize an NPC
spellcaster is to replace one or more of its spells. You STR DEX CON I NT WIS CHA
can substitute any spell on the NPC's spell list with a 10 (+O) 14 (+2) 12 (+1) 20 (+5) 1 5 (+2) 16 (+3)
different spell of the same level from the same spell list.
Saving Throws I nt +9, Wis +6
Swapping spells in this manner doesn't alter an NPC's
Skills Arcana +1 3, H i story + 1 3
challenge rating. Damage Resistance damage from spells; nonmagical
Armor and Weapon Swaps. You can upgrade or bludgeo n i ng, pierci ng, and slashing (from stoneskin)
downgrade an NPC's armor, or add or switch weapons. Senses passive Perception 1 2
Adjustments to Armor Class and damage can change Languages any six languages
an NPC's challenge rating, as explained in the Dungeon Challenge 12 (8,400 X P)
Master's Guide.
Magic Items. The more powerful an NPC, the more
Magic Resistance. The archmage has advantage on saving
likely it has one or more magic items in its possession. th rows against spe l l s and other magical effects.
An archmage, for example, might have a magic staff or
wand, as well as one or more potions and scrolls. Giving Spellcasting. The a rchmage is an 1 8th-level spellcaster. Its
an NPC a potent damage-dealing magic item could alter spellcasting abil ity is I ntel l i ge n ce (spel l save DC 1 7, +9 to hit
its challenge rating. Magic items, as well as adjusting with spell attacks). The archmage can cast disguise self and
a creature's challenge rating, are described in the invisibility at will and has the fol lowing wizard spells prepared:
Dungeon Master's Guide. Cantrips (at will): .fire bolt, light, mage hand, prestidigitation,
shocking grasp
ACOLYTE 1 st level (4 slots) : detect magic, identify, mage armor,'''
Medium humanoid (any race), any alignment magic missile
2nd level (3 slots) : detect thoughts, mirror image, misty step
Armor Class 1 0 3rd level (3 slots) : counterspell,fly, lightning bolt
Hit Points 9 (2d8) 4th level (3 slots) : banishment, fire shield, stoneskin'�
Speed 30 ft. 5th level (3 slots) : cone of cold, scrying, wall offorce
6th level (1 slot) : globe of invulnerability
STR DEX CON INT WIS CHA 7th l evel (1 slot): teleport
10 (+O) 10 (+O) 10 (+O) 10 (+O) 1 4 (+2) 11 (+O) 8th l evel (1 slot): mind blank'''
9th level (1 slot) : time stop
Skills Medicine +4, Religion +2 ·"The archmage casts these spells on itselfbefore combat.
Senses passive Perception 1 2
Languages any one language (usually Common) ACT I O N S
Challenge 1 /4 (SO XP) Dagger. Melee o r Ranged Weapon Attack: + 6 to h it, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 ( 1 d4 + 2) piercing damage.
Spel/casting. The acolyte is a 1 st-level spellcaster. Its
Archmages are powerful (and usually quite old)
spellcasting ability is Wisdom (spell save DC 1 2 , +4 to hit with
spellcasters dedicated to the study of the arcane arts.
spell attacks). The acolyte has following cleric spells prepared:
Benevolent ones counsel kings and queens, while evil
Cantrips (at will): light, sacredflame, thaumaturgy ones rule as tyrants and pursue lichdom. Those who are
1 st level (3 slots) : bless, cure wounds, sanctuary 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.
STR DEX CON I NT WIS CHA STR DEX CON INT WIS CHA
11 (+O) 16 (+3) 14 (+2) 1 3 (+l) 11 (+O) 1 0 (+O) 1 1 (+O) 12 (+1) 12 (+l) 10 (+O) 10 (+O) 10 (+O)
ACTI O N S
Multiattack. The assassin m a kes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft. , one
target. Hit: 6 ( l d 6 + 3) piercing damage, and the target must
m ake a DC 15 Constitution saving th row, taking 24 (7d6)
poison damage on a failed save, or half as much damage o n a
successful one.
343
Bandits rove in gangs and are sometimes led by thugs,
veterans, or spellcasters. Not all bandits are evil.
BERSERKER
Medium humanoid (any race), any chaotic alignment
Oppression, drought, disease, or famine can often drive
otherwise honest folk to a life of banditry. Armor Class 1 3 (hide armor)
Pirates are bandits of the high seas. They might be Hit Points 67 (9d8 + 27)
freebooters interested only in treasure and murder, or Speed 30 ft.
they might be privateers sanctioned by the crown to
DEX CON I NT WIS CHA
9 (- 1 )
attack and plunder an enemy nation's vessels. STR
16 (+3) 12 (+1) 1 7 (+3) 1 1 (+OJ 9 (-1 )
BANDIT CAPTAIN Senses passive Perception l 0
Medium humanoid (any race), any non-lawful alignment
Languages a ny one l anguage (usually Common)
Challenge 2 (450 X P)
Armor Class 1 5 (studded leather)
Hit Points 6 5 ( 1 0d8 + 20)
Speed 30 ft. Reckless. A t t h e start o f its turn, t h e berserker c a n gain
advantage on a l l melee weapon attack rolls during that turn,
STR DEX CON I NT WIS CHA but attack rol l s against it have advantage u ntil the start of
1 5 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+O) 14 (+2) its next turn.
R EACT I O N S
Parry. The captai n adds 2 to its A C against one melee attack
that would hit it. To do so, the captain m ust see the attacker
and be wielding a melee weapon.
B A N D I T CAPTA I N
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 0 (+O) 10 (+O) 1 0 (+O) 1 0 (+0) 10 (+O) 1 0 (+O) 11 (+O) 14 (+2) 12 (+l) 10 (+O) 13 (+1 ) 1 4 (+2)
Senses passive Perception l 0 Skills Deception +4, Pers u asion +4, Religion +2
Languages any one language (usually Common) Senses passive Perception 1 1
Challenge 0 (10 XP) Languages any o n e language (usually Common)
Challenge 2 (450 XP)
ACT I O N S
Dark Devotion. The fa natic has advantage on saving throws
Club. Melee Weapon Attack: +2 to h it, reach 5 ft., one target. aga i n st being charmed or frightened.
Hit: 2 (l d4) bludgeoning damage.
Spellcasting. The fa n atic is a 4th- l evel spel lcaster. Its
Commoners include peasants, serfs, slaves, servants, spellcasting ability is Wisdom (spell save DC 1 1 , +3 to hit
pilgrims, merchants, artisans, and hermits. with spell attacks). The fanatic has the fol lowi ng cleric
spells prepared:
CULTIST Cantrips (at will): light, sacredflame, thaumaturgy
Medium humanoid (any race), any non-good alignment 1 st level (4 slots) : command, inflict wounds, shield offaith
2nd l evel (3 slots): hold person, spiritual weapon
Armor Class 12 (leather a rmor)
H it Points 9 (2d8) ACT I O N S
Speed 30 ft. Multiattack. The fa n atic makes two melee attacks.
STR DEX CON INT WIS CHA Dagger. Melee or Ranged Weapon Attack: +4 to
1 1 (+O) 1 2 (+l) 10 (+O) 1 0 (+O) 11 (+O) 10 (+O) h it, reach 5 ft. or range 20/60 ft. , one creature.
Hit: 4 ( l d4 + 2) piercing damage.
Skills Deception +2, Religion +2
Fanatics are often part of a cult's
Senses passive Perception 1 0
Languages any one l anguage (usually Common) leadership, using their
Challenge 1/8 (25 XP) charisma and dogma to
influence and prey on
those of weak will.
Dark Devotion. The cultist has advantage on saving th rows
Most are interested
against being charmed or frightened.
in personal power
ACT I O N S above all else.
CULT FA N A T I C
31·5
DRUID GLADIATOR
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+O) 12 (+l) 13 (+l ) 12 (+l ) 15 (+2) 11 (+O) 1 8 (+4) 1 5 (+2) 1 6 (+3) 10 (+O) 12 (+l) 15 (+2)
Skills Medicine +4, N ature +3, Perception +4 Saving Throws Str +7, Dex +5, Con +6
Senses passive Perception 1 4 Skills Ath l etics +10, I ntim idation +5
Languages Druidic plus a ny two languages Senses passive Perception 1 1
Challenge 2 (450 X P) Languages a ny one language (usually Common)
Challenge 5 (l ,800 XP)
Spellcasting. The druid is a 4th-level spellcaster. Its
spel lcasting abil ity is Wisdom (spell save DC 1 2, +4 to hit with Brave. The gladiator has advantage on saving throws against
spell attacks). It has the fol lowi n g druid spells prepared: being frightened.
Cantrips (at will): druidcraft, produceflame, shillelagh Brute. A melee weapon deals one extra die of its damage when the
l st level (4 slots) : entangle, longstrider, speak with gladiator hits with it (i ncluded in the attack).
animals, thunderwave
2nd level (3 slots) : animal messenger, barkskin ACTI O N S
Multiattack. The gladiator makes three melee attacks o r two
ACTI O N S
ranged attacks.
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with
shillelagh) , reach 5 ft., one target. Hit: 3 (l d 6) bl udgeoning Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
d amage, 4 (l d8) b l udgeoning d amage if wielded with two range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage,
hands, or 6 ( l d 8 + 2) bludgeon ing damage with shillelagh. or 13 (2d8 + 4) piercing damage if used with two hands to
make a melee attack.
Druids dwell in forests and other secluded wilderness
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft. , one
creature. Hit: 9 (2d4 + 4) bl udgeoning damage. If the target
locations, where they protect the natural world from
monsters and the encroachment of civilization. Some
is a Medium or smaller creature, it m ust succeed on a DC l 5
are tribal shamans who heal the sick, pray to animal
Strength saving throw or be knocked prone.
spirits, and provide spiritual guidance.
R EACT I O N S
Parry. The glad i ator adds 3 to its AC again st one melee attack
that wou ld hit it. To do so, the gladiator must see the attacker
and be wielding a melee weapon.
DRUID
346
Gladiators battle for the entertainment of raucous a d4 to its rol l provided it can hear and understand the knight.
crowds. Some gladiators are brutal pit fighters who treat A creature can benefit from only one Leadership die at a time.
each match as a life-or-death struggle, while others are This effect ends if the kn ight i s i n capacitated.
professional duelists who command huge fees but rarely
fight to the death. R E ACT I O N S
Parry. The kn ight adds 2 to its AC against one melee attack that
would hit it. To do so, the kn ight must see the attacker and be
GUARD wielding a melee weapon.
Medium humanoid (any race), any alignment
Knights are warriors who pledge service to rulers,
Armor Class 1 6 (chain s h i rt, shield) religious orders, and noble causes. A knight's alignment
Hit Points 11 (2d8 + 2) determines the extent to which a pledge is honored.
Speed 30 ft. Whether undertaking a quest or patrolling a realm, a
knight often travels with an entourage that includes
STR DEX CON I NT WIS CHA squires and hirelings who are commoners.
1 3 (+l) 12 {+l) 12 (+l) 10 (+O) 1 1 (+O) 10 {+O)
ACT I O N S
Mace. Melee Weapon Attack: +2 to hit,
reach 5 ft. , one target. Hit: 3 (1 d6)
bludgeoning damage.
348
SCOUT ACTI O N S
Medium humanoid (any race), any alignment Multiattack. The spy makes two melee attacks.
Armor Class 1 3 (leather armor) Shortsword. Melee Weapon Attack: +4 to h it, reach 5 ft., one
Hit Points 1 6 (3d8 + 3) target. Hit: 5 ( l d 6 + 2) piercing d amage.
Speed 30 ft. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/ 1 20
ft., one target. Hit: 5 ( l d 6 + 2) piercing damage.
STR DEX CON INT WIS CHA
1 1 (+O) 1 4 (+2) 12 (+l) 11 (+O) 1 3 (+l ) 11 (+O) Rulers, nobles, merchants, guildmasters, and other
wealthy individuals use spies to gain the upper hand in
Skills N ature +4, Perception +5, Stealth +6, Su rvival +5 a world of cutthroat politics. A spy is trained to secretly
Senses passive Perception 1 5 gather information. Loyal spies would rather die than
Languages a ny one l anguage (usually Com mon) divulge information that could compromise them or
Challenge 1/2 ( 1 00 XP)
their employers.
ACT I O N S
Multiattack. The scout makes two melee attacks o r two
ranged attacks.
\.
SPY
Medium humanoid (any race), any alignment
Armor Class 1 2
Hit Points 2 7 (6d8)
Speed 30 ft.
Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, D isengage, or Hide action.
3 49
THUG TRIBAL WARRIOR
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any alignment
STR DEX CON I NT WIS CHA STR DEX CON I NT WIS CHA
1 5 (+2) 1 1 (+O) 14 (+2) 1 0 (+O) 10 (+O) 11 (+O) 1 3 (+l) l l (+0) 12 (+l) 8 (-1 ) 1 1 (+O) 8 (-1 )
VETERAN
Medium humanoid (any race), any alignment
ACT I O N S
Multiattack. The veteran makes two longsword attacks. If it
has a shortsword d rawn, it can also make a shortsword attack.
A
Constrictor Snake, 320 Giant Frog, 325
Copper Dragon Wyrm ling, 1 1 2 Giant Goat, 326
Couatl, 43 Giant Hyena, 326
Aarakocra, 1 2
Courtier. See Noble. Giant Lizard, 326
Aboleth, 1 3
Crab, 320 Giant Octopus, 326
Abominable Yeti, 306
Crawling Claw, 44 Giant Owl, 327
Acererak, 49
Crocodile, 320 Giant Poisonous Snake, 327
Acolyte, 342
Cult Fanatic, 345 Giant Rat, 327
Adult Black Dragon, 88 Cultist, 345 Giant Scorpion, 327
Adult Blue Dracolich, 84
Cyclops, 4 5 Giant Sea Horse, 328
Adult Blue Dragon, 91
Giant Shark, 328
Adult Brass Dragon, 105
Giant Spider, 328
D
Adult Bronze Dragon, 108
Giant Toad, 329
Adult Copper Dragon, 1 1 1
Giant Vulture, 329
Adult Gold Dragon, 1 1 4
Dao, 143 Giant Wasp, 329
Adult Green Dragon, 94
Giant Weasel, 329
-
Adult Red Dragon, 98 Darkmantle, 46
Death Dog, 321 Giant Wolf Spider, 330
Adult Silver Dragon, 1 17
Gibbering Mouther, 1 57
-
Adult White Dragon, 1 0 1 Death Knight. 47
Death Slaad, 278 Githyanki Knight, 1 60
Air Elemental. 1 24
Death Tyrant, 29 Githyanki Warrior, 160
Allosaurus, 79
Deep Gnome (Svirfneblin), 164 Githzerai Monk, 161
Ancient Black Dragon, 87
Deer, 321 Githzerai Zerth, 161
Ancient Blue Dragon. 90
Demilich, 48 Glabrezu, 58
Ancient Brass Dragon, 104
Deva, 1 6 Gladiator, 346
Ancient Bronze Dragon, 107
D i r e Wolf, 321 Gnoll, 163
Ancient Copper Dragon, 1 1 0
Diseased Giant Rat, 327 Gnoll Fang of Yeenoghu, 163
Ancient Gold Dragon, 1 1 3
Displacer Beast, 81 Gnoll Pack Lord, 163
Ancient Green Dragon, 93
Djinni, 144 Goat, 330
Ancient Red Dragon, 97
Doppelganger, 82 Gobl in, 166
Ancient Silver Dragon, 1 1 6
Dracolich (template), 83 Goblin Boss, 166
Ancient White Dragon, 100
Draft Horse, 321 Gold Dragon Wyrm ling, 1 1 5
Androsphinx. 2 8 1
Dragon Turtle, 1 1 9 Gorgon, 1 7 1
Animated Armor, 1 9
Dretch, 57 Goristro, 5 9
Ankheg. 2 1
Drider, 1 2 0 Gray Ooze, 2 4 3
Ankylosaurus, 79
Drow, 1 28 Gray Slaad, 277
Ape. 3 1 7
Drow Elite Warrior, 1 28 Green Dragon Wyrmling, 95
Arcanaloth, 3 1 3
Drow Mage, 1 29 Green Hag, 177
Archmage. 342
Drow Priestess of Lolth, 1 2 9 Green Slaad, 277
Assassin, 343
Druid, 3 4 6 Grell, 172
Awakened Shrub, 3 1 7
Dryad, 1 2 1 Crick, 1 7 3
Awakened Tree, 3 1 7
Duergar, 1 2 2 Crick Alpha, 1 7 3
Griffon, 174
Axe Beak, 3 1 7
Azer, 2 2 Duodrone, 225
Dust Mephit, 2 1 5 Grimlock, 175
Guard, 347
Guardian Naga, 234
B E
Gynosphinx, 282
Baboon, 3 1 8
Eagle, 322
Badger, 3 1 8
Balor, 5 5
Bandit, 343
Earth Elemental, 1 24
Efreeti. 145
H
Elephant, 322 Half-Dragon (template), 180
Bandit Captain, 344
Elk, 322 Half-Ogre, 238
Banshee, 23
Empyrean, 1 30 Half-Red Dragon Veteran, 180
Barbed Devil, 70
Erinyes. 73 Harpy, 181
Barlgura, 56
Ettercap. 1 3 1 Hawk, 330
Basilisk, 24
Ettin, 1 3 2 Hell Hound, 182
Bat, 3 1 8
Helmed Horror, 183
Bearded Devil, 70
Hezrou. 60
Behir, 25
Beholder, 28
Beholder Zombie, 316
F Hill Giant, 1 55
Hippogriff, 184
Hobgoblin, 1 86
Berserker, 344 Faerie Dragon, 1 3 3
Hobgoblin Captain, 186
Black Bear, 318 Fire Elemental, 1 2 5
Hobgoblin Warlord, 187
Black Dragon Wyrmling, 88 F i r e Giant, 154
Homunculus, 188
Black Pudding, 241 Fire Snake, 265
Hook Horror, 189
Blink Dog, 318 Flameskull, 1 34
Horned Devil, 74
Blood Hawk, 319 Flesh Golem, 169
Hunter Shark, 330
Blue Dragon Wyrmling, 9 1 Flumph, 1 35
Hydra, 190
B l u e Slaad, 276 Flying Snake, 322
Hyena, 331
Boar, 3 1 9 Flying Sword, 20
Bone Devil, 7 1 Fomorian, 1 36
Bone Naga, 2 3 3 Frog, 322
Brass Dragon Wyrmling, 106
Bronze Dragon Wyrmling, 109
Frost Giant, 155 I
Brown Bear, 319 Ice Devil, 75
Bugbear, 33
Bugbear Chief, 33
Bulette, 34
G Ice Mephit, 2 1 5
Imp, 76
Incubus, 284
Caleb Duhr, 1 39
Bullywug, 3 5 Intellect Devourer, 191
Gargoyle. 140
I nvisible Stalker, 192
Gas Spore, 138
Iron Golem, 170
Gelatinous Cube, 242
c Ghast, 148
J
Ghost, 147
Cambion, 36 Ghoul, 148
Camel, 320 Giant Ape, 323
Carrion Crawler, 37 Giant Badger, 323 Jackal, 331
Cat, 320 Giant Bat, 323 Jackalwere, 193
Cave Bear, 334 Giant Boar, 323
Centaur, 38 Giant Centipede, 323
Chain Devil, 72 Giant Constrictor Snake, 324
Chasme, 57 Giant Crab, 324
Chimera, 39 Giant Crocodile, 324
Chuul, 40 Giant Eagle, 324
Clay Golem, 168 Giant Elk, 325
Cloaker, 4 1 Giant Fire Beetle, 325
Cloud Giant, 1 54
Cockatrice, 42
Commoner, 345
35 1
I N D EX OF STAT B L O C K S
K
Pit Fiend, 77
Kenku, 1 9 4
Pixie, 253
Planetar, 1 7 T
Plesiosaurus, 80 Tarrasque, 286
Killer Whale, 3 3 1
Poisonous Snake, 334 Thri-kreen, 288
Knight, 347
Polar Bear, 334 Thug, 350
Kobold, 195
Poltergeist, 2 79 Tiger, 339
Kraken, 197
Pony, 335 Toad. See Frog.
Kuo-toa, 199
Priest, 348 Treant, 289
Kuo-toa Archpriest, 200
Pseudodragon, 254 Tribal Shaman. See Druid.
Kuo-toa Whip, 200
Psychic Gray Ooze, 240 Tribal Warrior, 350
Pteranodon, 80 Triceratops, 80
Purple Worm, 255 Tridrone, 225
L Troglodyte, 290
Troll, 2 9 1
Q
Lamia, 201 Twig Blight, 3 2
Lemure, 76 Tyrannosaurus Rex, 80
Lich, 202
Quadrone, 226
Lion, 331
Quaggoth, 256
u
Lizard, 332
Quaggoth Spore Servant, 230
Lizard King/Queen, 205
Quaggoth Thonot, 256
Lizardfolk, 204
Quasit, 63 Ultroloth, 3 1 4
Lizard folk Shaman, 205
Quipper, 335 Umber Hulk, 292
Unicorn, 294
Urd. See Winged Kobold.
M R
Mage, 347
Magma Mephit, 2 1 6
Magmin, 2 1 2
Rakshasa, 257
Rat, 335 v
Raven, 335 Vampire, 297
Mammoth, 332
Red Dragon Wyrmling, 98 Vampire Spawn, 298
Manes, 60
Red Slaad, 276 Veteran, 350
Manticore, 2 1 3
Reef Shark, 336 Vine Blight, 32
Marid, 146
Remorhaz, 258 Violet Fungus, 1 38
Marilith, 61
Revenant, 259 Vrock. 64
Mastiff, 332
Rhi noceros, 336 Vulture, 339
Medusa, 2 1 4
Riding Horse, 336
Merfolk, 2 1 8
Roe, 260
Merrow, 2 1 9
Mezzoloth, 3 1 3
Mimic, 220
Rogue Modron, 224
Roper, 261 w
Rug of Smothering, 20
Mind Flayer, 222 Warhorse, 340
Rust Monster, 262
Mind Flayer Arcanist, 222 Warhorse Skeleton, 273
Minotaur, 223 Water Elemental, 1 2 5
Minotaur Skeleton, 273 Water Weird, 299
Monodrone, 224
Mud Mephit, 2 1 6
s Weasel, 340
Werebear, 2 0 8
Mule, 333 Saber-toothed Tiger. 336 Wereboar, 209
Mummy, 228 Sahuagin, 263 Wererat, 209
Mummy Lord, 229 Sahuagin Baron, 264 Weretiger, 2 1 0
Myconid Adult, 232 Sahuagin Priestess, 264 Werewolf, 2 1 1
Myconid Sovereign, 232 Salamander, 266 White Dragon Wyrmling, 102
Myconid Sprout, 230 Satyr, 267 Wight, 300
Scarecrow, 268 Will-o'-Wisp, 3 0 1
Scorpion, 337 Winged Kobold, 195
N
Scout, 349 Winter Wolf, 340
Sea Hag, 179 Wolf, 3 4 1
Sea Horse, 337 Worg, 341
Nalfeshnee, 62
Shadow, 269 Wraith, 302
Needle Blight, 32
Shadow Demon, 64 Wyvern, 303
Night Hag, 178
Shadow Dragon (template), 84
Nightmare, 235
Shambling Mound, 270
Noble, 348
Nothic, 236
Nycaloth, 3 1 4
Shield Guardian, 271
Shrieker, 1 3 8 x
Silver Dragon Wyrmling, 1 1 8
Xorn, 304
Skeleton, 272
Slaad Tadpole, 276
0 Smoke Mephit, 2 1 7
Solar, 1 8 y
Ochre jelly, 243 Spectator, 30
Octopus, 333 Specter, 279 Yeti, 305
Ogre, 237 Spider, 337 Yochlol, 65
Ogre Zombie, 3 1 6 Spined Devil, 7 8 Young Black Dragon. 88
Oni, 239 Spirit Naga, 2 3 4 Young Blue Dragon, 9 1
Ore, 246 Spore Servant (template), 230 Young Brass Dragon, 105
Ore Eye o f Gruumsh, 247 Sprite, 283 Young Bronze Dragon, 108
Ore War Chief, 246 Spy, 349 Young Copper Dragon. 1 1 1
Orog, 247 Steam Mephit, 2 1 7 Young Gold Dragon, 1 1 5
Oryugh, 248 Stirge, 284 Young Green Dragon, 94
Owl, 333 Stone Giant, 156 Young Red Dragon, 98
Owlbear, 249 Stone Golem, 170 Young Red Shadow Dragon, 85
Storm Giant, 1 5 6 Young Remorhaz, 2 5 8
Succubus, 285 Young Silver Dragon, 1 1 8
35 2