Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Monster Manual (11th Print)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 354
At a glance
Powered by AI
The document provides an index of monsters and creatures included in the Dungeons & Dragons Monster Manual along with credits for those involved in its creation.

The index lists over 300 different monsters and creatures ranging from common animals and beasts to powerful demons and dragons.

Monsters are categorized into types such as aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, and undead.

MONSTER MANDA[

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!
And rew M a r, B rynn M etheney, Ch ristopher Moeller, M ark Additional feedback provided by
Molnar, M a rco Nelor, Jim Nelson, M a rk A. N elson, H ector Robert Alaniz , Anthony Carosel l i , Josh Dil lard, Curt Duval,
Ortiz, Ryan Pancoast, Adam Paquette, Jim Pavelec, Kate Sam E . Si m pson Jr., Adam H e n nebeck, Sterling H ershey,
Pfeilschiefter, Steve Prescott, Vi ncent Proce, Darrell Riche, Paul H ughes, Doug I rwin, Ken J. Breese, Yan Lacharite, Tom
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,
Justin Sweet, Anne Stokes, M atias Tapia, Cory Trego­ Sam Sherry, Pieter Sleijpen, David "Oak" Stark, Vincent
Erdner, Autu m n Rain Turkel, Cyril Van Der H aegen , David Ventu rel la, Fred rick Wheeler, Arth u r Wright
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.

Disclaimer: Any similarities between monsters depicted in this


book and monsters that actually exist ore purely coincidental.
That goes double for mind flayers, which absolutely, utterfy, and
completely do not exist, nor do they secretly run the Dal.D team.
Do we really need a disclaimer to tell you that? You shouldn't use
your brain to consider such irrational thoughts. They only make
the mind cluttered, confused, and unpleasantly chewy. A good
brain is nice, tender, and barely used. Go ahead, put down this
book and watch some reality TV or Internet cat videos. They're
really funny these days. You won't regret it. We say this only
because we love you and yourjuicy, succulent gamer brain.

620A9218000001 EN
ISBN: 978-0-7869-6561-8
First Printing: September 2014 (This printing includes corrections.) CE
131211

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of
the Coast product names, and their respective logos are trademarks ofWizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property
of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2014 Wizards of the Coast LLC. PO Box 707, Renton. WA 98057·0707, USA. Manufactured by Hasbro SA, Rue Emile·Boechat 31, 2800 Delemont. CH.
Represented byHasbro Europe 4 The Sqyare Stockleypark Uxbridge Mjdd!esex UBJJ JET UK PRINTED IN THE USA.
Please retain company details for future reference.
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
. . . . . . . . . . . . . . . . .

Angels . . . ... . .. .. . 1 5 Gorgon .


. . . . . . . . . . .. . . 171 . . . . . . . . . . . . . . . . . . . . . Rust Monster .
. . . . . . . . . . 262 . . . . . . .

Animated Objects . 19 Grell .


. . . . . . . . . . . .. . . . . . 17 2. . . . . . . . . . . . . . . . . . . . . Sahuagin . . . . . .
. . . 263
. . . . . . . . . . . .

Ankheg . . . . . . . . . . . . . . 21 Grick . . . . . . . . .
. . . . . 17 3 . . . . . . . . . . . . . . . . . . . . . Salamanders . . . . . . . 265
. . . . . . . . . . .

Azer . . . . . . . . . . . . . . 22 Griffon
. . . . . . . . . . ... . . . 174 . . . . . . . . . . . . . . . . . . . . . Satyr . . .. . . .. .
. . . . . . . . . . 267 . . . . . .

Banshee . . . . .. . . . . . . . 23 Grimlock . . . . . . . . . . . .. . 17 5 . . . . . . . . . . . . . . . . . . . Scarecrow . . . . . 268


. . . . . . . . . . . . . . .

Basilisk .
. . . . . 24 Hags
. . . . . . . . . . . . . . . . . . 176 . . . . . . . . . . . . . . . . . . . . . . . . . . Shadow . .
. . . . . . . . .. 269
. . . . . . . . . . .

Behir . . . . . .
. . . . . . .. 25 Half-Dragon
. . . . . . . . . . . . . 1 80 . . . . . . . . . . . . . . . . . . Shambling Mound . . .. 27 0. . . . . . . . .

Beholders . . . . . . . . . . . 26 Harpy . . . .. . . . . . . .. 1 81 . . . . . . . . . . . . . . . . . . . . . . . Shield Guardian . . . . . 271 . . . . . . . . . .

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 . . . . . . . . . .

Carrion Crawler . 37 Hook Horror .


. . . . . . . . . . . . . ..
. . 1 89 . . . . . . . . . . . . . . . . Stirge . . . .
. . . . . . . . . . 284
. . . . . . . . . . .

Centaur . .. . 38 Hydra . . . . 1 90 Succubus/Incubus . 285


. . 191
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Chimera . .
. . . . . . . . . . . . . 39 Intellect Devourer .
. . . . . . . . . . . . . . . . . . . Tarrasque . . . . . . . . 286
. . . . . . . . . . . . .

Chuul .
. . . . . . . . . . . . . 40 Invisible Stalker
. . . . . . . . . . . . 1 92 . . . . . . . . . . . . . . . Thri-kreen . . . . . . .. . . 288 . . . . . . . . . . .

Cloaker . . ..... . . . . . 41 Jackalwere . . . . . . . . . . . . . . . . . . . . 1 93


. . . . . . . . . . . . Treant . . . . . . .
. . . . . . . . . . . . 289 . . . . . .

Cockatrice . . . . . . . . . . . . . . . . . . . . . 42 Kenku . . . . . . . . . . . . . . . . . . . . . . . . 1 94 Troglodyte . . . . . . . . . . . . . . . . . . . . . 290


Couatl . . . . . . . . . . . . . . . . . . . . . . . . . 43 Kobolds . . . . . . . . . . . . . . . . . . . . . . . 1 95 Troll . . . . . . . . . . . . . . . . . . . . . . . . . . 291
Crawling Claw . . . . . . . . . . . . . . . . . . 44 Kraken . . . . . . . . . . . . . . . . . . . . . . . . 196 Umber Hulk . . . . . . . . . . . . . . . . . . . 292
Cyclops . . . . . . . . . . . . . . . . . . . . . . . . 45 Kuo-toa . . . . . . . . . . . . . . . . . . . . . . . 1 98 Unicorn . . . . . . . . . . . . . . . . . . . . . . . 293
DarkmantJe . . . . . . . . . . . . . . . . . . . . 46 Lamia . . . . . . . . . . . . . . . . . . . . . . . . 201 Vampires . . . . . . . . . . . . . . . . . . . . . 295
Death Knight . . . . . . . . . . . . . . . . . . . 47 Lich . . . . . . . . . . . . . . . . . . . . . . . . . . 202 Water Weird . . . . . . . . . . . . . . . . . . . 299
Demilich . . . . . . . . . . . . . . . . . . . . . . . 48 Lizardfolk . . . . . . . . . . . . . . . . . . . . . 204 Wight . . . . .
. . . ..
. . . . 300
. . . . . . . . . . .

Demons . . . . . . . . . . . . . . . . . . . . . . . . 50 Lycanthropes . . .. . . 206 . . . . . . . . . . . . Will-o'-wisp . . . . . . . . . . . . . . . . . . . 301


Devils . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Magmin . . . . . . . . . . . . . . . . . . . . . . . 21 2 Wraith . . . . . . . . . . . . . . . . . . . . . . . . 302
Dinosaurs . . . . . . . . . . . . . . . . . . . . . . 79 Manticore . . . . . . . . . . . . . . . . . . . . . 21 3 Wyvern . . . . . . . . . . . . . . . . . . . . . . . 303
Displacer Beast . . . . . . . . . . . . . . . . . 81 Medusa . . . . . . . . . . . . . . . . . . . . . . . 214 Xorn . . . . . . . . . . . . . . . . . . . . . . . . . . 304
Doppelganger . . . . . . . . . . . . . . . . . . . 82 Mephits . . . . . . . . . . . . . . . . . . . . . . . 21 5 Yetis . . . . . . . . . . . . . . . . . . . . . . . . . . 305
Dracolich . . . . . . . . . . . . . . . . . . . . . . . 83 Merfolk . . . . . . . . . . . . . . . . . . . . . . . 21 8 Yuan-ti . . . . . . . . . . . . . . . . . . . . . . . . 307
Dragon, Shadow . . . . . . . . . . . . . . . . 84 Merrow . . . . . . . . . . . . . . . . . . . . . . . 21 9 Yugoloths . . . . . . . . . . . . . . . . . . . . . 311
Dragons . . . . . . . . . . . . . . . . . . . . . . . 86 Mimic . . 220 . . . . . . . . . . . . . . . . . . . . . . Zombies . . . . . . . . . . . . . . . . . . . . . . 31 5
Dragon Turtle . . . . . . . . . . . . . . . . . 119 Mind Flayer . . . . . . . . . . . . . . . . . . . 221
Drider . . . . . . . . . . . . . . . . . . . . . . . . 1 20 Minotaur . . . . . . . . . . . . . . . . . . . . . . 223 Appendix A: Miscellaneous
Dryad . . . . . . . . . . . . . . . . . . . . . . . . . 1 21 Modrons . . . . . . . . . . . . . . . . . . . . . . 224 Creatures . . . . . . . . . . . . . . . . . . . 317
Duergar . . . . . . . . . . . . . . . . . . . . . . . 1 22 Mummies . . . . . . . . . . . . . . . . . . . . . 227 Appendix B: Nonplayer
Elementals . . . . . . . . . . . . . . . . . . . . 1 23 Myconids 230 . . . . . . . . . . . . . . . . . . . . . . Characters . . . . . . . . . . . . . . . . . . 342
Elves: Drow . . . . . . . . . . . . . . . . . . . 1 26 Nagas . . . . . . . . . . . . . . . . . . . . . . . . . 233 Index of Stat Blocks . . . . . . . . . . . . 351
Empyrean . . . . . . . . . . . . . . . . . . . . . 1 30 Nightmare . . . . . . . . . . . . . . . . . . . . 235
Ettercap . . . . . . . . . . . . . . . . . . . . . . . 1 31 Nothic . . . . . . . . . . . . . . . . . . . . . . . . 236
Ettin . . . . . . . . . . . . . . . . . . . . . . . . . . 1 32 Ogres . . . . . . . . . . . . . . . . . . . . . . . . . 237
Faerie Dragon . . . . . . . . . . . . . . . . . 1 33 Oni . . . 239. . . . . . . . . . . . . . . . . . . . . . . .

Flameskull . . . . . . . . . . . . . . . . . . . . 1 34 Oozes . . . . . . . . . . . . . . . . . . . . . . . . . 240


Flumph . . . . . . . . . . . . . . . . . . . . . . . 1 35 Ores . . . . . . . . . . : . . . . . . . . . . . . . . . 244
Fomorian . . . . . . . . . . . . . . . . . . . . . 1 36 Otyugh . . . . . . . . . . . . . . . . . . . . . . . 248
Fungi . . . . . . . . . . . . . . . . . . . . . . . . . 1 37 Owlbear . . . . . . . . . . . . . . . . . . . . . . 249
Galeb Duhr . . . . . . . . . . . . . . . . . . . . 1 39 Pegasus .. . . 250 . . . . . . . . . . . . . . . . . . .

Gargoyle . . . . . . . . . . . . . . . . . . . . . . 1 40 Peryton . . . . . . . . . . . . . . . . . . . . . . . 251


Genies . . . . . . . . . . . . . . . . . . . . . . . . 1 41 Piercer . . . . . . . . . . . . . . . . . . . . . . . . 252
Ghost . . . . . . . . . . . . . . . . . . . . . . . . . 1 47 Pixie . . . . . . . . . . . . . . . . . . . . . . . . . . 253
Ghouls . . . . . . . . . . . . . . . . . . . . . . . . 148 Pseudodragon . . . . . . . . . . . . . . . . . 254
Giants . . . . . . . . : . . . . . . . . . . . . . . . 1 49 Purple Worm . . . . . 255 . . . . . . . . . . . . .

Gibbering Mouther . . . . . . . . . . . . . 1 57 Quaggoth . . . . . . . . . . . . . . . . . . . . . 256


Gith . . . . . . . . . . . . . . . . . . . . . . . . . . 1 58 Rakshasa . . . . . . . . . . . . . . . . . . . . . 257
Gnolls . . . . . . . . . . . . . . . . . . . . . . . . 1 62 Remorhazes . . . . . . . . . . . . . . . . . . . 258
INTRODUCTION
his bestiary i s for storytellers and world­
builders. If you have ever thought about
WHAT ls A M O N STER?
running a DUNGEONS & DRAGONS game A monster is defined as any creature that can be
for your friends, either a single night's interacted with and potentially fought and killed. Even
adventure or a long-running campaign, something as harmless as a frog or as benevolent as
this tome contains page after page of a unicorn is a monster by this definition. The term
inspiration. It's your one-stop shop for also applies to humans, elves, dwarves, and other
creatures both malevolent and benign. civilized folk who might be friends or rivals to the player
Some of the creatures that inhabit the worlds of characters. Most of the monsters that haunt the D&D
D&D have origins rooted in real-world mythology and world, however, are threats that are meant to be stopped:
fantasy literature. Other creatures are D&D originals. rampaging demons, conniving devils, soul-sucking
The monsters in this book have been culled from all undead, summoned elementals-the list goes on.
previous editions of the game. Herein you'll discover This book contains ready-to-play, easy-to-run
classic critters such as the beholder and the displacer monsters of all levels, and for nearly every climate and
beast next to more recent creations such as the chuul terrain imaginable. Whether your adventure takes place
and the twig blight. Common beasts mingle with the in a swamp, a dungeon, or the outer planes of existence,
weird, the terrifying, and the ridiculous. In collecting there are creatures in this book to populate that
monsters from the past, we've endeavored to reflect the environment.
multifaceted nature of the game, warts and all. D&D
monsters come in all shapes and sizes, with stories that WHERE D o MONSTERS DWELL?
not only thrill us but also make us smile. If you are new to the D&D game, you might not be
If you're an experienced Dungeon Master (DM), a few familiar with the weird and wondrous places where
of the monster write-ups might surprise you, for we've monsters can be found and fought.
gone into the Monster Manuals of yore and discovered
some long-lost factoids. We've also added a few new DUNGE O N S
twists. Naturally, you can do with these monsters what When most people think of a dungeon, images of dark
you will. Nothing we say here is intended to curtail cells with iron bars and shackles spring to mind. In
your creativity. If the minotaurs in your world are the D&D game, the word "dungeon" takes on a broader
shipbuilders and pirates, who are we to argue with you? meaning to include any enclosed, monster-infested
It's your world, after all. location. Most dungeons are sprawling underground
complexes. Here are a few other examples:
How TO USE TH I S B O OK • A ruined wizard's tower atop a lonely hill riddled with
The best thing about being a DM is that you get to invent goblin-infested tunnels
your own fantasy world and bring it to life, and nothing A pharaoh's pyramid filled with haunted crypts and
brings a D&D world to life more than the creatures secret treasure vaults
that inhabit it. You might read a monster's entry and A lost city in the jungle, overgrown with vines and
be spurred to create an adventure revolving around it, overrun with demons and demon-worshiping cultists
or you might have an awesome idea for a dungeon and The icy tomb of a frost giant king
need just the right monsters to populate it. That's where A filthy, labyrinthine sewer system controlled by a
the Monster Manual comes in handy. gang of wererats
The Monster Manual is one of three books that form
the foundation of the DUNGEONS & DRAGONS game,
THE UNDERDARK

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

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

TOWNS AND CITIES


Some of the best adventures unfold in the cradles of
civilization. Urban settings afford adventurers the
chance to rub shoulders with the rich and powerful, butt
heads with the dregs of society, and peel back the veneer
of civility to see the monstrous evil lurking beneath.
Within a medieval town or city are places as deadly as
any dungeon:
• A clock tower that serves as a base for a guild of
kenku rogues and assassins
• A slavers' den hidden in an orphanage run by a
rakshasa disguised as the headmaster
• A wizard's academy rife with corruption and practi­
tioners of the necromantic arts
A noble's manor where rich, devil-worshiping cultists
gather to perform sacrifices
A temple, vault, or museum watched day and night by
animated constructs

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

THE PLA N E S OF EXISTE N C E


The Abyss. The Nine Hells. The City o f Brass. Such
faraway places beckon high-level adventurers to their
doorsteps, defying the brave and the foolhardy to
overthrow their evil masters and unlock their hidden
mysteries. Many powerful, weird creatures live on other
planes of existence, from orderly modrons to murderous TYPE
demons. When it comes to interesting adventure
locations, not even the sky is the limit when you pass A monster's type speaks to its fundamental nature.
beyond the boundaries of the world: Certain spells, magic items, class features, and other
effects in the game interact in special ways with
A pit fiend's stronghold on Avernus, the first layer of creatures of a particular type. For example, an arrow of
the Nine Hells dragon slaying deals extra damage not only to dragons
• A haunted castle in the Shadowfell that serves as a but also other creatures of the dragon type, such as
shadow dragon's lair dragon turtles and wyverns.
An elf queen's tomb in the Feywild The game includes the following monster types, which
A djinni's palace on the Elemental Plane of Air, filled have no rules of their own.
with marvelous stolen treasures Aberrations are utterly alien beings. Many of them
A lich's secret demiplane, where the undead archmage have innate magical abilities drawn from the creature's
hides its phylactery and spellbook alien mind rather than the mystical forces of the world.
See the Dungeon Master's Guide for more information The quintessential aberrations are aboleths, beholders,
on the planes of existence. mind flayers, and slaadi.
Beasts are nonhumanoid creatures that are a natural
WHAT MONSTERS TO UsE? part of the fantasy ecology. Some of them have magical
powers, but most are unintelligent and lack any society
Many monsters inhabit dungeons, while others live i n
or language. Beasts include all varieties of ordinary
deserts, forests, labyrinths, and other environments.
animals, dinosaurs, and giant versions of animals.
Regardless of which environment a monster
Celestials are creatures native to the Upper Planes.
traditionally calls home, you can place it anywhere
Many of them are the servants of deities, employed
you want. After all, "fish out of water" stories are
as messengers or agents in the mortal realm and
memorable, and sometimes it's fun to surprise players
throughout the planes. Celestials are good by nature,
with gricks hiding under the desert sands or a dryad
so the exceptional celestial who strays from a good
living in a giant mushroom in the Underdark.
alignment is a horrifying rarity. Celestials include
angels, couatls, and pegasi.
STATI STIC S Constructs are made, not born. Some are
A monster's statistics, sometimes referred to as its stat programmed by their creators to follow a simple set of
block, provide the essential information that you need instructions, while others are imbued with sentience
to run the monster. and capable of independent thought. Golems are the
iconic constructs. Many creatures native to the outer
SIZE plane of Mechanus, such as modrons, are constructs
A monster can b e Tiny, Small, Medium, Large, Huge, shaped from the raw material of the plane by the will of
or Gargantuan. The Size Categories table shows how more powerful creatures.
Dragons are large reptilian creatures of ancient origin
much space a creature of a particular size controls
in combat. See the Player's Handbook for more and tremendous power. True dragons, including the
information on creature size and space. good metallic dragons and the evil chromatic dragons,
are highly intelligent and have innate magic. Also in this
SIZE CAT E GO R I E S category are creatures distantly related to true dragons,
but less powerful, less intelligent, and less magical, such
Size Space Examples
2112 by 21/2 ft.
as wyverns and pseudodragons.
Tiny I m p, sprite Elementals are creatures native to the elemental
Small 5 by 5 ft . Giant rat, goblin planes. Some creatures of this type are little more than
Medium 5 by 5 ft. Ore, werewolf animate masses of their respective elements, including
Large 10 by 10 ft. H ippogriff, ogre the creatures simply called elementals. Others have
Huge l S by l S ft. Fire giant, treant biological forms infused with elemental energy. The
Gargantuan 20 by 20 ft. or larger Krake n , purple worm races of genies, including djinn and efreet, form the
most important civilizations on the elemental planes.
Other elemental creatures include azers, invisible
M O D I FYI N G CREAT U R E S
stalkers, and water weirds.
Despite the versatile collection of monsters i n t h i s book, Fey are magical creatures closely tied to the forces of
you might be at a loss when it comes to fi n d i n g the perfect
nature. They dwell in twilight groves and misty forests.
creature for part of an adventure. Feel free to tweak an
existing creature to m a ke it into something more useful for
In some worlds, they are closely tied to the Feywild, also
you, perhaps by borrowing a trait or two from a d ifferent called the Plane of Faerie. Some are also found in the
monster or by using a variant or template, such as the Outer Planes, particularly the planes of Arborea and the
ones in this book. Keep in mind that modifying a monster, Beastlands. Fey include dryads, pixies, and satyrs.
including when you apply a template to it, m ight change its Fiends are creatures of wickedness that are native
challenge rating. to the Lower Planes. A few are the servants of deities,
For advice on how to customize creatures and calculate but many more labor under the leadership of archdevils
their challenge ratings, see the Dungeon Master's Guide. and demon princes. Evil priests and mages sometimes

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.

LANGUAGE S EXPE R I ENCE PO I NTS BY CH A L L ENGE RAT I NG

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.

MELEE AND RANGED ATTACKS


The most common actions that a monster will take in
combat are melee and ranged attacks. These can be
spell attacks or weapon attacks, where the "weapon"
might be a manufactured item or a natural weapon, such monster's turn, it regains the use of that ability if it rolls
as a claw or tail spike. For more information on different a 5 or 6 on a d6.
kinds of attacks, see the Player's Handbook. Recharge after a Short or Long Rest. This notation
Creature vs. Target. The target of a melee or ranged means that a monster can use a special ability once and
attack is usually either one creature or one target, then must finish a short or long rest to use it again.
the difference being that a "target" can be a creature
or an object. EQ,!!!_P MENT
Hit. Any damage dealt or other effects that occur as A stat block rarely refers to equipment, other than armor
a result of an attack hitting a target are described after or weapons used by a monster. A creature that custom­
the "Hit" notation. You have the option of taking average arily wears clothes, such as a humanoid, is assumed to
damage or rolling the damage; for this reason, both the be dressed appropriately.
average damage and the die expression are presented. You can equip monsters with additional gear and trin­
Miss. If an attack has an effect that occurs on a miss, kets however you like, using the equipment chapter of
that information is presented after the "Miss:" notation. the Player's Handbook for inspiration, and you decide
how much of a monster's equipment is recoverable after
MuLTIATTACK
the creature is slain and whether any of that equipment
A creature that can make multiple attacks on its turn
is still usable. A battered suit of armor made for a mon­
has the Multiattack action. A creature can't use Multiat­
ster is rarely usable by someone else, for instance.
tack when making an opportunity attack, which must be
If a spellcasting monster needs material components
a single melee attack.
to cast its spells, assume that it has the material compo­
A MMUNITION nents it needs to cast the spells in its stat block.
A monster carries enough ammunition to make its
ranged attacks. You can assume that a monster has 2d4 L E G E N DA RY C REATUR E S
pieces of ammunition for a thrown weapon attack, and A legendary creature can do things that ordinary crea­
2d10 pieces of ammunition for a projectile weapon such tures can't. It can take special actions outside its turn,
as a bow or crossbow. and it might exert magical influence for miles around.
If a creature assumes the form of a legendary crea­
REACTIONS ture, such as through a spell, it doesn't gain that form's
If a monster can d o something special with its reaction, legendary actions, lair actions, or regional effects.
that information is contained here. If a creature has no
special reaction, this section is absent. LEGENDARY ACTIONS
A legendary creature can take a certain number of
LIMITED USAGE special actions-called legendary actions-outside its
Some special abilities have restrictions on the number turn. Only one legendary action option can be used at
of times they can be used. a time and only at the end of another creature's turn. A
X/Day. The notation "X/Day" means a special ability creature regains its spent legendary actions at the start
can be used X number of times and that a monster must of its turn. It can forgo using them, and it can't use them
finish a long rest to regain expended uses. For example, while incapacitated or otherwise unable to take actions.
"l/Day" means a special ability can be used once and If surprised, it can't use them until after its first turn
that the monster must finish a long rest to use it again. in the combat.
Recharge X-Y. The notation "Recharge X-Y" means
a monster can use a special ability once and that the A LEGENDARY C REATURE ' S LAIR
ability then has a random chance of recharging during A legendary creature might have a section describing
each subsequent round of combat. At the start of each its lair and the special effects it can create while there,
of the monster's turns, roll a d6. If the roll is one of the either by act of will or simply by being present. Such a
numbers in the recharge notation, the monster regains section applies only to a legendary creature that spends
the use of the special ability. The ability also recharges a great deal of time in its lair.
when the monster finishes a short or long rest.
For example, "Recharge 5-6" means a monster can LAIR ACTIONS
use the special ability once. Then, at the start of the If a legendary creature has lair actions, it can use them
to harness the ambient magic in its lair. On initiative
G RAPPLE R U L E S FOR MO N STERS count 20 (losing all initiative ties), it can use one of its
M any mon sters have special attacks that al low them to lair action options. It can't do so while incapacitated or
q u ickly grapple prey. When a monster hits with such a n otherwise unable to take actions. If surprised, it can't
attack, i t doesn't need t o make an additional abil ity check to use one until after its first turn in the combat.
determ ine whether the grapple succeeds, u n less the attack
says otherwise. R E GIONAL E F F E CTS
A crea ture g ra ppled by the monster can use its acti on to try The mere presence of a legendary creature can have
to escape. To do so, it must succeed on a Strength (Athletics) strange and wondrous effects on its environment, as
monster' s stat bl ock. If no escape D C is gi ven, assume the
or Dexterity (Acrobatics) check against the escape DC i n the
noted in this section. Regional effects end abruptly or
DC i s 10 + the monster's Strength (Athletics) modifier. dissipate over time when the legendary creature dies.

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.

Skills Perception +5 SU M M O N I N G A I R ELE M E NTALS


Senses passive Perception 1 5 Five aarakocra with i n 3 0 feet o f each other c a n magically
Languages Aarakocra, Auran summon an air elemental . Each of the five m ust use its
Challenge 1/4 (50 X P) action and movement on three consecutive turns to perform
an aerial dance and m ust m ai ntain concentration while
doing so (as if concentrating on a spel l ) . When a l l five have
Dive Attack. If the aarakocra is flying and dives at least 30 feet
fi n ished their third turn of the dance, the elemental appears
straight toward a ta rget and then h its it with a melee weapon
i n an u noccupied space withi n 60 feet of them. It is friendly
attack, the attack deals an extra 3 ( l d 6) damage to the target.
toward them and obeys their spoken commands. It remains
for 1 hour, u ntil it or a l l its s u m moners die, or u ntil any of
ACT I O N S
its s u m moners dismisses it as a bon us action. A s u m moner
Talon. Melee Weapon Attack: + 4 to h it, reach 5 ft., one target. can't perform the dance aga i n u ntil it fi n ishes a short rest.


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.

urally fouled. Enemies of the aboleth that drink such


When they consume other creatures, aboleths add
water vomit it within minutes.
the knowledge and experiences of their prey to their
As an action, the aboleth can create an illusory image
eternal memories.

of itself within 1 mile of the lair. The copy can appear


Aboleths use their telepathic powers to read the minds
at any location the aboleth has seen before or in any
of creatures and know their desires. An aboleth uses
location a creature charmed by the aboleth can cur­
this knowledge to gain a creature's loyalty, promising to
rently see. Once created, the image lasts for as long
fulfill such wants in exchange for obedience. Within its
as the aboleth maintains concentration, as if concen­
lair, the aboleth can further use its powers to override
trating on a spell. Although the image is intangible,
senses, granting creatures, such as its followers, the
it looks, sounds, and can move like the aboleth. The
illusion of promised rewards.
aboleth can sense, speak, and use telepathy from the
Enemies ofthe Gods. The aboleths' fall from power
image's position as if present at that position. If the
is written in stark clarity on their flawless memories,
image takes any damage, it disappears.
for aboleths never truly die. If an aboleth's body is
destroyed, its spirit returns to the Elemental Plane If the aboleth dies, the first two effects fade over the
of Water, where a new body coalesces for it over course of 3d10 days.
days or months.
Ultimately, aboleths dream of overthrowing the


gods and regaining control of the world. Aboleths have
had untold eons to plot and to prepare their plans for
perfect execution.

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.

Divine Awareness. The planetar knows if it hears a lie.


PLANETAR
Large celestial, lawful good Innate Spel/casting. The planetar's spellcasting abil ity i s
Charisma (spel l save DC 20). The planetar can i n n ately cast the
Armor Class 1 9 (natural armor) followi ng spel l s , req u iring no material com ponents:
Hit Points 200 ( 1 6 d l 0 + 1 1 2)
Speed 40 ft., fly 1 20 ft. At will: detect evil and good, invisibility (self on ly)
3/day each: blade barrier, dispel evil and good, flame strike,
STR DEX CON INT WIS CHA raise dead
24 (+7) 20 (+5) 24 (+7) 1 9 (+4) 22 (+6) 25 (+7) l/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving
Saving Throws Con +12, Wis +l l , Cha +12 th rows against spells and other magical effects.
Skills Perception + 1 1
Damage Resistances radiant; bludgeoning, piercing, and ACTI O N S
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened Multiattack. The planetar m a kes two melee attacks.
Senses truesight 1 20 ft., passive Perception 21
Languages all, telepathy 120 ft.
Greatsword. Melee Weapon Attack: +1 2 to h it, reach 5 ft.,
one target. Hit: 21 (4d6 + 7) slashing d a mage plus 22 (5d8)
Challenge 1 6 (1 5,000 X P) rad iant damage.

Healing Touch (4/Day). The planetar touches another creature.


Angelic Weapons. The pla netar's weapon attacks a re magical.
fi
The target magically regai n s 30 (6d8 + 3) hit poi nts and is freed
When the planetar h its with any weapon, the weapon deals a n ro m a n y c u rs e , d '1 s e a se , po i s o n , bl'1 n d n e s s , o r d e a fin e s s .
·

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.

Greatsword. Melee Weapon Attack: +l S to hit, reach S ft.,


SOLAR one target. Hit: 22 (4d6 + 8) slashing d a mage plus 27 (6d8)
Large celestial, lawful good
rad iant d a m age.
Armor Class 21 (natural armor) Slaying Longbow. Ranged Weapon Attack: + 13 to h it, range
Hit Points 243 (18dl0 + 1 44) l S0/600 ft., one target. Hit: l S (2d8 + 6) piercing damage plus
Speed SO ft., fly l SO ft. 27 (6d8) rad iant damage. I f the target is a creature that has 1 00
h it poi nts or fewer, it must succeed on a DC l S Constitution
STR DEX CON INT WIS CHA savi ng th row or die.
26 (+ 8 ) 22 (+6) 26 (+8) 2 S (+7) 2 S (+7) 30 (+1 0)
Flying Sword. The solar releases its greatsword to hover
Saving Throws l nt +l 4, Wis +14, Cha +1 7 magically i n an unoccupied space within S feet of it. If the solar
Skills Pe rcepti on +14 can see the sword, the solar can menta l ly com mand it as a
Damage Resistances radiant; bludgeoning, pie rci ng and , bonus action to fly up to SO feet and either make one attack
slashing from nonmagical attacks against a target or return to the sol a r's hands. If the hovering
Damage Immunities necrotic, poison sword is targeted by any effect, the solar is considered to be
Condition Immunities charmed, exhaustion, hold i n g it. The hovering sword fa lls if the solar d i es.
frightened, poisoned
Senses truesight 1 20 ft., passive Perception 24 Healing Touch (4/Day). The solar touches another creature.
Languages all, telepathy 1 20 ft. The target magica lly regains 40 (8d8 + 4) hit points and is freed
Challenge 21 (33,000 XP) from any curse, d isease, poison, b l i nd ness, or d eafness.

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

Searing Burst (Costs 2 Actions). The solar em its magical, divine


req u iring no materia l com ponents: unoccupied space it can see.

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

Blinding Gaze (Costs 3 Actions). The solar targets one creature


Magic Resistance. The solar has advantage on saving throws as much d a m age on a successful one.
against spells and other magical effects.
it can see within 30 feet of it. If the target can see it, the
ACT I O N S target m ust succeed o n a DC l S Constitution saving throw


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.

False Appearance. While the a rmor remai ns motionless, it is


i n d isti nguishable from a normal suit of armor.

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.
=======

ANI M ATED OBJ ECTS


c1-1 EST W ERE Tl-I E
,· Lv 1N ' NE )(TC ATOp' NT \-IES coR NB '-"• OE 1-11 M SEl.. F,
SO NES O F C.H 'r't lS nUS
n..i ' ,.., TV sw OR O.
S TILL CLUT V SU R PR ISE WI-' EN T '"" E 8 L/\0E
IM AG INE M 1-11 s s oNV GR AS P· I

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.

FLYING SWORD STR DEX CON I NT WIS CHA


Small construct, unaligned 1 7 (+3) 14 (+2) 10 (+O) 1 (-S) 3 (-4) l (-S)

Armor Class 1 7 (natural a rmor) Damage Immunities poison, psychic


Hit Points 17 (Sd6) Condition Immunities blinded, charmed, deafened, frightened,
Speed 0 ft. , fly SO ft. (hover) paralyzed , petrified , poisoned
Senses blindsight 60 ft. (blind beyond this radius),
STR DEX CON I NT WIS CHA
s
passive Perception 6
12 (+l ) l S (+2) 11 (+O) 1 (-S ) (-3) l (-S ) Languages -
Challenge 2 (4SO XP)
Saving Throws Dex +4
Damage Immunities poison, psychic
Condition Immunities b l i n d e d , charmed, deafened, frightened, Antimagic Susceptibility. The rug is incapacitated while in
paralyzed, petrified, poisoned the a rea of an antimagicfield. I f targeted by dispel magic, the
Senses b l i ndsight 60 ft. ( b l i nd beyond this rad i u s) , rug m ust succeed on a Constitution saving throw against the
passive Perception 7 caster's spell save DC or fall unconscious for 1 m i nute.
Languages -
Damage Transfer. While it is grappling a creature, the rug takes
Challenge 1/4 (SO XP)
only half the damage dealt to it, and the creature grappled by
the rug takes the other half.
Antimagic Susceptibility. The sword is incapacitated while in
False Appearance. While the rug remains motion less, it i s
the area of a n antimagicfield. I f targeted by dispel magic, the
i nd istinguishable from a n o r m a l rug.
sword must succeed on a Constitution saving th row against
the caster's spell save DC or fall unconscious for 1 m i nute.
ACTI O N S
False Appearance. While the sword remains motionless and Smother. Melee Weapon Attack: +S to hit, reach S ft. , one
isn't flying, it i s ind istinguishable from a normal sword. M e d i u m or smaller creature. Hit: The creature i s grappled
(escape DC 1 3) . Until this grapple ends, the target is restrained,
ACTI O N S blinded, and at risk of suffocating, and the rug can't s mother
Longsword. Melee Weapon Attack: + 3 to h it, reach S ft. , one


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

Armor Class 14 (natural a rmor) , 1 1 while prone


Hit Points 39 (6d l 0 + 6)
Speed 30 ft., b u rrow 10 ft.

STR DEX CON I NT WIS CHA


1 7 (+3) 1 1 (+O) 13 (+l ) 1 (-5) 13 (+l ) 6 (-2)

Senses darkvision 60 ft. , tre morsense 60 ft. ,


passive Perception 1 1
Languages -
Challenge 2 (450 XP)

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.

Acid Spray (Recharge 6). The an kheg spits acid in a l i ne that is


30 feet long and 5 feet wide, provided that it has no creature
grappled. Each creature i n that l i ne must make a DC 1 3
Dexterity saving throw, taking 1 0 (3d6) acid damage o n a fa iled
save, or half as much d amage on a successful one.

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.

Heated Weapons. When the azer h its with a metal melee


weapon, it deals an extra 3 ( l d 6) fi re damage (included in
the attack).

Illumination. The azer sheds bright l ight in a 1 0 -foot rad i u s and


d i m l ight fo r an additional 1 0 feet.

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.

Incorporeal Movement. The banshee can move through other


BANSHEE creatures and objects as if they were d ifficult terra in. She takes
Medium undead, chaotic evil
5 ( l d l O) force damage if she ends her turn inside an object.
Armor Class 1 2 ACT I O N S
Hit Points 5 8 ( 1 3d8)
Speed 0 ft., fly 40 ft. (hover) Corrupting Touch. Melee Spell Attack: + 4 to h it, reach 5 ft., one
target. Hit: 1 2 (3d6 + 2) necrotic damage.
STR DEX CON I NT WIS CHA Horrifying Visage. Each non-u ndead creature within 60 feet of
1 (-5) 14 {+2) 10 (+O) 1 2 (+1) 11 (+O) 1 7 (+3)
the banshee that can see her m ust succeed on a DC 13 Wisdom
saving throw or be frightened for 1 min ute. A frightened target
Saving Throws Wis +2, Cha +5
can repeat the saving th row at the end of each of its turns,
Damage Resistances acid, fi re , lightning, thu nder; bl udgeoni ng,
with disadvantage if the banshee is with i n line of sight, ending
piercing, and slashing from non magical attacks
the effect on itself on a success. If a target's saving throw is
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, successful or the effect ends for it, the target is i m m u n e to the
grappled, paralyzed, petrified, poisoned, prone, restrained banshee's Horrifying Visage for the next 24 hours.
Senses d arkvision 60 ft., passive Perception 10 Wail (1/Day). The banshee releases a mournful wai l , provided
Languages Common, Elvish that she isn't i n s u n light. This wai l has no effect on constructs
Challenge 4 ( 1 ,100 XP) and undead. All other creatures with i n 30 feet of her that can
hear her m ust make a D C 13 Constitution saving throw. On
Detect Life. The banshee can magically sense the presence of a failure, a creature d rops to 0 hit points. On a success, a
creatures u p to 5 miles away that a ren't undead or constructs. creature takes 10 (3d6) psychic damage.
She knows the d i rection they're i n but not their exact locations.

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

Armor Class 17 (natural a rmor)


Hit Points 1 68 (l 6dl 2 + 64)
Speed 50 ft., c l i m b 40 ft.

STR DEX CON I NT WIS CHA


23 (+6) 16 (+3) 18 (+4) 7 (-2) 1 4 (+2) 12 (+l)

Skills Perception +6, Stealth +7


Damage I mmunities l ightn ing
Senses darkvision 90 ft., passive Perception 1 6
Languages D raconic
Challenge 1 1 (7,200 X P) BEHIR
The serpentine behir crawls along floors and clambers
AC T I O N S up walls to reach its prey. Its lightning breath can
incinerate most creatures, even as more powerful foes
Multiattack. The behir makes two attacks: one with its bite and
are constricted in its coils and eaten alive.
one to constrict.
A behir's monstrous form resembles a combination
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. of centipede and crocodile. Its scaled hide ranges from
Hit: 22 (3dl0 + 6) piercing damage. ultramarine to deep blue in color, fading to pale blue on
Constrict. Melee Weapon Attack: +1 0 to h it, reach 5 ft., one its underside.
Large or s m a l l er creature. Hit: 17 (2d l 0 + 6) bludgeoning Cavern Predators. Behirs lair in places inaccessible
d a m age plus 1 7 (2d l 0 + 6) slashing damage. The target is to other creatures, favoring locations where would-be
grappled (escape DC 1 6) ifthe behir isn't a l ready constricting a intruders must make a harrowing climb to reach them.
creature, and the target is restrained until this grapple ends. Deep pits, high caves in cliff walls, and caverns reached
only by narrow, twisting tunnels are prime sites for a
Lightning Breath (Recharge 5-6). The behir exhales a l i ne of behir ambush. A behir's dozen legs allow it to scramble
l ightni n g that is 20 feet long and 5 feet wide. Each creature
through its lair site with ease. When not climbing, it
in that line m ust make a DC 16 Dexterity saving throw, taking
moves even faster by folding its legs beside its body and
66 ( 1 2d l 0) l ightn ing d a m age on a failed save, or half as much
slithering like a snake.
d a mage on a successfu l one.
Behirs swallow their prey whole, after which they
Swallow. The behir makes one bite attack against a Medium or enter a period of dormancy while they digest. While
smaller target it is grappling. I f the attack hits, the target is also dormant, a behir chooses a hiding place where intruders
swal lowed, and the grapple ends. While swallowed , the target in its lair might overlook it.
i s b l i nded and restrained, it has total cover against attacks Foes ofthe Dragons. In times long forgotten,
and other effects outside the beh i r, and it takes 21 (6d6) acid giants and dragons engaged in seemingly endless
d amage at the start of each of the behir's turns. A beh i r can war. Storm giants created the first behirs as weapons
have only one creature swal lowed at a time. against the dragons, and behirs retain a natural hatred
I f the behir takes 30 damage or more on a single turn from for dragonkind.
the swallowed creature, the behir m ust succeed on a DC 1 4
A behir never makes its lair in an area it knows to be
Constitution saving throw a t the end of that turn o r regu rgitate
inhabited by a dragon. If a dragon attempts to establish
the creature, which fal l s prone in a space with in 10 feet of
a lair within a few dozen miles of a behir's lair, the behir
the behir. If the behir d ies, a swallowed creature is no longer
is compelled to kill the dragon or drive it off. Only if the
restrai ned by it and can escape from the corpse by using 15 feet
of movement, exiting prone. dragon proves too powerful to fight does a behir back
down, seeking out a new lair site a great distance away.

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

appendages until initiative count 20 on the round after


on wider conquest. As each settlement falls, the death
next. Each creature of the beholder's choice that starts
tyrant's zombie forces build to overwhelming numbers.
its turn within 10 feet of such a wall must succeed
Undead Nature. A death tyrant doesn't require air,
on a DC 15 Dexterity saving throw or be grappled.
food, drink, or sleep.
Escaping requires a successful DC 15 Strength
(Athletics) or Dexterity (Acrobatics) check. A DEATH TYRANT'S LAIR
• An eye opens on a solid surface within 60 feet of the
beholder. One random eye ray of the beholder shoots A death tyrant's lair i s usually the same site i t held as
from that eye at a target of the beholder's choice that it a beholder, but it contains more trappings of death
can see. The eye then closes and disappears. and decay. A death tyrant encountered in its lair has a
challenge rating of 1 5 (1 3,000 XP).
The beholder can't repeat an effect until they have
all been used, and it can't use the same effect two LAIR ACTIONS
rounds in a row. When fighting inside its lair, a death tyrant can invoke
the ambient magic to take lair actions. On initiative
R E GIONAL EFFECTS
count 20 (losing initiative ties), the death tyrant can take
A region containing a beholder's lair is warped by the one lair action to cause one of the following effects:
creature's unnatural presence, which creates one or
more of the following effects: An area that is a 50-foot cube within 1 2 0 feet of the
tyrant is filled with spectral eyes and tentacles. To
Creatures within 1 mile of the beholder's lair some­ creatures other than the death tyrant, that area is
times feel as if they're being watched when they aren't. lightly obscured and difficult terrain until initiative
• When the beholder sleeps, minor warps in reality count 20 on the next round.
occur within 1 mile of its lair and then vanish 24 • Walls sprout spectral appendages until initiative
hours later. Marks on cave walls might change subtly, count 20 on the round after next. Any creature, includ­
an eerie trinket might appear where none existed ing one on the Ethereal Plane, that is hostile to the
before, harmless slime might coat a statue, and so tyrant and starts its turn within 10 feet of a wall must
on. These effects apply only to natural surfaces and to succeed on a DC 17 Dexterity saving throw or be grap­
nonmagical objects that aren't on anyone's person. pled. Escaping requires a successful DC 17 Strength
If the beholder dies, these effects fade over the course (Athletics) or Dexterity (Acrobatics) check.
of ldlO days. • A spectral eye opens in the air at a point within 50 feet
of the tyrant. One random eye ray of the tyrant shoots
DEATH TYRANT from that eye, which is considered to be an ethereal
On rare occasions, a beholder's sleeping mind drifts to source, at a target of the tyrant's choice. The eye then
places beyond its normal madness, imagining a reality closes and disappears.
in which it exists beyond death. When such dreams take The death tyrant can't repeat an effect until all three
hold, a beholder can transform, its flesh sloughing away have been used, and it can't use the same effect on
to leave a death tyrant behind. This monster possesses consecutive rounds.
the cunning and much of the magic it had in life, but it is
fueled by the power of undeath. R E GIONAL E FFECTS
A death tyrant appears as a massive, naked skull, with A region containing a death tyrant's lair is warped by
a pinpoint of red light gleaming in its hollow eye socket. the creature's unnatural presence, which creates one or
With its eyestalks rotted away, ten spectral eyes hover more of the following effects:
above the creature and glare in all directions. • Creatures within 1 mile of the tyrant's lair sometimes
Deathly Despot. As they did when they were feel as if they're being watched even when they aren't.
beholders, death tyrants lord their power over other • When a creature hostile to the tyrant and aware of
creatures. Moreover, a beholder's ability to quash its existence finishes a long rest within 1 mile of the
magical energy with its central eye gives way to a more tyrant's lair, roll a d20 for that creature. On a roll of 10
sinister power in a death tyrant, which can transform or lower, the creature is subjected to one random eye
former slaves and enemies into undead servants. ray of the tyrant.
Zombies created by a death tyrant are used and
discarded as needed. They stand guard at the entrances If the death tyrant dies, these effects fade over the
to the death tyrant's lair or guard its treasure vaults. course of ldlO days.

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

7 . Charm Ray. The targeted creature m ust succeed on a DC


points, its body becomes a pile of fi n e gray dust.
I f the ta rget is a Large or smaller nonmagical object or
1 6 Wisdom saving throw or be charmed by the beholder for 1 creation of m agical force, it i s disi ntegrated without a saving
hour, or u ntil the beholder harms the creature.
2. Paralyzing Ray. The targeted creature must succeed on a
throw. I f the target i s a H uge o r l a rger object or creation of
magical force, this ray disi ntegrates a 1 0 -foot cube of it.
DC 1 6 Constitution saving th row or be paralyzed for 1 m i n ute. 70. Death Ray. The targeted creature m ust succeed on a DC
The target can repeat the saving th row at the end of each of its 16 Dexterity saving throw or take SS ( l O d l O) necrotic damage.
turns, ending the effect on itself o n a success.
3. Fear Ray. The targeted creature m ust succeed on a DC 1 6
The target d ies if the ray reduces it to 0 hit points.

Wisdom saving throw o r be frightened fo r 1 m i nute. The target L E G E N DARY ACTI O N S


can repeat the saving throw at the end of each of its turns, The beholder can take 3 legendary actions, using the Eye Ray
ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a
option below. It can take only one legendary action at a time
and only at the end of another creature's turn. The beholder
DC 1 6 Dexterity saving th row. On a failed save, the target's regai n s spent legendary actions at the start of its turn.
speed is halved for 1 m in ute. In addition, the creatu re can't
take reactions, and it can take either an action or a bonus Eye Ray. The beholder uses one random eye ray.

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

7 . Charm Ray. The targeted creature m ust succeed on a DC


th row. I f the target is a H uge or l a rger object or creation of
magical force, this ray disi ntegrates a 1 0 -foot cube of it.
17 Wisdom saving throw or be charmed by the tyrant for l 7 0. Death Ray. The ta rgeted creature m ust succeed on a DC
hour, or until the beholder harms the creature.
2. Paralyzing Ray. The targeted creature m ust succeed on a
1 7 Dexterity saving th row or take 55 ( l O d l O) necrotic da mage.
The target dies if the ray reduces it to 0 hit points.
DC 1 7 Constitution saving th row or be paralyzed for l m i n ute.
The target can repeat the saving throw at the end of each of its LEG EN DA RY ACT I O N S
turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature m ust succeed on a DC 1 7
The death tyrant can take 3 legendary actions, using the Eye
Ray option below. It can take only one legendary action at a
Wisdom saving throw or b e frightened for l m i n ute. The target
time and only at the end of another creature's turn. The tyrant
can repeat the saving throw at the end of each of its turns,
regains spent legendary actions at the start of its turn.

..
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.

its action to m a ke a melee or ranged attack against a randomly


SPECTATOR determi ned creature wit h i n range. I f the target can't attack, it
Medium aberration, lawful neutral
does nothing on its turn.
2. Paralyzing Ray. The target must succeed on a DC 1 3
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 1 2) Constitution saving th row o r b e paralyzed for l m i nute. The
Speed 0 ft., fly 30 ft. (hover) target can repeat the savi ng throw at the end of each of its
turns, ending the effect on itself on a success.
STR DEX CON I NT WIS CHA 3. Fear Ray. The target must succeed on a DC 13 Wisdom
8 (-1 ) 14 (+2) 14 (+2) 1 3 (+l) 14 (+2) 11 (+O) saving th row or be frightened for l m i n ute. The target can
repeat the saving th row at the end of each of its turns, with
Skills Perception + 6 disadvantage ifthe spectator is visible to the target, ending the
effect on itself on a success.
4. Wounding Ray. The target must make a DC 13 Constitution
Condition Immunities p rone
Senses d arkvision 1 20 ft., passive Perception 1 6
Languages Deep Speech, Undercommon, telepathy 120 ft. savin g throw, taking 16 (3dl0) necrotic d amage o n a fa iled
Challenge 3 (700 XP) save, or half as much damage on a successfu l one.

Create Food and Water. The spectator magically creates


ACTI O N S enough food and water to sustain itself for 24 hours.

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

7 . Confusion Ray. The ta rget must succeed on a DC 13


instead of the spectator. If the spell forced a saving th row, the
chosen creature makes its own save. I f the spell was an attack,


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::=====
=:::::= ====
=== ====
== ====
=== ====
== ====
== ====
== �====:
== :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.

STR DEX CON I NT WIS CHA


6 (-2) 13 (+l ) 12 (+l ) 4 (-3) 8 (-1 ) 3 (-4)

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)

Armor Class 1 2 (natural armor)


Hit Points 1 1 (2d8 + 2) False Appearance. While the bl ight remains motionless, it is
Speed 30 ft. i ndistinguishable from a tangle of vines.

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.

3/day each: alter self, command, detect magic


l/day: plane shift (self on ly)
Medium fiend, any evil alignment
ACT I O N S
Armor Class 1 9 (scale mail)
Hit Points 82 (11 d8 + 33) Multiattack. The cam bion makes two melee attacks o r uses its
Speed 30 ft., fly 60 ft. Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to h it, reach 5 ft. or


STR DEX CON INT WIS CHA
range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or
18 (+4) 18 (+4) 16 (+3) 1 4 (+2) 1 2 (+l ) 16 (+3)
8 ( l d8 + 4) piercing damage if used with two hands to make a
melee attack, plus 3 (l d6) fi re damage.
Saving Throws Str +7, Con +6, I nt +5, Cha +6
Skills Deception +6, I ntimidation +6, Perception +4, Stealth +7 Fire Ray. Ranged Spell Attack: +7 to h it, range 1 20 ft. , one
Damage Resistances cold, fi re, lightning, poison; bludgeon i ng, target. Hit: 10 (3d6) fi re damage.
piercing, a n d slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 1 4 Fiendish Charm. One hu manoid the cam bion can see within
Languages Abyssa l , Common, I nfernal 30 feet of it m ust succeed on a DC 14 Wisdom saving throw or
Challenge 5 (l ,800 X P) be m agically charmed for l day. The charmed target obeys the
cambion 's spoken commands. I f the target suffers a ny harm
from the cambion or a nother creature o r receives a suicidal
Fiendish Blessing. The AC of the cambion i ncludes its com mand from the cambion, the target can repeat the savi ng
Charisma bonus. throw, ending the effect on itself on a success. I f a target's

• Innate Spellcasting. The cambion's spellcasting abil ity is


Charisma (spell save DC 14). The cam bion can innately cast the
fol lowing spells, req u i ring no mate rial components:
savi ng throw i s successfu l , or if the effect ends fo r it, the
creature is i m m u ne to the cambion's Fiendish Charm fo r the
next 24 hours.
c:===========
= ====
= ====
= ========
= ====
= ====
= ========
= ====
= = ��

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
"l HEAR CEN TAUR VE NT UR ER
110 0 VES F F U R
A HAL
- BATLE V Su w.1ENERFOVEROTR' EAD O Y,
w HO N oF SuN o N
ow
avlRv lL GR AV BOR

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=:===
====
=::=: ====
=== ====
=== ====i
=== can peacefully live out the rest of its days.
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

Claws. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.


off an attack prematurely and leaving a creature
wounded and terrified before returning to finish it off.
Hit: 1 1 (2d6 + 4) slashing damage.
Servant ofEvil. Though chimeras are far from
Fire Breath (Recharge 5-6). The d ragon head exhales fi re i n a cunning, their draconic ego makes them susceptible to
1 5-foot cone. Each creature in that area must make a DC 1 5 flattery and gifts. If offered food and treasure, a chimera
Dexterity saving throw, taking 3 1 (7d8) fi re d amage o n a failed might spare a traveler. A villain can lure a chimera into
save, or half as much damage on a successfu l one. service by keeping it well fed and its treasure hoard
well stocked.

C H J M E RA
'39
CHUUL
Large aberration, chaotic evil

Armor Class 16 (natural a rmor)


Hit Points 93 ( l l d l O + 33)
Speed 30 ft. , swim 30 ft.

STR DEX CON I NT WIS CHA


19 (+4) 1 0 (+O) 16 (+3) 5 (-3) 11 (+O) 5 (-3)

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)

Amphibious. The chuul can breathe a i r and water.


Sense Magic. The chuul senses magic within 1 20 feet of it at
will. This trait otherwise works l ike the detect magic spell but
isn't itself magical.

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

Armor Class 14 (natu ral armor)


Hit Points 78 ( 1 2d l 0 + 1 2)
Speed 1 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA


1 7 (+3) 1 5 (+2) 12 (+l) 1 3 (+l) 1 2 (+l ) 14 (+2)

Skills Stealth +5
Senses darkvision 60 ft., passive Perception 1 1
Languages Deep Speech, U nd ercommon
Challenge 8 (3,900 XP)

Damage Transfer. While attached to a creature, the cloaker


takes only half the damage dealt to it (rounded down) , and that
creature takes the other half.

False Appearance. While the cloaker remains motionless


without its u nderside exposed, it is i ndisti nguishable from a
dark l eather cloak. Cloakers earned their names for the resemblance
Light Sensitivity. While i n bright l ight, the cloaker has they bear to dark leathery cloaks. Lurking in remote
disadvantage on attack rolls and Wisdom (Perception) checks dungeons and caves, these stealthy predators wait
that rely on sight. to slay lone or injured prey stumbling through
the darkness.
ACT I O N S Camouflaged Lurkers. Like a stingray, a cloaker's
Multiattack. The cloaker m a kes two attacks: one with its bite body is composed of cartilage and muscle. With its tail
and one with its tail. and fins unfurled, it flies through darkness and lurks
among the shadows of caverns the same way a stingray
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. , one creature. glides through water and hides on the ocean floor.
Hit: 10 (2d6 + 3) piercing da mage, and if the target is Large or Parallel rows of round, black eyespots run along its back
smal ler, the cloaker attaches to it. If the cloaker has advantage like buttons, and the ivory-colored claws on its cowl
against the target, the cloaker attaches to the target's head,
resemble bone clasps.
and the target is blinded and unable to breathe while the
When a cloaker unfurls and moves to attack, it reveals
cloaker is attached. While attached, the cloa ker can make this
its pale underside and makes its true nature evident.
attack only against the target and has advantage on the attack
Red eyes glow above rows of sharp teeth, and a long
rol l . The cloaker can detach itself by spending 5 feet of its
pendulous tail whips behind it.
movement. A creature, including the target, can take its action
Opportunistic Predators. When hunting, cloakers
to detach the cloaker by succeed ing on a DC 16 Strength check.
glide through the shadows at a safe distance behind
Tail. Melee Weapon Attack: +6 to hit, reach 1 0 ft., one creature. groups of other creatures traversing the Underdark.
Hit: 7 (ld8 + 3) slashing dam age. They follow parties of humanoids to prey on the
Moan. Each creature within 60 feet of the cloaker that can wounded after a battle, or pursue herds of Underdark
hear its moan and that isn't a n a berration must s u cceed on a beasts, attacking the sick, the weak, or the straggling.
DC 1 3 Wisdom savi ng th row or become frightened until the Cloakers strike quickly and consume their meals
end of the cloa ker's next turn. I f a creature's savi ng th row is as swiftly as possible, enveloping and devouring
successfu l , the creature i s i m m u n e to the cloaker's moan for their victims. While it feeds, a cloaker uses its swift,
the next 24 hours whiplike tail for defense, although it rarely takes a stand
against dangerous foes or groups of creatures. As an
Phantasms (Recharges after a Short or Long Rest). The cloaker
added defense, cloakers can create illusory duplicates
magically creates th ree i l l usory d u p l icates of itself if it isn't in
of themselves.
b right light. The dupl icates move with it and m i m i c its actions, '
Haunting Moan. Cloakers' thoughts are alien to other
s hiftin g position so as to make it i mpossible to track which
cloaker is the real one. I f the cloaker is ever i n an area of bright life-forms, and they communicate with one another
l ight, the duplicates disappear. through subsonic moans inaudible to most creatures. At
Whenever any creature targets the cloaker with an attack or higher intensities, a cloaker's haunting moan becomes
a harmful spell while a dupl icate rem ains, that creature rolls audible, evoking sensations of doom and dread in
randomly to determine whether it targets the cloaker or one of creatures that hear it.
the d u pl icates. A creature is u naffected by this magical effect if Cloaker Conclaves. Cloakers prefer isolation, but
it can't see o r if it relies on senses other than sight. they sometimes convene with other cloakers for defense
A dupl icate has the cloaker's AC and uses its saving throws. or to exchange information about new dangers, suitable
If an attack h its a dupl icate, or if a d u p l icate fails a savin g throw hunting grounds, or developments that might affect
aga i n st an effect that deals dam age, the d u p l i cate d isappears. their habitats. When this convergence is complete, the
cloakers separate again.

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

STR DEX CON I NT WIS CHA


6 (-2) 12 (+l ) 1 2 (+l) 2 (-4) 1 3 (+l) 5 (-3)

Senses darkvision 60 ft., passive Perception 1 1 C O C KATRICE


Languages -
Challenge 1/2 ( 1 00 XP) The cockatrice looks like a hideous hybrid o f lizard,
bird, and bat, and it is infamous for its ability to turn
flesh to stone. These omnivores have a diet that consists
ACT I O N S of berries, nuts, flowers, and small animals such as
Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one creature. insects, mice, and frogs-things they can swallow
Hit: 3 (ld4 + 1) piercing damage, and the target m u st succeed whole. They would be no threat to anything else if not
on a DC 11 Constitution saving throw agai nst being magically for their fierce and frenzied response to even a hint of
petrified. On a failed save, the creature begins to turn to stone danger. A cockatrice flies into the face of any threat,
and is restrained. It m ust repeat the savi ng throw at the end of squawking and madly beating its wings as its head darts
out to peck. The smallest scratch from a cockatrice's


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::=
====
=== ====
== ====
== ::::
=== :::i from the injury.

C O C KATRI C E
42
CouATL
Medium celestial, lawful good

Armor Class 1 9 (natural armor)


Hit Points 97 (1 3d8 + 39)
Speed 30 ft., fly 90 ft.

STR DEX CON I NT WIS CHA


1 6 (+3) 20 (+S) 1 7 (+3) 1 8 (+4) 20 (+5) 18 (+4)

Saving Throws Con +5, Wis +7, Cha +6


Damage Resistances radiant
Damage Immunities psychic; bludgeoni n g, piercing, and
slashing from nonmagical attacks
Senses truesight 120 ft. , passive Perception 1 5
Languages a l l , telepathy 1 20 ft.
Challenge 4 (l ,lOO XP)

Innate Spellcasting. The couatl's spellcasti ng a b i l ity is


Charisma (spe l l save DC 14). It can i nn ately cast the following
spells, requ i ring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
C ouATL
3/day each: bless, create food and water, cure wounds, lesser Couatls are benevolent serpentine beings of great
restoration, protection from poison, sanctuary, shield intellect and insight. Their brilliantly colored wings and
l /day each: dream, greater restoration, scrying gentle manner speak to their celestial origins.
Divine Caretakers. Couatls were created as
Magic Weapons. The couatl's weapon attacks are magical.
guardians and caretakers by a benevolent god not
Shielded Mind. The couatl is immune to scryi ng and to a ny worshiped since the dawn of time, and which is
effect that would sense its emotions, read its thoughts, or forgotten now by all but the couatls themselves. Most of
detect its location. the divine mandates given to these beings are long since
fulfilled or failed. However, a number of couatls still
A CTI O N S
watch over ancient power, await fulfillment of prophecy,
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. , one creature. or safeguard the heirs of creatures they once guided
Hit: 8 (1 d6 + 5) pierci ng da mage, and the target must succeed and protected. Regardless of a couatl's task, it prefers to
on a DC 13 Constitution saving th row or be poisoned for remain hidden, revealing itself only as a last resort.
24 hours. U ntil this poison ends, the target i s unconscious. Truth Te/Jers. A couatl can't lie, but it can withhold
Another creature can use a n action to shake the target awake. information, answer questions vaguely, or allow
Constrict. Melee Weapon Attack: +6 to h it, reach 10 ft., one others to jump to the wrong conclusions if doing so is
Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoni ng necessary to protect something, to keep promises, or to
damage, and the ta rget is grappled (escape DC 1 5) . Until this hide the secret of its existence.
grapple ends, the target is restrained, and the couatl can't Ancient and Few. A couatl can live for ages without
constrict a nother target. sustenance, even surviving without air, but these
creatures can die of disease or the passage of time. A
Change Shape. The couatl magically polymorphs i nto a
couatl can sense its end up to a century beforehand, but
humanoid or beast that has a challenge rating equal to or
it has no insight into the manner of its demise.
If a couatl has already accomplished what it set out
less than its own, or back i nto its true form. It reverts to its
true form if it dies. Any equipment it is wearing or carrying is
absorbed or borne by the new form (the couatl's choice) . to do, it accepts its fate. However, if its imminent death
I n a new form, the couatl retai n s its game statistics and endangers the completion of its goals, it actively seeks
abil ity to speak, but its AC, movement modes, Strength, out another couatl with which to produce offspring.
Dexterity, and other actions are replaced by those of the new The mating ritual of couatls is a beautiful and
for m , and it gains any statistics and capabi lities (except class elaborate dance of magic and light, which results in
features, lege n dary actions, and lair actions) that the new a gem-like egg from which a new couatl hatches. The
fo rm has but that it lacks. If the new form has a bite attack, the parent that sought out the mate raises the newborn
couatl can use its bite in that form. couatl and instructs it as to its duties, so that it can
complete whatever task the parent leaves unfinished.

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)

Turn Immunity. The claw is i m m u n e to effects that


turn u ndead.

ACTI O N S

• Claw. Melee Weapon Attack: +3 to h it, reach 5 ft., one


target. Hit : 3 ( l d4 + 1) bludgeon ing o r slashing damage
(claw's choice).
c=::::==:===:i

CRA'l'i LING CLAW


CYC LOPS
Cyclopes are one-eyed giants that eke out a meager
existence in wild lands. Isolationists by nature, they
avoid contact with other races and try to drive away
strangers in their territory.
Nonreligious. Legends claim that the cyclopes are
the spawn of one of the gods of the giants, but these
creatures pay little heed to any deities. They see little
benefit in prayer and dislike ritual, which they perceive
as complex and foreign. However, a cyclops that gains
direct benefit from some site of divine power, or which is
threatened by a supernatural force or creature, will pay
homage as long as the benefit or threat remains.
Unsophisticated. Though they are reasonably
intelligent, cyclopes live simple, reclusive Jives, keeping
herds of animals for food. They prefer to dwell alone
or in small family groups, lairing in caves, ruins, or
rough structures of dry stone construction they build
themselves. A cyclops keeps its herd animals with it at
night, sealing the entrance to its home with boulders to
let it serve double duty as a barn.
A cyclops lairs within a day's journey of other
cyclopes, so that they can meet to trade goods or seek
mates. They craft weapons and tools of wood and stone,
but will use metal when they can find it. Although
cyclopes understand the Giant tongue, they write
nothing and speak little, using grunts and gestures for
their interactions with each other.
Cyclopes don't use money for trade, but they value
gold, shells, and other glittering and colorful objects as
jewelry. A cyclops might wear a necklace strung with
feathers and silver coins, but also with pewter goblets,
cutlery, and other bits of ruined metal.
Unwise. Cyclopes aren't great thinkers or strategists.
Slow to learn and bound to their traditional ways, they
find innovation difficult. Although they are a terrifying
threat in combat due to their size and strength, they can
often be tricked by clever foes.
Cyclopes can be cowed and awed by obvious displays Huge giant, chaotic neutral
of magic. Rustics with little exposure to magic, they can
be deceived into mistaking a warlock, cleric, or other Armor Class 14 (natural armor)
caster for a powerful divine figure. However, their sense Hit Points 1 38 ( 1 2d l 2 + 60)
of pride causes them to react with vengeful, bloodthirsty Speed 30 ft.
violence once they learn that the individual they
assumed was a "god" is a mere mortal. STR DEX CON I NT WIS CHA
22 (+6) 1 1 (+0) 20 (+S) 8 (-1 ) 6 (-2) 10 (+O)

Senses passive Perception 8


Languages Giant
Challenge 6 (2, 300 XP)

Poor Depth Perception. The cyclops has d isadvantage on a ny


attack rol l aga i n st a target more than 30 feet away.

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.

Rock. Ranged Weapon Attack: +9 to hit, range 30/ 1 20 ft. , one


target. Hit: 28 (4d l 0 + 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.

Darkness Aura (1/Day). A 1 5 -foot rad ius of magical d arkness


Echolocation. The d arkmantle can't use its b l i ndsight
extends out from the darkmantle, moves with it, and spreads
while deafened.
around corners. The darkness lasts as long as the da rkmantle
False Appearance. While the d a rkmantle remains motionless, it maintains concentration, u p to 10 m i nutes (as if concentrating
is i nd istinguishable from a cave formation such as a stal actite on a spell). Darkvision can't penetrate this darkness, and no
or stalagmite. natura l l ight can i l l u m i nate it. I f a ny of the darkness overlaps


with an a rea of l ight created by a spell of 2nd level or lower, the
spell creating the light is dispelled.
t:::====
::===::= ====
== ====
=== ====
== ====
== ====
=== ====
== === ======:i

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.

l st level (4 slots) : command, compelled duel, searing smite


DEATH KNIGHT 2nd level (3 s lots): hold person, magic weapon
Medium undead, chaotic evil
3 rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots) : banishment, staggering smite
Armor Class 20 (plate, shield)
Sth level (2 slots): destructive wave (necrotic)
Hit Points 1 80 {1 9d8 + 95)
Speed 30 ft.
ACTI O N S
STR DEX CON I NT WIS CHA Multiattack. The death knight m akes three l ongsword attacks.
20 (+S) 11 (+O) 20 (+S) 12 {+l ) 16 (+3) 1 8 (+4)
Longsword. Melee Weapon Attack: +1 1 to hit, reach S ft. ,
one target. Hit: 9 ( l d 8 + S) s l a s h i n g damage, or 1 0 ( l d l O +
Saving Throws Dex +6, Wis +9, Cha +1 0 S) slashing d amage if used with two hands, plus 1 8 (4d8)
Damage Immunities necrotic, poison
necrotic d amage.
Condition I mmunities exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 1 3 Hellfire Orb (1/Day). The death knight h u rls a magical ball
Languages Abyssal, Common of fi re that explodes at a point it can see within 1 20 feet of it.
Challenge 1 7 (18,000 XP) Each creature in a 20-foot- radius s phere centered on that point
m u st make a DC 18 Dexterity savi ng th row. The sphere spreads
Magic Resistance. The death knight has advantage on savi ng a round corners. A creature takes 35 (l 0d6) fi re d amage and
th rows against s pel ls and other magical effects. 35 (1 0d6) necrotic da mage on a fai led save, or half as m uch
damage on a successful one.
Marshal Undead. U n less the death k night is incapacitated,
it and undead creatures of its choice within 60 feet of it have R EACT I O N S
advantage on savin g th rows against featu res that turn u ndead. Parry. The death kn ight adds 6 to its AC against one melee
Spellcasting. The death knight is a 1 9th-level spel lcaster. Its attack that would hit it. To do so, the death knight m ust see the
spellcasti ng abi lity is Charisma (spell save D C 18, +10 to hit attacker and be wieldi n g a m el ee weapon.
with spell attacks). It has the fol lowing paladin spells prepared:

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

the howl m u st succeed on a DC 1 5 Constitution savi ng throw


DEMILICH or d rop to 0 hit points. On a successful save, the creature is
Tiny undead, neutral evil
frightened until the end of its next turn.
Armor Class 20 (natural armor) Life Drain. The demi lich targets u p to three creatures that it
Hit Points 80 (32d4) can see within 1 0 feet of it. Each target m ust succeed on a DC
Speed 0 ft., fly 30 ft. (hover) 1 9 Constitution saving th row or take 21 (6d6) necrotic damage,
and the demilich regains hit points eq ual to the total dam age
STR DEX CON INT WIS CHA dealt to a l l targets.
1 (-5) 20 (+5) 10 (+O) 20 (+5) 17 (+3) 20 (+5)
L EG E N DA RY A CTI O N S
Saving Throws Con +6, I nt +1 1 , Wis +9, Cha +1 1
The demilich can take 3 legendary actions, choosing from the
Damage Resistances b ludgeoni ng, piercing, a n d slashing from
magic weapons options below. Only one legendary action option can be used
Damage Immunities necrotic, poison, psych ic; b ludgeon i ng, at a time and only at the end of a nother creature's turn. The
pierci ng, and slashing from nonmagical attacks demilich regai n s spent legendary actions at the start of its turn.
Condition Immunities charmed, deafened, exhaustion, Flight. The d e m ilich fl ies u p to half its flying speed.
frightened, paralyzed, petrified, poisoned, prone, stun ned Cloud of Dust. The demilich magically swirls its d usty remains.
Senses truesight 1 20 ft., passive Perception 1 3 Each creature with i n 1 0 feet of the demi lich, including around
Languages - a corner, must succeed on a DC 15 Constitution saving th row
Challenge 1 8 (20,000 XP) o r be b l i nded until the end of the demi l ich's next turn. A
creature that succeeds on the saving throw is i m m u ne to this

Energy Drain (Costs 2 Actio ns) . Each creature within 30 feet


Avoidance. I f the demilich is s u bjected to an effect that al lows effect u ntil the end of the d e m i l ich's next turn.
it to make a savi ng th row to take only half damage, it instead
of the demilich must make a DC 1 5 Constitution savi ng
takes no d a mage if it succeeds on the savi ng th row, and only
throw. On a failed save, the creature's hit point maxi m u m
half damage if it fa ils .
is magically reduced b y 1 0 (3d6). If a creature's h i t point
Legendary Resistance (3/Day). If the demi lich fai l s a saving maxi m u m is reduced to 0 by this effect, the creature dies.
th row, it can choose to succeed i n stead. A creature's hit point maxi m u m can be restored with the

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,

• forever unchanging except by his will.

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 .

Saving Throws Str + 14, Con +1 2, Wis +9, Cha + 1 2 AC T I O N S


Damage Resistances cold , l ightning; bludgeoni ng, piercing, Multiattack. The baler m akes two attacks: one with its
and slashing from nonmagical attacks longsword and one with its whip.
Damage Immunities fire, poison
Condition I mmunities poisoned Longsword. Melee Weapon Attack: +1 4 to h it, reach 1 0 ft.,
Senses truesight 1 20 ft., passive Perception 1 3 one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8)
Languages Abyssal, telepathy 1 20 ft. l ightning damage. If the balor scores a critical h it, it rol l s
Challenge 19 {22,000 XP) d a mage d ice three times, i nstead o f twice.

Whip. Me/ee Weapon Attack: +1 4 to h it, reach 30 ft. , one target.


Death Throes. When the balor dies, it explodes, and each Hit: 1 5 (2d6 + 8) slashing d a mage plus 10 (3d6) fi re damage,
creature with i n 30 feet of it m ust make a DC 20 Dexterity and the target must succeed on a DC 20 Strength savi ng throw
savi ng throw, taking 70 (20d6) fi re damage on a failed save, or be pulled up to 25 feet toward the balor.
or half as much dam age on a successful one. The explosion
ign ites flammable objects in that area that a ren't being worn or Te/eport. The balor magically teleports, along with any
carried, and it destroys the baler's weapons. equipment it i s wea ring or carryi ng, up to 1 20 feet to an
unoccu pied space it can see. �

'i
D E MONS
BARLGURA l/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (se lf on ly)
Large fiend (demon), chaotic evil
Reckless. At the start of its turn, the barlgura can gain
Armor Class 1 5 (natural armor) advantage on a l l melee weapon attack rolls it m akes during
Hit Points 68 (8d l 0 + 24) that turn, but attack rolls against it h ave advantage u ntil the
Speed 40 ft., c l i m b 40 ft. start of its next turn.

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.

Innate Spellcasting. The barlgura's spellcasti ng abil ity is


Wisdom (spell save DC 1 3) . The barlgura can i n nately cast the
fol lowi ng spells, req u iring no material components:

D EMONS
Large fiend (demon), chaotic evil

Armor Class 1 5 (natural a rmor)


Hit Points 84 ( 1 3 d l 0 + 1 3)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


1 5 (+2) 1 5 (+2) 12 (+1 ) 11 (+O) 14 (+2) 1 0 (+O)
Smallfiend (demon), chaotic evil
Saving Throws Dex +S, Wis +5
Skills Perception +S
Armor Class 11 (natura l a rmor)
Damage Resistances cold, fire, l ightni n g
H it Points 1 8 (4d6 + 4)
Damage Immunities poison
Speed 20 ft.
Condition Immunities poisoned
Senses bli ndsight 10 ft., darkvision 1 20 ft., passive Perception 1 5
Languages Abyssal, telepathy 1 20 ft. STR DEX CON I NT WIS CHA
Challenge 6 (2, 300 XP) 1 1 (+O) 1 1 (+O) 1 2 (+l) 5 (-3) 8 (-1 ) 3 (-4)

Damage Resistances cold, fi re, lightn i n g


Drone. The chasme p roduces a horrid d roning sound to Damage Immunities poison
which demons are immune. Any other creature that starts its Condition Immunities poisoned
turn within 30 feet of the chasme must succeed on a DC 1 2 Senses darkvision 6 0 ft., passive Perception 9
Constitution saving throw o r fall u ncon scious for 1 0 m i n utes. Languages Abyssal, telepathy 60 ft. (works only with creatures
A creature that can't hear the d rone automatically succeeds on that u nderstand Abyssal)
the save. The effect on the creature ends if it takes d amage or if Challenge 1 /4 (SO XP)
another creature takes an action to splash it with holy water. If
a creature's saving throw i s successful or the effect ends for it,
it i s i m m u n e to the drone for the n ext 24 hours. ACTI O N S
Magic Resistance. The chasme has advantage on savi ng th rows Multiattack. The d retch makes two attacks: one with its bite
aga i nst spel ls and oth e r magical effects. a n d one with its claws.
Spider Climb. The chasme can c l i m b d ifficult su rfaces, Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
including upside down on ceilings, without needing to make an Hit: 3 ( l d6) pierci n g damage.
abil ity check.
Claws. Melee Weapon Attack: +2 to h it, reach 5 ft., one target.
ACTI O N S Hit: 5 (2d4) slashing damage.
Proboscis. Melee Weapon Attack: +5 to h it, reach 5 ft., one Fetid Cloud (1/Day). A 1 0-foot rad ius of d isgusti ng green gas
creature. Hit: 16 (4d6 + 2) piercing damage plus 24 (7d6) extends out from the dretch. The gas spreads a round corners,
necrotic damage, and the target's hit point maximum is and its area is lightly obscured. It lasts fo r 1 m i nute or u ntil a
reduced by an amount equal to the necrotic d amage taken. If strong wind disperses it. Any creature that starts its turn in that
this effect reduces a creature's h it point maximum to 0, the area must succeed on a D C 11 Constitution saving throw or be
creature dies. This reduction to a creature's hit point maximum poisoned u ntil the start of its next turn. While poisoned i n this
lasts u ntil the creature fi nishes a long rest or u ntil it is affected way, the target can take either a n action or a bonus action on
by a spell l i ke greater restoration. its turn, not both, and can't take reactions.

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.

Innate Spellcasting. The glabrezu's spel lcasting ability is


I ntel l igence (spell save DC 1 6) . The glabrezu can i n nately cast
the following spells, req uiring no material components:

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. �
�'

59
D EMONS
fl 8 \.E
0 11 M N
R T HIS
TV FO "' U P
" l-\11v E N O p l u 1- D G RO
G c.o
v THIN
'"4B. \... o o o
wR E i C.
O N 1-o
RD oN
E Oflt.'/ ." H 110 T 1 c.
" oE M THE C
TO sE IK O I-
- E. M I R

HEZROU
Large fiend (demon), chaotic evil

Armor Class 1 6 (natural armor)


Hit Points 1 3 6 ( l 3 d l 0 + 65)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 9 (+4) 17 (+3) 20 (+5) 5 (-3) 12 (+l ) 13 (+l)

Saving Throws Str +7, Con +8, Wis +4


Damage Resistances cold, fire, l ightning; b ludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 1 20 ft., passive Perception 1 1
Languages Abyssal, telepathy 1 20 ft.
Challenge 8 (3,900 XP)

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
6c

Tf.I E TE M P L
E WA S S TR
CON C L U D E W N \V i T f.I
ED T f-1 1\ T BO D y PA
TH E C U L T R T S . WE
ii P O W ER I S T S f-11\ D S
U M MO N E
FU L D E M D
O N ilN D
I T. N or IVll N OT L I Y E D To
N T I N G TO REGR E T
G E T f.1 1\c
O UR S E L Y l<E D T O
E S , WE C U P I EC ES
T S H OR T
R E T UR N E OUR EXP
D TO T f.I E E D I T I ON
Y I L L ll G E il N D
TA I L S B E T OF /i 0M
W EE N O U M LE T W I T
R L EGs. R H O UR
GOO D LAU u Fu s A N D
G H AT O U B URNE
R E)( P E N f-1 1\ D ii
S E' L E T M
E TELL Y
- NELUM
E ' ii Y O U ou ."
N G f.11\ L F
C H R O N IC · E L F IV i l il
L I N G '"'E R R D,
O N E ii N D
TO T H E T O N LY Y I S
EM P L E O IT
F £LEME
N TAL £Y I L

Reactive. T h e maril ith c a n take o n e reaction o n every turn


MARILITH in a co m bat.
Large fiend (demon), chaotic evil
A CTI O N S
Armor Class 1 8 (natu ral a r mor)
Hit Points 1 89 ( 1 8 d l 0 + 90) Multiattack. The m a r i l ith m a kes seven attacks: six with its
Speed 40 ft. l o n gswords and one with its t a i l .

Longsword. Melee Weapon Attack: + 9 t o h it, reach 5 ft . , o n e


Hit: 1 3 ( 2 d 8 + 4) s l a s h i n g d a mage.
target.
STR DEX CON INT WIS CHA
1 8 (+4) 20 (+5) 20 (+5) 1 8 (+4) 16 (+3) 20 (+5)
Tail. Melee Weapon Attack: +9 to h it, reach 10 ft. , o n e creature.
Saving Throws Str +9, Con +1 0 , Wis +8, Cha +1 0 Hit: 1 5 (2d l 0 + 4) b l u d geo n i n g d a mage. If the target is M e d i u m
Damage Resistances cold, fi re, l ightning; b l u d ge o n i n g , or s m a l l e r, it is grappled (escape DC 1 9) . U n t i l t h i s gra p p l e
p i erci n g , a n d s la s h i n g from n o n m agical attacks e n d s , the target i s restra i n e d , the m a ri l ith can automatically h it
Damage Immunities poison the target with its t a i l , a n d the m a r i l ith c a n 't m a ke tail attacks
Condition I mmunities poisoned agai n st other targets.
Senses truesight 1 20 ft., pass ive Perception 13
Languages Abyss a l , tele pathy 1 20 ft. Teleport. The m a ri l ith magica l l y telepo rts, a l o n g with a ny
Challenge 1 6 ( 1 5 ,000 XP) e q u i pment it is wearing or carrying, up to 1 20 feet to a n
u n occ u pied space it can see.

Magic Resistance. The m a ri l ith has advantage on saving throws


R E ACT I O N s
against s p e l l s a n d other magical effects.
Parry. The m a r i l ith adds 5 to its AC against o n e melee attack
The m a r i l ith's weapon attacks a re magical that wo u l d hit it. To d o so, t h e m a r i l ith m u s t see the attacker
· ·
Magic Weapons
a n d b e w ie l d i n g a m e l e e w e a p o n . �
i:::==
== ==
: ==================================::::;:==============:o:========= ========== === =========:::==::::==
= :: ========::J �
DEMONS
61
NALFESHNEE ·
AC T I O N S
Large fiend (demon), chaotic evil Multiattack. The nalfes h n e e u ses H orror N i m b u s i f i t c a n .
It then m a kes th ree attacks: o n e w i t h i t s b i t e a n d t w o with
Armor Class 1 8 (natural armor) its claws.
Hit Points 1 84 (16dl0 + 96)
Speed 20 ft . . fly 30 ft. Bite. Melee Weapon Attack: +1 0 to h it, reach 5 ft . . o n e target.
Hit: 32 (5dl0 + 5) piercing d a m age.
Claw. Melee Weapon Attack: + 10 to h it, reach 10 ft. , one target.
STR DEX CON I NT WIS CHA
Hit: 1 5 (3d6 + 5) s l a s h i n g d a mage.
21 (+5) 10 (+O) 22 (+6) 1 9 (+4) 12 {+l ) 15 (+2)

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 .
====== ==
� c:=
====
======
========
====
====
============================= ========= = ==============::::==
:: ======:::::::i
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.

fo rm, except for the speed c h a n ge s noted. Any e q u i p m ent it i s


QUASIT wea ring or carry i n g i s n ' t transformed. It reverts t o i t s t r u e form
if it d i es.
Tinyfiend (demon, shapechanger), chaotic evil

Armor Class 1 3 Magic Resistance. The q u a s it h a s advantage o n saving t h rows


Hit Points 7 (3d4) against s p e l l s a n d other magical effects.
Speed 40 ft.
ACTI O N S
Claws (Bite in Beast Form). Melee Weapon Attack: + 4 to h it,
STR DEX CON I NT WIS CHA
reach 5 ft., one target. Hit: 5 ( l d4 + 3) p i e rc i n g d a m age, a n d
5 (-3) 17 (+3) 1 0 (+O) 7 (-2) 10 (+O) 10 (+O)
the target m u st succeed o n a DC 1 0 Constitution saving throw
or take 5 (2d4) poison d a mage and become poisoned for l
Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning,
m i n ute. The target can repeat the savi n g th row at the e n d of
and
each of its turns, e n d i n g the effect on itself on a s u cces s.
piercing, slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned Scare (1/Day). O n e creature of the q u asit's c h o i ce within 20
feet of it must succeed on a 10 Wisdom saving th row or be
Senses d a rkvision 1 20 ft., passive Perception 1 0 DC
fri ghtened for m i n ute. The target can repeat the saving th row
Languages Abyssal, Common l
at the e n d of each of its turns, with d i sadvantage if the q u asit i s
Challenge 1 (200 XP)
within l i ne o f sight, e n d i n g t h e effect o n itself o n a s u ccess.
Shapechanger. The q u asit can use its action to polymorph into
Invisibility. The q u asit magica l l y turns i n v i s i b l e u nt i l it
a beast for m that resembles a bat (speed 1 0 ft. fly 40 ft .), a
attacks or u ses Scare, or u nt i l its concentration e n d s (as if
centipede (40 ft. , c l i m b 40 ft.), or a toad (40 ft. , swim 40
co ncentrati n g on a spell). Any e q u i p ment the q u asit wears o r
ft.),
o r back i nto its true fo r m . Its statistics are the s a m e i n each
carries is i nv i s i b l e with it.

D MO S
Large fiend (demon), chaotic evil

Armor Class 1 5 (natural armor)


Hit Points 1 04 { l l d l O + 44)
Speed 40 ft., fly 60 ft.

STR DEX CON I NT WIS CHA


17 {+3) 15 {+2) 1 8 (+4) 8 {-1 ) 13(+l ) 8 {-1 )
SHADOW DEMON
Saving Throws D e x +S, W i s +4, C h a +2
Medium fiend (demon), chaotic evil
Damage Resistances cold, fi re, lightning; bludgeoning,
Armor Class 1 3
Hit Points 6 6 { 1 2d 8 + 1 2)
piercing, and slashing from nonmagical attacks
Speed 30 ft., fly 30 ft.
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 1 20 ft., passive Perception 11
STR DEX CON I NT WIS CHA Languages Abyssal, telepathy 1 20 ft.
1 {-5 ) 1 7 (+3) 12 (+l ) 14 (+2) 13 (+l) 14 (+2) Challenge 6 (2,300 XP)
Saving Throws Dex +S, Cha +4
Skills Stealth +7 Magic Resistance. The vrock h a s advantage o n saving throws
Damage Vulnerabilities radiant aga i n s t spe l l s and other magical effects.
Damage Resistances acid, fire, necrotic, thunder; bludgeoning,
piercing, and slashi n g from n o nmagical attacks A CTI O N S
Damage Immunities col d , lightning, poison Multiattack. The vrock m a kes two attacks: o n e with its beak
a n d o n e with its t a l o n s .
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 1 20 ft . , passive Perception 1 1 Beak. Melee Weapon Attack: +6 t o h it, reach 5 ft ., o n e target.
Languages Abyssal, telepathy 1 20 ft. Hit: 10 (2d6 + 3) pierc i n g d a m age.
Challenge 4 ( 1 , 1 00 XP)
Talons. Melee Weapon Attack: +6 to h it, reach 5 ft . , one target.
Hit: 14 (2d l 0 + 3) s l a s h i n g d a mage.
Incorporeal Movement. The demon can move t h rough other
creatures and objects a s if they were d iffi cu l t terra i n . It takes 5 Spores (Recharge 6). A 1 5 -foot-ra d i u s cloud of toxic spores

( 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 .

Stunning Screech (1/Day). The vrock e m its a h orrific screech.


AC T I O N S

• Claws. Melee Weapon Attack: + 5 t o hit, reach 5 ft. , o n e


creature. Hit: 10 (2d6 + 3) psyc h i c d a m age or, ifthe d e m o n h a d
adva ntage o n the attack ro l l , 1 7 ( 4 d 6 + 3) psyc h i c d a m age.
Each creature w i t h i n 20 feet of it that can hear it and that i s n ' t a
d e m o n m u st s u cceed on a DC 14 Constitution saving th row or
be s t u n n e d u nti l the e n d of the vrock's next tu r n .
c=:::===== =::::= ====
=::::== ::::
== ====
:=::: =i
Innate Spellcasting. The yoc h l o l ' s spel lcasting a b i l ity i s
YOCHLOL C h a r i s m a (spe l l s a v e DC 1 4 ) . The yoch l o l can i n nately c a s t t h e
fo l l owi n g s p e l l s , req u i ri n g n o material components:
Medium fiend (demon, shapechanger), chaotic evil

Armor Class 1 5 (natural a r m or) At will: detect thoughts, web


Hit Points 1 3 6 ( 1 6d8 + 64) 1/day: dominate person
Speed 30 ft . , c l i m b 30 ft .
Web Walker. The yoch l o l ign ores move m e nt restri ctions cau sed
by webbing.
STR DEX CON I NT WIS CHA
1 5 (+2) 1 4 (+2) 18 (+4) 1 3 (+1) 1 5 (+2) 1 5 (+2)
ACTI O N S
Saving Throws Dex +6, I n t + 5 , Wis + 6 , C h a +6 Multiattack. The yoch l o l m a ke s two m e l ee attacks.
Skills Deception +1 0, I n s i ght +6
Slam (Bite in Spider Form). Melee Weapon Attack: +6 to hit,
Damage Resistances col d , fire, l i ghtning; b l u d geoni ng,
reach 5 ft . (10 ft. i n demon form), o n e target. Hit: 5 ( l d 6 + 2)
pierc i n g, and s l a s h i n g from n o n m agical attacks
b l u dgeo n i n g (pi erci n g i n spider form) d a m age plus 21 (6d6)
Damage Immunities poison
poison d a mage.
Condition Immunities poisoned
Senses d arkvision 1 20 ft. , passive Perception 12 Mist Form. The yoc h l o l transforms i nto toxic m i st o r reverts to
Languages Abyssal, Elvish, U n d erco m m o n its true fo r m . Any e q u i p m e n t it is wea r i n g or carrying i s also
Challenge 1 0 ( 5 , 900 X P ) transformed. It reverts to its true form if it dies.
While i n m ist fo r m , the yoc h l o l is i n ca pacitated a n d can't
Shapechanger. T h e yoc h l o l can u s e i t s acti o n to polymorph speak. It h a s a flying speed of 30 feet, can hover, a n d can
i nto a form that res e m b l e s a fe m a l e d row o r giant s p i der, or pass thro u gh a n y space that isn't a i rtight. I t h a s advantage o n
back i nto its true fo r m . Its statistics are the s a m e i n each form. Strength, Dexterity, a n d Constitution s a v i n g th rows, a n d it i s
Any e q u ipment it is wea ring o r carrying i s n ' t transformed. It i m m u n e t o n o n m agical d a m age.
reverts to its true form if it dies. While i n m i st fo r m , the yoch l o l can enter a creature's space
and stop there. Each t i m e t h at creature starts its t u r n with
Magic Resistance. The yoc h l o l h a s advantage o n saving th rows the yoc h l o l i n its space, the creat u re m u st s u cceed o n a DC
against s p e l l s a n d other magical effects. 14 Constitution saving throw or be poisoned u ntil the start

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

i n c l u d i n g u ps i d e down o n c e i l i n gs, without n e e d i n g to m a ke an i n c a pacitated.

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

of subtlety, Asmodeus protects his throne by keeping


his friends close and his enemies closer. He delegates Demotion is the customary punishment for failure or
most matters of rulership to the pit fiends and lesser disobedience among the devils. Archdevils or greater
archdevils that make up the infernal bureaucracy of the devils can demote a lesser devil to a lemure, which
Nine Hells, even as he knows that those powerful devils loses all memory of its prior existence. An archdevil
conspire to usurp the Throne of Baator from which he can demote a greater devil to lesser devil status, but the
rules. Asmodeus appoints archdevils, and he can strip demoted devil retains its memories-and might seek
any member of the infernal hierarchy of rank and status vengeance if the severity of the demotion is excessive.
as he likes. No devil can promote or demote another devil that has
If it dies outside the Nine Hells, a devil disappears not sworn fealty to it, preventing rival archdevils from
in a cloud of sulfurous smoke or dissolves into a pool demoting each other's most powerful servants. Since all
of ichor, instantly returning to its home layer, where it devils swear fealty to Asmodeus, he can freely demote
reforms at full strength. Devils that die in the Nine Hells any other devil, transforming it into whatever infernal
are destroyed forever-a fate that even Asmodeus fears. form he desires.
Archdevils. The archdevils include all the current
THE NINE HELLS
and deposed rulers of the Nine Hells (see the Layers
The Nine Hells are a single plane comprising nine
and Lords of the Nine Hells table), as well as the dukes
separate layers (see the Layers and Lords of the Nine
and duchesses that make up their courts, attend them
Hells table). The first eight layers are each ruled by
as advisers, and hope to supplant them. Every archdevil
archdevils that answer to the greatest archdevil of all:
is a unique being with an appearance that reflects its
Asmodeus, the Archduke of N essus, the ninth layer.
particular evil nature.
To reach the deepest layer of the Nine Hells, one must
Greater Devils. The greater devils include the pit
descend through all eight of the layers above it, in order.
fiends, erinyes, horned devils, and ice devils that
The most expeditious means of doing so is the River
command lesser devils and attend the archdevils.
Styx, which plunges ever deeper as it flows from one
Lesser Devils. The lesser devils include numerous
layer to the next. Only the most courageous adventurers
strains of fiends, including imps, chain devils, spined
can withstand the torment and horror of that journey.
devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are
the twisted and tormented souls of evil and corrupted D E V I L TR U E N A M ES A N D TAL I S M A N S
mortals. A lemure killed in the Nine Hells is only Though devils a l l have c o m m o n names, every devil above a
permanently destroyed if it is killed with a blessed l e m u re in station a l so h a s a true n a m e that it keeps secret. A
weapon or if its shapeless corpse is splashed with holy d ev i l can be forced to d i sclose its true n a m e if charmed, a n d
water before it can return to life. a n cient scro l l s a n d tomes a re s a i d t o exist that l i st t h e true
Promotion and Demotion. When the soul of an evil names of certain d ev i l s .
A mortal w h o l e a r n s a d ev i l 's true n a m e c a n use powerfu l
s u mmoning magic to call the devil from the N i n e H el l s a n d
mortal sinks into the Nine Hells, it takes on the physical
b i n d it i nto service. B i n d i n g can also be accom p l i s hed with
form of a wretched lemure. Archdevils and greater
the h e l p of a devil tal i s m a n . Each of these a n cient relics is
devils have the power to promote lemures to lesser
i n s cribed with the true n a m e of a dev i l it controls, a n d was
devils. Archdevils can promote lesser devils to greater
devils, and Asmodeus alone can promote a greater devil bathed i n the blood of a worthy sacrifice-typically someone
to archdevil status. This diabolic promotion invokes a the creator loved-when crafted.
brief, painful transformation, with the devil's memories H owever it i s s u m moned, a devil brought to the M aterial
passing intact from one form to the next. Plane typically resents being pressed i nto service. H owever,
Low-level promotions are typically based on need, the devil seizes every opportun ity to corrupt its s u m moner
such as when a pit fiend transforms lemures into imps so that the s u m moner's soul ends up i n the N i ne H e l l s .
O n l y i m ps are t r u l y content t o be s u m moned, a n d they easily
to gain invisible spies under its command. High-level
commit to serving a s u m m oner as a fam i l i a r, but they sti l l d o
their utmost t o corrupt those w h o s u m m o n them.
promotions are almost always based on merit, such
as when a bone devil that distinguishes itself in battle
is transformed into a horned devil by the archdevil it
serves. A devil is seldom promoted more than one step
at a time in the hierarchy of infernal forms.

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 .
-- --- --- -

A h a s a 4 0 percent chance o f s u m m o n i n g 2d6


Driven by hate, lust, and envy, bone devils act as the
bone devil
s p i n ed devils o r o n e bone d ev i l .

cruel taskmasters of the Nine Hells. They set weaker


An erinyes h a s a 50 percent chance o f s u m mo n i n g 3d6 devils to work, taking special delight in seeing fiends
spined devi l s , l d 6 bearded devi l s , or o n e erinyes. that defy them demoted. At the same time, they long for
A horned devil h a s a 30 percent chance of s u m m o n i n g one promotion and are bitterly envious of their superiors,
horned d ev i l .

attempting to curry favor though it irks them to do so.


An ice devil h a s a 6 0 percent chance o f s u m m o n i n g o n e A bone devil appears as a humanoid husk, with dried
ice devi l.

skin stretched tight across its skeletal frame. It bears a


A pit fiend s u m mo n s 2d4 bearded devi l s , l d4 barbed
fearsome skull-like head and the tail of a scorpion, and
devi l s , or one erinyes with n o cha nce of fa il u re.
a foul odor of decay hangs in the air around it. Though
A s u m m o n ed devil a p pears i n a n u noccu p ied space with i n they are devastating in combat with their claws, bone
6 0 feet of i t s s u m m o n e r, acts as a n a l l y of i t s s u m m o n er, a n d
can't s u m mon o t h e r devils. It rem a i n s f o r l m i n ute, u ntil i t
devils also wield hooked polearms made of bone, which
they use to subdue enemies before striking with their
or i t s s u m mo n e r d ies, o r unti l i t s s u m m o n e r d i s m i sses i t
venomous tails.
a s a n act i o n .

CHAIN DEVIL (KYTON)


BARBED D EVIL (HAMATULA) This ominous fiend wears chains like a shroud. Driving
Creatures of unbridled greed and desire, barbed devils lesser creatures before it with its fearsome gaze, a chain
act as guards to the more powerful denizens of the Nine devil animates the chains that cover its body as well as
Hells and their vaults. Resembling a tall humanoid inanimate chains nearby, which sprout hooks, blades,
covered in sharp barbs, spines, and hooks, a barbed and spikes to eviscerate enemies.
devil has gleaming eyes that are ever watchful for Chain devils act as sadistic jailers and torturers in
objects and creatures it might claim for itself. These the infernal realms, relishing pain and living to inflict
fiends welcome any chance to fight when victory it on others. They are called on to torment mortal souls
promises reward. trapped in the Nine Hells, inflicting their sadistic fury on
Barbed devils are known for an alertness that makes the horrid lemures in which those souls manifest.
them difficult to surprise, and they attend to their duties
without boredom or distraction. They use their sharp ERINYES
claws as weapons or hurl balls of flame at foes that try The most beautiful and striking o f all lesser and greater
to flee them. devils, the erinyes are fierce and disciplined warriors.
Sweeping down from the skies, they bring swift death
BEARDED D EVIL (BARBAZU) to creatures that have wronged their masters or defied
Bearded devils serve archdevils as shock troops, the edicts of Asmodeus. The erinyes appear as male
fighting shoulder-to-shoulder and reveling in the glory or female humanoids with statuesque builds and large
of battle. They respond with violence to any slight, feathery wings. Most wear stylized armor and horned
real or imagined, gorging themselves on violence helms, and carry exquisite swords and bows. A few also
as their infernal saw-toothed glaives carve a path use ropes of entanglement to ensnare powerful foes.
through their foes.
L AY E R S A N D LO R DS OF TH E N I N E H E L L S
Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants
l Aver n u s Zari e l B e l , T i a m at Eri nyes, i m p s , s p i ned d ev i l s
2 Dis D ispater Bearded d ev i l s , erinyes, imps, s pi n ed devi l s
3 M i n a u ros Mam mon B e a r d e d devi l s , c h a i n devi l s , i m ps, spined devils
4 P h l egethos Belia! and Fierna B a rbed d e v i l s , bone d e v i l s , i m ps, spined devils
5 Stygia Levistus G e ryon Bone devi l s , erinyes, ice d ev i l s , i m ps
6 M a l b o l ge G l asya M a lagard, M o loch B a rbed devi l s , bone devi l s , h orned d e v i l s , i m ps
7 Maladomini Baalzebul B a rbed devi l s , bone devi l s , h o rned devils, i m ps
8 Cania M e p h istopheles H o rned devils, ice devils, i m p s, pit fi e n d s
9 N ess u s Asmodeus A l l devi l s


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

HORNED DEVIL (MALEBRANCH E) threatened. S o m e s u ch i m p s h a v e t h e fol l owing trait.


Familiar. The i m p can enter i nto a contract to serve
Horned devils are lazy to the point of belligerence and a nother creature as a fa m i l i a r, forming a telepath ic bond with
reluctant to put themselves in harm's way. Moreover, its wi l l i ng master. W h i l e the two are bonded, the master can
they hate and fear any creature stronger than sense what the imp senses as long as they are with i n l mile
themselves. When they are sufficiently provoked or of e a c h other. While the i m p is within l 0 feet o f i t s m a ster,
antagonized, the fury of these fiends can be terrifying. the master s h a res the i m p's M agic Resistance trait. If its
master v i o l ates the terms of the contract, the i m p can end its
A malebranche stands as tall as an ogre and is
service as a fa m i l i a r, e n d i n g the telepathic bond.
sheathed in scales as tough as iron. The flying infantry
of the hellish legions, horned devils follow orders to the
letter. Their huge wings and sweeping horns create an PIT FIEND
intimidating presence as they drop from the sky and
The undisputed lords of most other devils, pit fiends
strike with deadly forks and lashing tails.
attend the archdukes and archduchesses of the Nine
ICE D EVIL (GELUGON) Hells and carry out their wishes. These mighty devils
are the generals of the Nine Hells, leading its infernal
Found most commonly on the cold layers of Stygia and legions into battle.
Cania, ice devils serve as commanders of the infernal With an inflated sense of superiority and entitlement,
armies of the Nine Hells, tormenting lesser devils as pit fiends form a grotesque aristocracy in the infernal
an outlet for their anger and resentment. Coveting realm. These domineering and manipulative tyrants
the power of their pit fiend superiors, ice devils work conspire to eliminate anything that stands between
ceaselessly toward promotion, slaughtering the enemies them and their desires, even as they negotiate the
of the Nine Hells and claiming as many souls as they convoluted and dangerous politics of the Nine Hells.
can for their archdevil masters. A pit fiend is a hulking monster with a whip-like tail
Resembling a giant bipedal insect, an ice devil has and enormous wings that it wraps around itself like a
clawed hands and feet, powerful mandibles, and a cloak. Armored scales cover its body, and its fanged
long tail covered in razor-sharp spikes. Some carry maw drips a venom that can lay the mightiest mortal
barbed spears whose icy touch can render a foe all but creatures low. Fearless in battle, a pit fiend takes on the
helpless in combat. most powerful foes in single combat, demonstrating
its supremacy and an arrogance that prevents it from
IMP acknowledging any chance of defeat.
Imps are found throughout the Lower Planes, either
running errands for their infernal masters, spying on SPINED DEVIL (SPINAGON)
rivals, or misleading and waylaying mortals. An imp will Smaller than most other devils, spinagons act as
proudly serve an evil master of any kind, but it can't be messengers and spies for greater devils and archdevils.
relied on to carry out tasks with any speed or efficiency. They are the eyes and ears of the Nine Hells, and even
An imp can assume animal form at will, but in its fiends that despise a spined devil's weakness treat it
natural state it resembles a diminutive red-skinned with a modicum of respect.
humanoid with a barbed tail, small horns, and leathery A spined devil's body and tail bristle with spines, and
wings. It strikes while invisible, attacking with it can fling its tail spines as ranged weapons. The spines
its poison stinger. burst into flame on impact.
When not delivering messages or gathering
LE MURE intelligence, spined devils serve in the infernal legions
A lemure arises when a mortal soul i s twisted by evil as flying artillery, making up for their relative weakness
and banished to the Nine Hells for eternity. The lowest by mobbing together to overwhelm their foes. Though
type of devil, lemures are repugnant, shapeless creatures they crave promotion and power, spined devils are
doomed to suffer torment until they are promoted to a craven by nature, and they will quickly scatter if a fight
higher form of devil, most commonly an imp. goes against them.
A lemure resembles a molten mass of flesh with
a vaguely humanoid head and torso. A permanent
expression of anguish twists across its face, its feeble
mouth babbling even though it can't speak.

D EV l lS
bq
Medium fiend (devil), lawful evil

Armor Class 1 3 (natural armor)


Hit Points 52 (8d8 + 1 6)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 6 (+3) 15 (+2) 15 (+2) 9 (-1 ) 11 (+O) 11 (+O)
Medium fiend (devil), lawful evil

Armor Class l 5 (natural armor) Saving Throws Str + 5 , Con +4, W i s +2


Hit Points 1 1 0 ( 1 3d8 + 52) Damage Resistances cold; bludgeoni ng, piercing, a n d slashing
Speed 30 ft. from nonmagical attacks not m a d e with s i lvered weapons
Damage Immunities fire, poison
STR DEX CON I NT WIS CHA Condition Immunities poisoned
1 6 (+3) 17 (+3) 1 8 (+4) 1 2 (+l) 14 (+2) 14 (+2) Senses d a rkvision 1 20 ft., passive Perception 10
Languages I n fernal, telepathy 1 20 ft.
Saving Throws Str + 6 , Con +7, Wis +5, Cha +5 Challenge 3 (700 XP)
Skills Deception +5 , I nsight +5, Perception +8
Damage Resistances cold; bludgeoning, piercing, a n d slashing
from nonmagical attacks not made with silvered weapons Devil's Sight. M agical darkness doesn't i m pede the devil's
Damage Immunities fi re , poison darkvision.
Condition Immunities poisoned
Magic Resistance. The devil h a s advantage on saving th rows
Senses d a rkvision 1 20 ft. , passive Perception 1 8
aga i nst s p e l l s a n d other magical effects.
Languages I nfernal, telepathy 1 20 ft.
Challenge 5 ( 1 , 800 XP) Steadfast. The devil can't be frightened while it can see a n
a l l ied creature with i n 3 0 feet of i t .

Barbed Hide. At the start of each of its t u r n s , the ba rbed devil


d e a l s 5 ( l d l O) piercing d a mage to a ny creature gra p p l i ng it.
ACT I O N S
Multiattack. The devil m a kes two attacks: one with its beard
M agical d a rkness doesn't i m pede the d ev i l ' s
a n d one with its g l a i ve.
Devil's Sight.
d a rkvis i o n .
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft. , o n e creature.
Magic Resistance. The d ev i l h a s adva ntage o n savi n g throws
Hit: 6 ( l d 8 + 2) pierc i n g da mage, and the ta rget m ust s u cceed
a g a i n st s p e l l s and oth er magical effects.
on a D C 12 Constitution saving throw or be poisoned for 1
m i n ute. W h i l e poisoned i n this way, the ta rget c a n ' t rega i n h i t
ACTI O N S
p o i n t s . The target can repeat the s a v i n g throw at t h e e n d o f
Multiattack. The devil m a kes three melee attacks: o n e with e a c h of i t s t u r n s , e n d i ng t h e effect o n i t s e l f o n a s u ccess.
its tail and two with its cl aws. Alternatively, it can u s e H u rl
F l a m e twice. Glaive. Melee Weapon Attack: +5 to h it, reach 10 ft. , one target.
Hit: 8 ( l d l O + 3) s l a s h i n g d a m age. I f the ta rget i s a creature
Claw. Melee Weapon Attack: +6 to h it, reach 5 ft. , o n e target. oth e r than an u n dead or a co nstruct, it m u st s u cceed o n a DC
Hit: 6 ( l d 6 + 3) piercing d a mage. 1 2 Constitution saving throw or lose 5 ( l d l O) hit poi nts at the
start of each of its turns d u e to an i nfernal wo u n d . Each t i m e
Tail. Melee Weapon Attack: +6 to h it, reach 5 ft . , o n e target.
t h e devil h its the w o u n d e d target with t h i s attack, the d a m age
Hit:
10 (2d6 + 3) pierc i n g d a mage.
dealt by the wo u n d i ncreases by 5 ( l d l O) . Any creature can take
Hurl Flame. Ranged Spell Attack: +5 to h it, range 1 50 ft., o n e a n action to stanch the wo u n d with a s u ccessful DC 12 W i s d o m
target. Hit: 1 0 ( 3 d 6 ) fi re d a mage. If the target i s a fl a m m a b l e ( M e d i c i ne) check. The wo u n d also closes if the target receives
object t h a t i s n ' t b e i n g w o r n o r ca rried , it a l s o catches fire. magical h e a l i ng.

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.

M agical da rkness doesn't i m pede t h e devil's


BONE DEVIL Devil's Sight.
darkvision.
Largefiend (devil), lawful evil
Magic Resistance. The devil h a s advantage o n saving t h rows
Armor Class 1 9 (natural a r mor) against spel l s and other magical effects.
Hit Points 1 42 ( l Sd l O + 60)
Speed 40 ft. , fly 40 ft. A CTI O N S
Multiattack. The devil m a kes three attacks: two with its cl aws
STR DEX CON I NT WIS CHA
a n d o n e with its sti n g.
1 8 (+4) 16 (+3) 1 8 (+4) 1 3 (+l) 14 (+2) 16 (+3 )
Claw. Melee Weapon Attack: +8 to h it, reach 10 ft. , o n e target.
Saving Throws I nt +5, Wis +6, Cha +7 Hit: 8 ( l d 8 + 4) s l a s h i n g d a mage.
Skills Deception +7, I nsight +6
Damage Resistances cold; b l u d geo n i ng, pierc i n g, a n d s l a s h i n g Sting. Melee Weapon Attack: +8 to hit, reach 1 0 ft . , one target.
from n o n m agical attacks n o t m a d e with s i lvered wea pons Hit: 13 (2d8 + 4) pierc i n g d a mage plus 17 (Sd6) poison
Damage Immunities fire, poison da mage, a n d t h e target m u s t succeed o n a DC 1 4 Constitution
Condition Immunities poisoned saving th row or beco m e poisoned for l m i n ute. The target can
Senses d a rkvision 1 20 ft. , passive Percept i o n 12 repeat t h e saving th row at t h e end of each of its t u r n s , e n d i n g
Languages I n fe r n a l , telepathy 1 20 ft. t h e effect o n itself o n a s u ccess.
Challenge 9 (5,000 X P)

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

Challenge 8 (3 ,900 XP) dev i l i s i n capacitated or d i e s .

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 .
� C:: u/ =
==== == = ==================== = ====::::= : ================================
=====::========================:::
:i

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.

Magic Resistance. The eri nyes h a s advantage o n saving throws


ERINYES aga i n st s p e l l s a n d oth e r magical effects.
Medium.fiend (devil), lawful evil
ACT I O N S
Armor Class 1 8 ( p late)
Hit Points 1 53 (l 8d8 + 72) Multiattack. The erinyes m a kes t h ree attacks.
Speed 30 ft., fly 60 ft.
Longsword. Melee Weapon Attack: +8 to h it, reach 5 ft. ,
o n e target. Hit: 8 ( l d 8 + 4) s l a s h i n g d a m age, o r 9 ( l d l O +
STR DEX CON I NT WIS CHA
4) s l a s h i n g d a m a ge if used with two h a n d s , p l u s 1 3 (3d8)
18 (+4) 1 6 (+3) 1 8 (+4) 1 4 {+2) 1 4 (+2) 18 (+4)
poison d a m age.

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)

oth e r than a n u n d ea d or a co nstruct, it must s u cceed on a DC


Saving Throws Str + 1 0 , Dex +7, Wis +7, Cha +7
1 7 Constitution saving throw o r lose 1 0 (3d6) h i t points at t h e
Damage Resistances cold; bludgeoni ng, piercing, and slashing
start of each of its turns d u e to a n i nfe rnal wo u n d . E a c h t i m e
from n o n magical attacks n o t m a d e w i t h s i lvered wea pons
the d ev i l h its the w o u n d e d target w i t h t h i s attack, the d a m age
Damage Immunities fire, poison
Condition Immunities poisoned dealt by t h e wound i n creases by 10 ( 3 d 6 ) . Any creature can take

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.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 1 50 ft. , o n e


Devil's Sight. M a gical d a rkness doesn't i m pede the devi l ' s target.Hit: 1 4 (4d6) fi re d a m age. If the ta rget is a fl a m m a b l e
d a rkvision. object that i s n 't b e i n g wo rn o r ca rried , it a l s o catches fi re .

The d ev i l h a s advantage on saving throws


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 .
c:::===n======== n=== = r=======
= = ====== ;::;==
ffi
==
; ======::::==::::;:========::::::::
: == :: ==================s:::::::;;:::==
: ====::::::::1

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.

Bite. Melee Weapon Attack: +1 0 to h it, reach 5 ft. , o n e target.


ICE DEVIL Hit: 12 (2d6 + 5) piercing d a m age p l u s 10 (3d6) cold d a mage.
Largefiend (devil), lawful evil
Claws. Me/ee Weapon Attack: +1 0 to h it, reach 5 ft. , one target.
Armor Class 18 (natural armor) Hit: 1 0 (2d 4 + 5) s l a s h i n g d a m age p l u s 10 ( 3 d 6) co ld d a m age.
Hit Points 1 80 (19dl0 + 76)
Speed 40 ft. Tail. Melee Weapon Attack: +10 to h it, reach 10 ft . , o n e
target.Hit: 1 2 (2d 6 + 5) b l u d geon i n g d a m age p l u s 1 0 (3d6)
STR DEX CON I NT WIS CHA cold d a m age.

Wall ofIce (Recharge 6). The d ev i l magically fo rms a n opaque


21 (+5) 1 4 (+2) 1 8 (+4) 18 (+4) 1 5 (+2) 1 8 (+4)
wall of ice o n a s o l i d s u rface it can see wit h i n 60 feet of it. The
wall is foot thick and u p to 30 feet l o n g and 10 feet h i gh, or
Saving Throws Dex +7, Con +9, Wis +7, Cha +9
1
Damage Resistances bludgeoning, piercing, and slashing from
it's a h e m i spherical dome u p to 20 feet i n d i a m eter.
W h e n the wall a p pears, each creature in its space is p u s h e d
nonmagical attacks not made with silvered weapons
Damage Immunities cold, fire, poison
out o f it b y the sh ortest route. The creature c h o o s e s w h i ch s i d e
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 12 of t h e wall to e n d u p o n , u n less the creature is i n c a pacitated.
languages Infernal, telepathy 120 ft. The creature then m a kes a D C 17 Dexterity saving th row,
Challenge 14 ( 1 1 , 500 XP) taki n g 35 ( 1 0d 6) cold d a m age on a fa i l e d save, or h a l f as much
d a m age o n a successfu l o n e .
The wa l l l a s t s f o r 1 m i n ute or u nt i l t h e d e v i l i s i n c a p acitated
Devil's Sight. M a gical d a rkness doesn't i m pede the devi l ' s or d i e s . The wall can be d a m aged and breached; each 1 0 -foot
darkvision.
secti o n has AC 5, 30 hit p o i nts, v u l n erabil ity to fi re d a mage,

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

against s p e l l s a n d other magical effects. d a m age. I f a section is destroyed, it leaves b e h i n d a s heet of


frigid air i n the space the wa l l occupied. Whenever a creature
ACT I O N S fi n i s h e s moving t h rough t h e frigid a i r on a turn, w i l l i n gly or
otherwise, the creature m u st m a ke a DC 1 7 Constitution saving
The devil m a kes three attacks: o n e with its bite,
th row, t a k i n g 17 ( S d 6) cold d a m age o n a fa i l e d save, or h a l f a s
Multiattack.
o n e with its claws, a n d o n e with its t a i l .
m u c h d a m age o n a s u ccessful o n e . The frigid a i r d i ssi pates
when the rest of the wa l l va n is h e s .

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.

STR DEX CON INT WIS CHA


6 (-2) 17 (+3) 1 3 (+l) 1 1 (+O) 12 (+l) 1 4 (+2)

Skills Deception +4, I n sight +3, Persuasion +4, Stealth +5


Damage Resistances cold ; b l udgeoni ng, p ierci n g, a n d s l a s h i n g
from n o n magical attacks n o t m a d e w i t h s i lvered weapons
Damage I mmunities fi re, poison
Condition Immunities poisoned
LE MURE
Senses d a rkvision 1 20 ft., passive Percepti o n 1 1
Medium.fiend (devil), lawful evil
Languages I nfe rnal, Co mmon
Armor Class 7
Challenge l (200 XP)
Hit Points 1 3 (3d8)
Speed 15 ft.
Shapechanger. The imp can u s e its action to polymorph i nto a
beast form t h at rese m b l e s a rat (speed 20 ft. ) , a raven (20 ft. , STR DEX CON I NT WIS CHA
f l y 6 0 ft .), or a s p i d e r (20 ft ., c l i m b 2 0 ft .), o r b a c k i nto its t r u e 10 (+O) 5 (- 3) 11 (+O) l (-5) 1 1 (+O) 3 (-4)
form. Its statistics a re the same i n e a c h fo r m , except f o r t h e
s p e e d c h a n ges note d . A n y eq u i p m e nt it i s wea ring o r ca rrying Damage Resistances cold
isn't transfo r m e d . It reverts to its true fo r m if it d i es. Damage Immunities fire, poison
Condition I mmunities charmed, frighte n e d , poisoned
Devil's Sight. M agical d a rkness doesn't i m pede the i m p ' s Senses d arkvision 1 20 ft. , pass ive Percepti o n 1 0
d a rkvision. Languages u n dersta n d s I n fernal but c a n ' t speak
Challenge 0 (10 XP)
Magic Resistance. The imp h a s advantage on saving t h rows
against s p e l l s and other magical effects.
Devil's Sight. M agical darkness doesn't i m pede t h e l e m u re's
ACT I O N S darkvision.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to h it, Hellish Rejuvenation. A l e m u re that d i e s i n the N i n e Hells
reach 5 ft. , one target. Hit: 5 ( l d4 + 3) pie rci n g d a mage, a n d
comes b a c k t o l i fe w i t h a l l i t s hit points i n l d l O d ays u n less it is
the target m u st m a ke a DC 11 Co nstitution s a v i n g th row, t a k i n g
k i l l ed by a good -a l i gned creature with a bless s p e l l cast on that
1 0 ( 3 d 6 ) p o i s o n d a m age on a fa iled save, or half as m u c h
creature or its re m a i n s a re s p r i n k l ed with holy water.
d a mage on a s u ccessful one.

Invisibility. The i m p magically t u r n s i n v i s i b l e u n t i l it attacks or ACT I O N S


u nt i l its concentration ends (as if concentrating on a s p e l l ) . Any Fist. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit:
e q u i p ment the imp wears o r carries is i n v i s i b l e with it. 2 ( l d4) b l u d ge o n i n g d a m a ge.

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

Armor Class 1 3 (natural armor)


Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


10 (+O) 15 (+2) 12 (+l) 11 (+O) 14 (+2) 8 (-1 )

Damage Resistances cold; bludgeoning, piercing, a n d slashing


from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 1 20 ft., passive Perception 1 2
Languages Infernal, telepathy 1 20 ft.
Challenge 2 (450 XP)

Devil's Sight. M a gical d a rkness doesn't i m pede t h e d ev i l ' s


darkvision.

Flyby. The d ev i l doesn't provoke a n o p portun ity attack when it


fl ies out of a n enemy's rea c h .

Limited Spines. T h e d e v i l h a s twelve tail s p i n es. Used s p i n e s


regrow b y t h e time t h e devil fi n i shes a l o n g rest.

Magic Resistance. The devil has advantage o n saving throws


aga i nst s p e l l s and other magical effects.

Multiattack. The d ev i l ma kes two attacks: o n e with i t s bite a n d


o n e w i t h i t s fork or two w i t h i t s tail s p i n e s .

Bite. Melee Weapon Attack: + 2 t o h it, reach 5 ft. , o n e target.


Hit: 5 (2d4) s l a s h i n g d a mage.
Fork. Melee Weapon Attack: +2 to h it, reach 5 ft . , o n e target.
Hit: 3 ( l d 6) p i e rc i n g d a mage.
Tail Spine. Ranged Weapon Attack: +4 to h it, range 20/80
ft . , one target.
Hit: 4 ( l d 4 + 2) p i e rc i n g d a mage p l u s 3 ( l d 6)
fi re d a m age.
DINO SAURS
Dinosaurs, o r behemoths, are among the oldest reptiles
in the world. Predatory dinosaurs are savage, territorial
hunters. Herbivorous dinosaurs are less aggressive, but
they might attack to defend their young, or if startled
or harassed.
Dinosaurs come in many sizes and shapes. Larger
varieties often have drab coloration, while smaller
dinosaurs have colorful markings akin to birds.
Dinosaurs roam rugged and isolated areas that
humanoids seldom visit, including remote mountain
valleys, inaccessible plateaus, tropical islands,
Large beast, unaligned
and deep fens.
Armor Class 13 (natural a r mor)
ALLOSAURUS Hit Points 51 (6d l 0 + 1 8)
The allosaurus i s a predator possessing great size, Speed 60 ft.
strength, and speed. It can run down almost any prey
over open ground, pouncing to pull creatures down with STR DEX CON INT WIS
its wicked claws. 1 9 (+4) 13 (+l ) 17 (+3) 2 (- 4) 12 (+l )

ANKYLOSAURUS Skills Perce ption +5


Senses passive Perception 15
Thick armor plating covers the body of the plant-eating Languages -
ankylosaurus, which defends itself against predators Challenge 2 (450 XP)
with a knobbed tail that delivers a devastating strike.
If the al losauru s moves at least 30 feet straight toward
Some varieties of ankylosaurus have spiked tails that
Pounce.
a creature and then h its it with a claw attack o n the s a m e turn,
deal piercing damage instead of bludgeoning damage.
that target m u st s u cceed o n a DC 1 3 Strength saving throw
PLESIO SAURUS or be kn ocked prone. If the target is prone, the a l losauru s can
A plesiosaurus is a marine dinosaur whose compact m a ke o n e bite attack aga i n st it a s a b o n u s acti o n .
body is driven by powerful flippers. Predatory and
A CT I O N S
aggressive, it attacks any creature it encounters. Its
flexible neck accounts for a third of its total length, Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., o n e target.
letting it twist in any direction to deliver a powerful bite. Hit: 1 5 (2d l 0 + 4) pierc i n g d a m a ge.
Claw. Melee Weapon Attack: +6 to h it, reach 5 ft ., o n e target.
PTERANODON Hit: 8 ( l d 8 + 4) s l a s h i n g d a m age.
These flying reptiles have wingspans o f 1 5 t o 20 feet
and typically dive for small marine prey, though they
are opportunists and will attack any creature that
appears edible. A pteranodon has no teeth, instead ANKYLOSAURUS
Huge beast, unaligned
using its sharp beak to stab prey too large to swallow
Armor Class 1 5 (natural a r mor)
with one gulp.
Hit Points 68 (8d l 2 + 1 6)
TRICERATOPS Speed 30 ft.
One of the most aggressive of the herbivorous
dinosaurs, a triceratops has a skull that flares out to STR DEX CON I NT WIS CHA
form a protective plate of bone. With its great horns 1 9 (+4) 11 (+O) 1 5 (+2) 2 (-4) 12 (+l ) 5 (-3)

and formidable speed, a triceratops gores and tramples


would-be predators to death. Senses passive Perce pti o n 11
Languages -
Challenge 3 (700 XP)
TYRANNOSAURUS REX
This enormous predator terrorizes all other creatures in
A CTI O N S
its territory. Despite its size and weight, a tyrannosaurus
is a swift runner. It chases anything it thinks it can eat, Tail. Melee Weapon Attack: +7 to h it, reach 10 ft ., one target.
and there are few creatures it won't try to devour whole. Hit: 18 (4d6 + 4) b l u d geon i n g d a mage. I f the target i s a
While prowling for substantial prey, a tyrannosaurus creature, it must succeed on a DC 14 Strength saving th row or
subsists on carrion, and on any smaller creatures that be knocked prone.
try to dart in to steal its meal.

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)

Trampling Charge. If the triceratops moves at least 20 feet


ACT I O N S
straight toward a creature a n d then h its it with a gore attack on
the s a m e turn, that target m u st s u cceed o n a DC 13 Strength
Multiattack. The tyrannosaurus m a kes two attacks: o n e with
its bite and one with its tai l . It can't m a ke both attacks aga i n s t
saving throw o r be k n ocked prone. I f the target is prone,
t h e s a m e target.
the triceratops can m a ke one sto m p attack aga i n st it a s a
b o n u s acti o n . Bite. Melee Weapon Attack: +1 0 to h it, reach 10 ft . , one target.
Hit: 33 (4d l 2 + 7) pi ercing d a m age. I f the ta rget is a M e d i u m
o r s m a l l e r creature, it i s grappled (esca pe 1 7) . U nt i l t h i s
ACT I O N S DC
Gore. Melee Weapon Attack: +9 to h it, reach 5 ft . , o n e target. gra p p l e e n d s , t h e target is restra i n e d , a n d t h e tyra n n o s a u r u s
Hit: 24 (4d8 + 6) pierc i n g d a mage. can't b i t e a n other target.

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 .

Displacement. T h e d i s p lacer beast projects a magical i l l us i o n


displacer beasts soon came to the attention of the
t h a t m a ke s it a p pear t o be sta n d i n g near its a c t u a l location,
Seelie Court. With blink dog companions at their side,
causing attack rol l s aga i nst it to h ave d i s advantage. If it is hit
fey hunters drove these predators to the fringes of the
Feywild, where many crossed over to the Material by a n attack, t h i s trait i s d i s ru pted u ntil the e n d of its next
Plane. To this day, displacer beasts and blink dogs t u rn . This trait i s also d i s r u pted w h i l e the d i s placer beast is
attack each other on sight. i n capacitated or has a speed ofO.
Love ofthe Kill. Displacer beasts kill not just for
food but also for sport. They target prey even when ACTI O N S
not hungry, often toying with their victims to entertain Multiattack. The d i s pl a cer beast m a ke s two attacks with its
themselves until they are ready to eat. After killing tentacles.
its prey using its tentacles, a displacer beast drags
the corpse to a quiet place where it can feed without Tentacle. Melee Weapon Attack: +6 to h it, reach l 0 ft . , one
target.Hit: 7 ( l d 6 + 4) b l u d geon i n g da mage plus 3 ( l d6)
distraction.
p i erci n g d amage.
Displacer beasts hunt alone or in small prides that
demonstrate skill at setting ambushes. A single beast
will strike and withdraw, luring prey into a densely Prized Guards and Pets. Intelligent evil creatures
wooded area where its packmates wait. Packs of favor displacer beasts as pets, but a displacer beast
displacer beasts hunting near trade roads recall the enters such an alliance only if it appears beneficial.
frequency and schedule of regular caravans, laying A displacer beast might guard a vault or act as a
down ambushes to pick off those caravans. bodyguard for a prominent individual.

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.

STR DEX CON INT WIS CHA


1 1 (+OJ 18 (+4J 14 (+2J 1 1 (+OJ 12 {+lJ 14 (+2)

Skills Deception +6, I ns i ght +3


Condition I mmunities charmed
Senses d a rkvision 60 ft., passive Perception 11
Languages Co m m o n
Challenge 3 (700 XP)

Shapechanger. The doppelganger can use its action to


polymorph i nto a S m a l l or M e d i u m h u m a n oid it h a s seen, or
back into its true form. Its statistics, other than its size, are the
same i n each form. Any equipment it is wearing or carry i n g isn't
transformed. It reverts to its true form if it dies.

Ambusher. In the fi rst ro u n d of a com bat, the doppe lganger has


advantage on attack rol l s aga i n st a n y creature it s u r p rised.

Surprise Attack. If t h e doppelga n ger s u rprises a creature and


hits it with a n attack during the fi rst rou n d of combat, the
target takes a n extra 1 0 (3d6) d a m age from the attack.

ACTI O N S
Multiattack. The doppelganger m a kes two melee attacks.

Slam. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target.


Hit: 7 ( l d 6 + 4) bl udgeo n i n g d a m age.
Read Thoughts. The doppel ganger magically reads the s u rface
thoughts of one creature within 60 feet of it. The effect can
pen etrate barriers, but 3 feet of wood o r d i rt, 2 feet of stone,
2 i n ches of meta l , or a thi n s h eet of lead bl ocks it. W h i l e the
target i s i n range, the doppelga n ger can cont i n u e rea d i n g its
thoughts, a s l o n g a s the doppelga nger's concentration isn't
broken (as if concentrating on a spell). While read i n g the
target's mind, the doppelganger h a s advantage on Wisdom
( I nsight) a n d C h a r i s m a (Decepti o n , I nt i m i datio n , and
Persuas ion) checks against the target.
D OPPELGANGER
Doppelgangers are devious shapeshifters that take part of a long-term plot might keep its double alive and
on the appearance of other humanoids, throwing off close at hand for weeks, probing the victim's mind daily
pursuit or luring victims to their doom with misdirection to learn how to behave and speak authentically.
and disguise. Few creatures spread fear, suspicion, and Hedonistic Swindlers. Doppelgangers work alone
deceit better than doppelgangers. Found in every land or in small groups, with group roles shifting from con
and culture, they can take on the guise of any individual to con. While one doppelganger takes the place of a
of any race. murdered merchant or noble, the others take on a
Stealing Secrets. A doppelganger's adopted form number of identities as circumstances warrant, playing
allows it to blend into almost any group or community, the parts of family or servants while they live off the
but its transformation doesn't impart languages, victim's riches.
mannerisms, memory, or personality. Doppelgangers Changelings. Doppelgangers are too lazy or self­
often follow or capture creatures they intend to interested to raise their young. They assume attractive
impersonate, studying them and probing their minds for male forms and seduce women, leaving them to raise
secrets. A doppelganger can read a creature's surface their progeny. A doppelganger child appears to be a


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.

Huge undead, lawful evil Hit: 14 (2d6 + 7) s l a sh i n g d a m a ge.


Tail. Melee Weapon Attack: +1 3 to h it, reach 15 ft. , o n e target.
Armor Class 19 (natural armor) Hit: 1 6 (2d8 + 7) b l u d ge o n i n g d a m a ge.
Hit Points 225 ( 1 8 d l 2 + 1 08)
Speed 40 ft. , b u r row 30 ft. , fly 80 ft. Frightful Presence. Each creature of the d racol ich's c h o i ce that
i s within 1 20 feet of the d racolich and aware of it m u st s u cceed
STR DEX CON I NT WIS CHA on a DC 18 Wisdom savi n g t h row or become frightened fo r 1
25 (+7) 10 (+O) 23 (+6) 1 6 (+3) 15 (+2) 1 9 (+4) m i n ute. A c reature can repeat the saving t h row at the e n d of
each of its t u r n s , e n d i n g the effect o n itself on a s u cces s. If a
Saving Throws Dex +6, Con +12, Wis + 8 , C h a + 1 0 creature's saving throw is s u ccessful or the effect e n d s for it,
Skills Perception +1 4, Stealth +6 the creature is i m m u n e to the d racolich's Frightful Presence for
Damage Resistances necrotic the next 24 hours.
Damage Immunities l ightn i n g, poison
Condition Immunities charmed, exhausti o n , frightened, Lightning Breath (Recharge 5-6). The d raco l i c h exhales
paralyzed, poisoned l i ght n i n g i n a 90-foot l i n e that is 5 feet wide. Each creature i n
Senses b l i ndsight 60 ft., darkvision 1 20 ft., passive Perception 24 that l in e m u st m a ke a DC 2 0 Dexterity saving th row, t a k i n g
Languages Common, Draconic 6 6 ( 1 2d l 0) l i ghtn i n g d a mage o n a fa i l e d s a v e , or h a l f a s m u c h
Challenge 17 ( 1 8 ,000 XP) da mage o n a successful o n e .

LEG E N DARY ACTI O N S


I f t h e d raco l i c h fa i l s a saving
The d racolich can take 3 l ege n d ary acti o n s , choosing from
Legendary Resistance (3/Day).
throw, it can c h oose to s u cceed i n stead. the o pt i o n s below. O n l y o n e lege n d ary action option can be

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
,

YOUNG RED SHADOW DRAGON


Large dragon, chaotic evil

Armor Class 18 (natu ral arm or)


Hit Points 1 78 ( 1 7d l 0 + 85)
Speed 40 ft., cl i m b 40 ft. , fly 80 ft.

STR DEX CON I NT WIS CHA


23 (+6) 10 (+O) 21 (+5) 1 4 (+2) 11 (+0) 19
(+4)

Saving Throws Dex +4, Con +9, Wis +4, C h a +8


Skills Perception +8, Stealth +8
Damage Resistances n ecrotic
Damage Immunities fire
Senses b l i n d sight 30 ft., d arkvision 1 20 ft., passive Perception 1 8
Languages Co m m o n , Draco n i c
Challenge 1 3 ( 1 0,000 XP)

Living Shadow. W h i l e i n d i m l i ght or d a rkness, the dragon has


dragon might retain or lose any or all of its lair actions resistance to d a m age that isn't force, psyc h i c , or rad iant.
or inherit new ones, as the DM sees fit.
Shadow Stealth. W h i l e i n d i m li ght or darkness, the d ragon can
take t h e H i d e action a s a bonus acti o n .
Damage Resistances. The dragon has resistance to
necrotic damage.
Skill Proficiency: Stealth. The dragon's proficiency Sunlight Sensitivity. W h i l e i n s u n l i ght, t h e d ragon h a s
bonus is doubled for its Dexterity (Stealth) checks. d i sadva ntage o n attack ro l l s , a s w e l l a s o n W i s d o m
Living Shadow. While in dim light or darkness, (Perception) c h e c k s t h a t r e l y o n s i ght.
the dragon has resistance to damage that isn't force,
psychic, or radiant. ACT I O N S
Shadow Stealth. While in dim light or darkness, the Multiattack. The d ragon m a kes three attacks: o n e with its bite
dragon can take the Hide action as a bonus action. and two with its claws.

Bite. Melee Weapon Attack: + 1 0 to h it, reach 10 ft . , o n e


Sunlight Sensitivity. While in sunlight, the dragon

target.Hit: 1 7 (2d l 0 + 6 ) pierci n g d a mage p l u s 3 ( l d6)


has disadvantage on attack rolls, as well as on Wisdom
necrotic d a mage.
(Perception) checks that rely on sight.
New Action: Bite. If the dragon deals acid, cold, fire,
lightning, or poison damage with its bite, change that Claw. Melee Weapon Attack: + 10 to h it, reach 5 ft. , one target.
damage type to necrotic. Hit: 13 (2d 6 + 6) s l a s h i n g d a m age.
New Action: Shadow Breath. Any damage-dealing
Shadow Breath (Recharge 5-6). The dragon exh a l e s s h adowy
fi re in a 30 -foot cone. Each creature i n that area m u st m a ke
breath weapon possessed by the dragon deals
necrotic damage instead of its original damage type. A a DC 1 8 Dexterity saving th row, taking 56 ( 1 6 d 6) necrotic
humanoid reduced to 0 hit points by this damage dies, d a m age o n a fa i l e d save, or h a l f a s m u ch d a m age o n a
and an undead shadow rises from its corpse and acts s u ccessful one. A h u m a n o i d reduced to 0 h i t points by this
immediately after the dragon in the initiative count. The d a m age dies, a n d a n u nd ea d shadow ri ses from its corpse and
shadow is under the dragon's control. acts i m m ed i ately after the d ragon i n the i n itiative count. The
s h ad ow is u n d e r the d ragon's contro l . �

DRAGO N , S HADOW
D RAGONS C HROM ATIC DRAGONS
True dragons are winged reptiles of ancient lineage and The black, blue, green, red, and white dragons represent
fearsome power. They are known and feared for their the evil side of dragonkind. Aggressive, gluttonous, and
predatory cunning and greed, with the oldest dragons vain, chromatic dragons are dark sages and powerful
accounted as some of the most powerful creatures in tyrants feared by all creatures-including each other.
the world. Dragons are also magical creatures whose Driven by Greed. Chromatic dragons lust after
innate power fuels their dreaded breath weapons and treasure, and this greed colors their every scheme
other preternatural abilities. and plot. They believe that the world's wealth belongs
Many creatures, including wyverns and dragon to them by right, and a chromatic dragon seizes that
turtles, have draconic blood. However, true dragons fall wealth without regard for the humanoids and other
into the two broad categories of chromatic and metallic creatures that have "stolen" it. With its piles of coins,
dragons. The black, blue, green, red, and white dragons gleaming gems, and magic items, a dragon's hoard is
are selfish, evil, and feared by all. The brass, bronze, the stuff of legend. However, chromatic dragons have
copper, gold, and silver dragons are noble, good, and no interest in commerce, amassing wealth for no other
highly respected by the wise. reason than to have it.
Though their goals and ideals vary tremendously, all Creatures ofEgo. Chromatic dragons are united by
true dragons covet wealth, hoarding mounds of coins their sense of superiority, believing themselves the most
and gathering gems, jewels, and magic items. Dragons powerful and worthy of all mortal creatures. When they
with large hoards are loath to leave them for long, interact with other creatures, it is only to further their
venturing out of their lairs only to patrol or feed. own interests. They believe in their innate right to rule,
True dragons pass through four distinct stages of and this belief is the cornerstone of every chromatic
life, from lowly wyrmlings to ancient dragons, which dragon's personality and worldview. Trying to humble
can live for over a thousand years. In that time, their a chromatic dragon is like trying to convince the wind
might can become unrivaled and their hoards can grow to stop blowing. To these creatures, humanoids are
beyond price. animals, fit to serve as prey or beasts of burden, and
wholly unworthy of respect.
D R A G O N A G E C AT E G O R I E S Dangerous Lairs. A dragon's lair serves as the seat
of its power and a vault for its treasure. With its innate
Category Size Age Range
toughness and tolerance for severe environmental
Wyrml i n g Medium 5 years or less
effects, a dragon selects or builds a lair not for shelter
Young Large 6-100 years but for defense, favoring multiple entrances and exits,
Adult H uge l 01 -800 years and security for its hoard.
Ancient Gargantuan 801 years or more Most chromatic dragon lairs are hidden in dangerous
and remote locations to prevent all but the most
VAR I ANT: DRAG O N S AS I N N ATE SPE L LCASTERS audacious mortals from reaching them. A black dragon
Dragons a r e i n nately magical creatures that c a n master a few might lair in the heart of a vast swamp, while a red
spells as they age, using this variant. dragon might claim the caldera of an active volcano. In
A young or older d ragon can i n n ately cast a number of addition to the natural defenses of their lairs, powerful
spells equal to its Charisma modifier. Each spell can be cast chromatic dragons use magical guardians, traps, and
once per day, req u iring no material components, and the subservient creatures to protect their treasures.
spel l 's level can be no h igher than one-thi rd the dragon's Queen ofEvil Dragons. Tiamat the Dragon Queen
challenge rating (ro u nded down). The d ragon's bonus to is the chief deity of evil dragonkind. She dwells on
h it with spell attacks i s equal to its proficiency bonus + its Avernus, the first layer of the Nine Hells. As a lesser
Charisma bonus. The d ragon's spell save DC equals 8 + its god, Tiamat has the power to grant spells to her
proficiency bonus + its Charisma modifier. worshipers, though she is loath to share her power. She
epitomizes the avarice of evil dragons, believing that
the multiverse and all its treasures will one day be hers
and hers alone.
Tiamat is a gigantic dragon whose five heads reflect
the forms of the chromatic dragons that worship her­
black, blue, green, red, and white. She is a terror on the
battlefield, capable of annihilating whole armies with
her five breath weapons, her formidable spellcasting,
and her fearsome claws.
Tiamat's most hated enemy is Bahamut the Platinum
Dragon, with whom she shares control of the faith
of dragonkind. She also holds a special enmity for
Asmodeus, who long ago stripped her of the rule
of Avernus and who continues to curb the Dragon


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

Armor Class 1 8 (natu ral armor)


Huge dragon, chaotic evil Hit Points 1 27 ( l 5d l 0 + 45)
Speed 40 ft., fly 80 ft., swim 40 ft.
Armor Class 1 9 (natural armor)
Hit Points 1 95 ( 1 7d l 2 + 85) STR DEX CON I NT WIS CHA
1 9 (+4) 14 (+2) 17 (+3) 1 2 (+l ) 11 (+O) 1 5 (+2)
Speed 40 ft., fly 80 ft., swim 40 ft.

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.

Tail. Melee Weapon Attack: +l l to hit, reach 1 5 ft., one target.


Hit: l 5 (2d8 + 6) bludgeoning damage.
BLACK DRAGON WYRMLING
Frightful Presence. Each creature of the d ragon's choice that Medium dragon, chaotic evil
i s with in 1 20 feet of the d ragon and aware of it must succeed
on a DC 1 6 Wisdom saving throw or become frightened for l Armor Class 1 7 (natural a rmor)
m i nute. A creature can repeat the saving th row at the end of Hit Points 33 (6d8 + 6)
each of its turns, ending the effect on itself on a success. If a Speed 30 ft., fly 60 ft., swim 30 ft.
creature's saving throw is successful or the effect ends for it,
the creature i s immune to the d ragon's Frightful Presence for STR DEX CON I NT WIS CHA
the next 24 hours. 15 (+2) 14 (+2) 13 (+l) 1 0 (+O) 11 (+O) 13 (+l )

Acid Breath (Recharge 5-6). The d ragon exhales acid in a


Saving Throws Dex +4, Con +3, Wis +2, C h a +3
60-foot l i n e that is 5 feet wide. Each creature in that l i n e Skills Perception +4, Stealth +4
m ust make a DC 1 8 Dexterity saving th row, taking 5 4 (l 2d8) Damage Immunities acid
acid damage on a fa iled save, or half as much da mage on a Senses blindsight 1 0 ft., darkvision 60 ft., passive Perception 1 4
successful one. Languages Draconic
Challenge 2 (450 XP)
L E G E N DA RY A CTI O N S
The d ragon can take 3 legendary actions, choosing from the
Amphibious. The d ragon can breathe air and water.
options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The AC T I O N S
d ragon rega i n s spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +4 to h it , reach 5 ft. , one target.
Detect. The d ragon m akes a Wisdom (Perception) check. Hit: 7 ( l d l O + 2) piercing d a mage plus 2 (l d4) acid damage.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings . Acid Breath (Recharge 5-6). The d ragon exhales acid i n a


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

Armor Class 1 8 (natural armor)


Huge dragon, lawful evil Hit Points 1 52 ( 1 6 d l 0 + 64)
Speed 40 ft. , burrow 20 ft., fly 80 ft.
Armor Class 19 (natural armor)
Hit Points 225 ( 1 8 d 1 2 + 1 08) STR DEX CON I NT WIS CHA
Speed 40 ft. , burrow 30 ft., fly 80 ft. 21 (+5) 10 (+O) 1 9 (+4) 14 (+2) 13 (+ 1 ) 17 (+3)

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.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft. , one target.


Multiattack. The d ragon can use its Frightful Presence. I t then
m a kes three attacks: one with its bite and two with its claws.
Hit: 12 (2d6 + 5) slash i ng damage.
Bite. Melee Weapon Attack: + 12 to h it , reach 1 0 ft., one
Lightning Breath (Recharge 5-6). The d ragon exhales l ightn ing
target. Hit: 1 8 (2d 1 0 + 7) piercing da mage plus 5 ( l d l O)
i n an 60-foot line that is 5 feet wide. Each creature i n that line
lightning d a mage.
m ust make a DC 16 Dexterity savi ng th row, taking 55 ( l O d l O)
Claw. Melee Weapon Attack: +1 2 to h it, reach 5 ft. , one target. l ightn i n g da mage on a fai led save, or half as much damage on
Hit: 14 (2d6 + 7) slashing damage. a successful one.

Tail. Melee Weapon Attack: +1 2 to h it, reach 15 ft. , one target.


Hit: 1 6 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the d ragon's choice that
BLUE DRAGON WYRMLING
Medium dragon, lawful evil
is within 1 20 feet of the d ragon and aware of it must succeed
o n a DC 17 Wisdom saving throw or become frightened for 1
Armor Class 17 (natural armor)
m i n ute. A creature can repeat the saving throw at the end of
Hit Points 52 (8d8 + 1 6)
each of its turns, ending the effect on itself on a success. If a Speed 30 ft., burrow 1 5 ft., fly 60 ft.
creature's saving th row is successfu l or the effect ends for it,
the creature i s i m m u ne to the d ragon's Frightfu l Presence for STR DEX CON I NT WIS CHA
the next 24 hours. 1 7 (+3) 10 (+0) 1 5 (+2) 1 2 (+1) 11 (+O) 15 (+2)
Lightning Breath (Recharge 5-6). The d ragon exhales l ightn ing
i n a 90-foot line that i s 5 feet wide. Each creature in that line Saving Throws Dex +2, Con +4, Wi s +2, Cha +4
m ust make a DC 1 9 Dexterity saving throw, taking 66 ( 1 2d 1 0) Skills Perception +4, Stealth +2
l ightn ing d a m age on a failed save, or half as much d a m age on Damage Immunities lightning
a successfu l one. Senses blind sight 1 0 ft., darkvision 60 ft., passive Perception 1 4
Languages Draconic
L EG E N DA RY A CTI O N S Challenge 3 (700 XP)
The d ragon can take 3 lege ndary actions, choosing from the
options below. Only one legendary action option can be used A CTI O N S
at a time and only at the end of another creature's turn. The
d ragon regai ns spent legenda ry actions at the start of its turn. Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft. , one
target. Hit: 8 (l d l O + 3) piercing da mage plus 3 ( l d 6)
Detect. The d ragon makes a Wisdom ( Perception) check. l ightn i n g damage.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings . Lightning Breath (Recharge 5-6). The d ragon exhales l ightn i n g
Each creature with i n 1 0 feet o f the d ragon must succeed i n a 30-foot line that i s 5 feet w i d e . Each creature i n that line
o n a D C 20 Dexterity saving throw or take 14 (2d6 + 7) must make a DC 1 2 Dexterity saving throw, taking 22 (4d 1 0)
bludgeoning damage and be knocked prone. The d ragon can l ightn i n g da mage on a failed save, or half as much d a mage on
then fly up to half its flyi ng speed. a successful one.

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.

Amphibious. The d ragon can breathe a i r and water. L EG E N DARY A C T I O N S

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.

Amphibious. The dragon can breathe a i r and water. L E G E N DA RY A CTI O N S


Legendary Resistance (3/Day). If the d ragon fails a saving The d ragon can take 3 legendary actions, choosing from the
th row, it can choose to succeed i nstead. options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
dragon regai n s spent legendary actions at the start of its turn.
Multiattack. The d ragon can use its Frightful Presence. It then Detect. The dragon ma kes a Wisdom (Perception) check.
makes three attacks: one with i t s bite and two with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Tail Attack. The d ragon makes a tail attack.
Bite. Melee Weapon Attack: + 1 1 to h it, reach l 0 ft., one
target. Hit: 1 7 (2d l 0 + 6) piercing d amage plus 7 (2d6)
Each creature within 1 0 feet of the d ragon must succeed
on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
poison damage.
bl udgeoning dam age and be knocked prone. The d ragon can
then fly u p to half its flying speed.

Amphibious. The d ragon can breathe air and water.


Large dragon, lawful evil AC T I O N S

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)

� c:=:::=
=====::::= ====
=== ====
== ====
== ====
== ====
==="= ====
=== ::::s:
=== ::::= ::::=::::i

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

Armor Class 22 (natural a rmor)


Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON I NT WIS CHA


30 (+1 0) 10 (+O) 29 (+9) 1 8 (+4) 15 (+2) 23 (+6)

Saving Throws Dex +7, Con + 1 6, Wis +9, Cha +1 3


Skills Perception +1 6, Stealth +7
Damage Immunities fi re
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 26
Languages Common , Draconic
Challenge 24 (62,000 XP)

Legendary Resistance (3/Day). If the d ragon fai l s a saving


throw, it can choose to succeed instead.

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.

Bite. Melee Weapon Attack: + 1 7 to h it, reach 15 ft., one target.


Hit: 21 (2d l 0 + 1 0) piercing d amage plus 14 (4d6)
fi re da mage.
Claw. Melee Weapon Attack: +1 7 to h it, reach 10 ft.,
one target. Hit: 1 7 (2d6 + 1 0) slashing damage.

Tail. Melee Weapon Attack: + 17 to hit, reach 20 ft.,


one target. Hit: 19 (2d8 + 1 0) bludgeoning damage.

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
on a DC 21 Wisdom saving th row or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is i m m u n e to the d ragon's Frightful Presence for
the next 24 hours .

Fire Breath (Recharge 5-6). The d ragon exhales fi re in a 90-foot


cone. Each creature in that a rea must make a DC 24 Dexterity
saving th row, taking 91 (26d6) fi re damage on a failed save, or
half as much damage on a successfu l one.

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)

Legendary Resistance (3/Day). If the d ragon fails a saving


th row, it can choose to succeed instead. Multiattack. The d ragon makes three attacks: one with its bite
and two with its claws.

Bite. Melee Weapon Attack: +1 0 to h it, reach 1 0 ft. , one target.


Multiattack. The d ragon can use its Frightful Presence. I t then Hit: 17 (2d l 0 + 6) piercing d a m age plus 3 (l d6) fi re damage.
m a kes three attacks: one with its bite and two with its claws.
Claw. Melee Weapon Attack: +1 0 to h it, reach 5 ft., one target.
Bite. Melee Weapon Attack: +1 4 to h it, reach 10 ft. , one target. Hit: 1 3 (2d6 + 6) slashing d a m age.
Hit: 19 (2d l 0 + 8) piercing damage plus 7 (2d6) fi re damage.
Fire Breath (Recharge 5-6). The d ragon exhales fi re in a 30-foot
Claw. Melee Weapon Attack: + 1 4 to h it, reach 5 ft. , one target. cone. Each creature in that area m ust make a DC 1 7 Dexterity
Hit: 15 (2d6 + 8) slashing damage. savi ng throw, taking 56 (l 6d6) fi re damage on a failed save, or
Tail. Melee Weapon Attack: +14 to h it, reach 15 ft., one target. half as much d a m age on a successful one.
Hit: 17 (2d8 + 8) bludgeon i n g damage.
Frightful Presence. Each creature of the d ragon's choice that
i s with i n 1 20 feet of the d ragon and aware of it m ust succeed RED DRAGON WYRMLING
on a DC 19 Wisdom saving throw or become frightened for l Medium dragon, chaotic evil
m i n ute. 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 Armor Class 1 7 (natural armor)
Hit Points 75 ( 1 0d8 + 30)
Speed 30 ft. , climb 30 ft., fly 60 ft .
creature's saving throw is successful 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.
STR DEX CON I NT WIS CHA
Fire Breath (Recharge 5-6). The d ragon exhales fire in a 60-foot 1 9 (+4} 10 (+O) 1 7 (+3) 1 2 (+l) 11 (+O) 1 5 (+2)
cone. Each creature in that area m ust m a ke a DC 21 Dexterity
saving th row, taking 63 ( 1 8d6) fi re d a mage on a fa i led save, or Saving Throws Dex +2, Con +5, Wis +2, C h a +4
half as much d a m age on a successful one. Skills Perception +4, Stealth +2
Damage Immunities fi re
L EG E N DA R Y ACTI O N S Senses b l i n d s ight 1 0 ft., darkvision 60 ft., passive Perception 1 4
The d ragon can take 3 legenda ry actions, choosing from the Languages Draconic
options below. Only one legend ary action option can be used
Challenge 4 ( l ,100 XP)
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. ACT I O N S
Detect. The d ragon makes a Wisdom (Perception) check. Bite. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The d ragon beats its wings.
Hit: 9 ( l d l O + 4) piercing damage plus 3 (l d 6) fi re damage.


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.
c:::====
::::=::== ====
== ====
=== ====i
==

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

rally warm and tainted by sulfur.


claimed from powerful enemies it has slain, exhibiting
Rocky fissures within 1 mile of the dragon's lair form
that treasure to prove its superiority.

portals to the Elemental Plane of Fire, allowing crea­


A red dragon knows the value and provenance of
tures of elemental fire into the world to dwell nearby.
every item in its hoard, along with each item's exact
location. It might notice the absence of a single coin, If the dragon dies, these effects fade over the course
igniting its rage as it tracks down and slays the thief of ldlO days.
without mercy. If the thief can't be found, the dragon
goes on a rampage, laying waste to towns and villages in
an attempt to sate its wrath.

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.

on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)


Each creature within 1 0 feet of the dragon m ust succeed
Bite. Melee Weapon Attack: + 1 1 to h it, reach 1 0 ft., one target.
Hit: 17 (2dl 0 + 6) piercing damage plus 4 (l d8) cold damage. bl udgeoning d amage and be knocked prone. The d ragon can
then fly up to half its flying speed.

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

a point the dragon can see within 1 20 feet of it. The


memories. Metallic dragons also seek to protect other
fog spreads around corners, and its area is heavily
creatures from dangerous magic. As such, powerful
obscured. Each creature in the fog when it appears
magic items and even evil artifacts are sometimes
must make a DC 10 Constitution saving throw, taking
secreted away in a metallic dragon's hoard.
10 (3d6) cold damage on a failed save, or half as much
A metallic dragon can be persuaded to part with an
damage on a successful one. A creature that ends its
item in its hoard for the greater good. However, another
turn in the fog takes 10 (3d6) cold damage. A wind of
creature's need for or right to the item is often unclear
at least 20 miles per hour disperses the fog. The fog
from the dragon's point of view. A metallic dragon must
otherwise lasts until the dragon uses this lair action
be bribed or otherwise convinced to part with the item.
again or until the dragon dies.
Solitary Shapeshifters. At some point in their long
Jagged ice shards fall from the ceiling, striking up to
lives, metallic dragons gain the magical ability to

three creatures underneath that the dragon can see


assume the forms of humanoids and beasts. When a
within 1 20 feet of it. The dragon makes one ranged
dragon learns how to disguise itself, it might immerse
attack roll (+7 to hit) against each target. On a hit, the
itself in other cultures for a time. Some dragons are too
target takes 10 (3d6) piercing damage.
shy or paranoid to stray far from their lairs and their
The dragon creates an opaque wall of ice on a solid
treasure hoards, but bolder dragons love to wander city

surface it can see within 1 2 0 feet of it. The wall can


streets in humanoid form, taking in the local culture and
be up to 30 feet long, 30 feet high, and 1 foot thick.
cuisine, and amusing themselves by observing how the
When the wall appears, each creature within its area
smaller races live.
is pushed 5 feet out of the wall's space, appearing on
Some metallic dragons prefer to stay as far away from
whichever side of the wall it wants. Each 10-foot sec­
civilization as possible so as to not attract enemies.
tion of the wall has AC 5, 30 hit points, vulnerability
However, this means that they are often far out of touch
to fire damage, and immunity to acid, cold, necrotic,
with current events.
poison, and psychic damage. The wall disappears
The Persistence ofMemory. Metallic dragons
when the dragon uses this lair action again or when
have long memories, and they form opinions of
the dragon dies.
humanoids based on previous contact with related
humanoids. Good dragons can recognize humanoid
R E GIONAL EFFECTS
bloodlines by smell, sniffing out each person they meet
The region containing a legendary white dragon's lair
and remembering any relatives they have come into
is warped by the dragon's magic, which creates one or
contact with over the years. A gold dragon might never
more of the following effects:
suspect duplicity from a cunning villain, assuming
• Chilly fog lightly obscures the land within 6 miles of that the villain is of the same mind and heart as a good
the dragon's lair. and virtuous grandmother. On the other hand, the
• Freezing precipitation falls within 6 miles of the drag­ dragon might resent a noble paladin whose ancestor
on's lair, sometimes forming blizzard conditions when stole a silver statue from the dragon's hoard three
the dragon is at rest. centuries before.
Icy walls block off areas in the dragon's lair. Each wall King ofGood Dragons. The chief deity of the metallic
is 6 inches thick, and a 10-foot section has AC 5, 15 hit dragons is Bahamut, the Platinum Dragon. He dwells in
points, vulnerability to fire damage, and immunity to the Seven Heavens of Mount Celestia, but often wanders
acid, cold, necrotic, poison, and psychic damage. the Material Plane in the magical guise of a venerable
If the dragon wishes to move through a wall, it can human male in peasant robes. In this form, he is usually
do so without slowing down. The portion of the wall accompanied by seven golden canaries-actually seven
the dragon moves through is destroyed, however. ancient gold dragons in polymorphed form.
If the dragon dies, the fog and precipitation fade within Bahamut seldom interferes in the affairs of mortal
1 day. The ice walls melt over the course of ldlO days. creatures, though he makes exceptions to help thwart
the machinations of Tiamat the Dragon Queen and
her evil brood. Good-aligned clerics and paladins
sometimes worship Bahamut for his dedication to
justice and protection. As a lesser god, he has the power
to grant divine spells.

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 LEG E N DA RY ACT I O N S


Multiattack. The d ragon can use its Frightful Presence. I t then The d ragon can take 3 legendary actions, choosing from the
makes th ree attacks: one with its bite and two with its claws. options below. Only one legendary action option can be used
Bite. Melee Weapon Attack: +1 1 to h it, reach l 0 ft., one target. at a time and only at the end of another creature's turn. The
Hit: 17 (2d l 0 + 6) piercing damage. d ragon regains spent legendary actions at the start of its turn.
Detect. The d ragon m akes a Wisdom (Perception) check.
Claw. Melee Weapon Attack: + 11 to h it, reach 5 ft. , one target.
Tail Attack. The d ragon m a kes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wi ngs.
Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: + 11 to h it, reach 1 5 ft. , one target. Each creature within 10 feet of the d ragon m u st succeed
Hit: 1 5 (2d8 + 6) bludgeoning damage. on a DC 19 Dexterity saving th row or take 13 (2d6 + 6)
bl udgeoning damage and be knocked prone. The d ragon can
then fly u p to half its flying speed.

Bite. Melee Weapon Attack: +7 to hit, reach 1 0 ft. , one target.


YOUNG BRASS DRAGON Hit: 1 5 (2d l 0 + 4) piercing d a m age.
Large dragon, chaotic good
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Armor Class 1 7 (natural a rmor) Hit: 1 1 (2d6 + 4) slashing d amage.
Hit Points 1 1 0 ( 1 3 d l 0 + 39)
Speed 40 ft., bu rrow 20 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The d ragon uses one of the
following b reath weapons.
STR DEX CON I NT WIS CHA Fire Breath. The d ragon exhales fi re i n a 40-foot li ne that is
1 9 (+4) 10 (+O) 1 7 (+3) 1 2 (+1) 11 (+O) 15 (+2) 5 feet wide. Each creature i n that line m ust make a DC 14
Dexterity saving th row, taking 42 ( 1 2d 6) fi re d a mage on a
Saving Throws Dex +3, Con +6, Wis +3, Cha +5 failed save, or half as much damage on a successful one.
Skills Perception +6, Persuasion +5, Stealth +3 Sleep Breath. The d ragon exhales sleep gas i n a 30-foot
Damage Immunities fi re cone. Each creature in that a rea m ust succeed on a DC 14
Senses b l indsight 30 ft., d arkvision 1 20 ft., passive Pe rcepti o n 1 6 Constitution saving throw or fal l u nconscious for 5 m i n utes.
Languages Common, D raco n i c This effect ends for a creature if the creatu re takes d amage or
Challenge 6 (2,300 XP) 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

Armor Class 1 9 (natural armor)


Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons .
Hit Points 21 2 ( 1 7d l 2 + 1 02)
Speed 40 ft., fly 80 ft., swim 40 ft. Lightning Breath. The dragon exhales l ightn ing in a 90-foot
line that is 5 feet wide. Each creature in that l i n e must make
STR DEX CON I NT WIS CHA a DC 1 9 Dexterity savi ng throw, taking 66 ( l 2d l 0) lightning
25 (+7) 1 0 (+O) 23 (+6) 1 6 (+3} 15 (+2) 19 (+4) d amage on a failed save, or half as much damage on a
successful one.
Saving Throws Dex +5, Con +1 1 , Wis +7, Cha +9 Repulsion Breath. The d ragon exhales repu l sion energy i n a
30-foot cone. Each creature in that area must succeed on a
Skills I nsight +7, Perception +12, Stealth +5
DC 1 9 Strength saving th row. On a fai led save, the creature is
Damage Immunities lightning
pushed 60 feet away from the dragon.
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 22
Languages Common, D raconic Change Shape. The d ragon magically polymorphs i nto a
Challenge 15 (1 3,000 X P) h u m a noid or beast that has a chal lenge rating no h igher than
its own, or back i nto its true form. It reverts to its true form if
it dies. Any equ ipment it i s wearing or carrying i s absorbed or
Amphibious. The d ragon can breathe a i r and water.
borne by the new form (the d ragon's choice) .
Legendary Resistance (3/Day). If the d ragon fails a saving I n a new form, the d ragon retains its alignment, hit points,
th row, it can choose to succeed instead. Hit Dice, abil ity to speak, proficiencies, Legendary Resistance,
lair action s , and I ntell igence, Wisdom, and Charisma scores, as
ACT I O N S well as this action. Its statistics and capabil ities are otherwise
Multiattack. The d ragon c a n use its Frightful Presence. I t then replaced by those of the new form, except any class features or
makes three attacks: one with its bite and two with its claws. legendary actions of that form.

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,

YOUNG BRONZE DRAGON ACTI O N S


Large dragon, lawful good Multiattack. The dragon m a kes three attacks: one with its bite
and two with its claws.
Armor Class 1 8 (natural armor)
Hit Points 1 42 ( 1 5 d l 0 + 60) Bite. Melee Weapon Attack: +8 to h it, reach 10 ft., one target.
Speed 40 ft., fly 80 ft., swim 40 ft. Hit: 16 (2d l 0 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to h it, reach 5 ft. , one target.
STR DEX CON I NT WIS CHA
Hit: 12 (2d6 + 5) slashing damage.
21 (+5) 10 (+O) 1 9 (+4) 14 (+2) 13 (+l) 17 (+3)
Breath Weapons (Recharge 5-6). The d ragon uses one of the
Saving Throws Dex +3, Con +7, Wis +4, Cha +6 fol lowing breath weapons.
Skills Insight +4, Perception +7, Stealth +3
Damage Immunities l ightning Lightning Breath. The d ragon exhales l ightning i n a 60-foot
Senses b l indsight 30 ft., darkvision 1 20 ft., passive Perception 1 7 l i n e that is 5 feet wide. Each creature in that line m ust make
Languages Common, D raconic a DC 1 5 Dexterity savi ng th row, taking 55 (lOd l O) l ightn ing
Challenge 8 (3,900 XP) d amage on a failed save, or half as much damage on a
successful one.
Repulsion Breath. The dragon exhales repu lsion energy in a
Amphibious. The dragon can b reathe a i r and water. 30-foot cone. Each creature in that area m ust succeed on a


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:=:::=:====
::: ====
== ====
=:=== ====
== ====:
=== ====
:: ====
== �
=== =====i

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

cloud spell. The fog lasts until initiative count 20 on


need to be outdoors; otherwise the effect is identical to
the next round.
the control weather spell.
A thunderclap originates at a point the dragon can see
Underwater plants within 6 miles of the dragon's lair

within 1 2 0 feet of it. Each creature within a 20-foot


take on dazzlingly brilliant hues.
radius centered on that point must make a DC 1 5
• Within its lair, the dragon can set illusory sounds,
Constitution saving throw o r take 5 (ldlO) thunder
such as soft music and strange echoes, so that they
damage and be deafened until the end of its next turn.
can be heard in various parts of the lair.
REGIONAL EFFECTS If the dragon dies, changed weather reverts to normal,
The region containing a legendary bronze dragon's lair as described in the spell, and the other effects fade
is warped by the dragon's magic. in l d l O days.

)) 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.

STR DEX CON INT WIS CHA LEG E N DA R Y ACT I O N S


27 (+8) 1 2 (+l ) 25 (+7) 20 (+S) 17 (+3) 19 (+4) The d ragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Saving Throws Dex +8, Con +14, Wis +10, Cha +1 1 at a time and only at the end of another creatu re's turn. The
Skills Deception +1 1 , Perception +1 7, Stealth +8 d ragon regains spent legendary actions at the start of its turn.
Damage Immunities acid
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 27 Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Cos ts 2 Actions). The d ragon beats its wings .
Languages Common, Draconic
Challenge 21 (33,000 XP)
E a c h creature within 1 5 feet o f the d ragon must succeed
on a DC 23 Dexterity saving th row or take 15 (2d6 + 8)


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

Bite. Melee Weapon Attack: +7 to h it, reach 1 0 ft., one target.


YOUNG COPPER DRAGON Hit: 1 5 (2d l 0 + 4) pierci ng damage.
Large dragon, chaotic good
Claw. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
Armor Class 1 7 (natural a rmor) Hit: 1 1 (2d6 + 4) slashing damage.
Hit Points 1 1 9 (14dl0 + 42)
Speed 40 ft., climb 40 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The d ragon uses one of the
fol lowing breath weapons.
STR DEX CON I NT WIS CHA Acid Breath. The d ragon exhales acid i n a n 40-foot line that
1 9 (+4) 12 (+l ) 17 (+3) 1 6 (+3) 13 (+l) 15 (+2)
is 5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 40 (9d8) acid damage on a
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 failed save, or half as much damage on a successful one.
Skills Deception +S, Perception +7, Stealth +4 Slowing Breath. The d ragon exhales gas in a 30-foot cone. Each
Damage Immunities acid creature i n that a rea must succeed on a DC 1 4 Constitution
Senses blindsight 30 ft., darkvision 1 20 ft., passive Perception 1 7 saving th row. On a failed save, the creature can't use
Languages Common, D raconic reactions, its speed is halved, and it can't make more than
Challenge 7 (2,900 XP) one attack on its turn. In addition, the creature can use either
an action or a bonus action on its turn, but not both. These
effects last for l minute. The creature can repeat the saving
ACT I O N S
throw at the end of each of its turns, ending the effect on
Multiattack. The dragon makes three attacks: one with its bite itself with a successfu l save ·
a n d two w it h it s c law s · �
t::==================================::::=======:::::::;: : ==
:: ============;:::======================::::==
:: s;::========::J �
D R,>\GON S
II
C OPPER D RAGON Cautious and Crafty. When building its hoard, a
copper dragon prefers treasures from the earth. Metals
Copper dragons are incorrigible pranksters, joke tellers,
and precious stones are favorites of these creatures.
and riddlers that live in hills and rocky uplands. Despite
A copper dragon is wary when it comes to showing off
their gregarious and even-tempered natures, they
its possessions. If it knows that other creatures seek a
possess a covetous, miserly streak, and can become
specific item in its hoard, a copper dragon will not admit
dangerous when their hoards are threatened.
to possessing the item. Instead, it might send curious
A copper dragon has brow plates jutting over its eyes,
treasure hunters on a wild goose chase to search for the
extending back to long horns that grow as a series
object while it watches from afar for its own pleasure.
of overlapping segments. Its backswept cheek ridges
and jaw frills give it a pensive look. At birth, a copper
dragon's scales are a ruddy brown with a metallic tint.
A C O PPER D RAGON'S LAIR
As the dragon ages, its scales become more coppery in Copper dragons dwell in dry uplands and o n hilltops,
color, later taking on a green tint as it ages. A copper where they make their lairs in narrow caves. False
dragon's pupils fade with age, and the eyes of the oldest walls in the lair hide secret antechambers where the
copper dragons resemble glowing turquoise orbs. dragon stores valuable ores, art objects, and other
Good Hosts. A copper dragon appreciates wit, a oddities it has collected over its lifetime. Worthless
good.joke, humorous story, or riddle. A copper dragon items are put on display in open caves to tantalize
becomes annoyed with any creature that doesn't laugh treasure seekers and distract them from where the real
at its jokes or accept its tricks with good humor. treasure is hidden.
Copper dragons are particularly fond of bards. A
LAIR ACTIONS
dragon might carve out part of its lair as a temporary
abode for a bard willing to regale it with stories, riddles, On initiative count 20 (losing initiative ties), the dragon
and music. To a copper dragon, such companionship is a takes a lair action to cause one of the following effects:
treasure to be coveted. The dragon chooses a point on the ground that it can
see within 1 20 feet of it. Stone spikes sprout from the
ground in a 20-foot radius centered on that point. The
COPPER DRAGON WYRMLING effect is otherwise identical to the spike growth spell
Medium dragon, chaotic good
and lasts until the dragon uses this lair action again or
until the dragon dies.
Armor Class 1 6 (natural armor)
Hit Points 22 (4d8 + 4) The dragon chooses a 10-foot-square area on the
Speed 30 ft., climb 30 ft., fly 60 ft. ground that it can see within 1 2 0 feet of it. The ground
in that area turns into 3-foot-deep mud. Each creature
STR DEX CON INT WIS CHA on the ground in that area when the mud appears
1 5 (+2) 12 (+l ) 1 3 (+l) 14 (+2) 11 (+O) 13 (+l) must succeed on a DC 15 Dexterity saving throw or
sink into the mud and become restrained. A creature
Saving Throws D ex +3, Con +3, Wis +2, Cha +3 can take an action to attempt a DC 1 5 Strength check,
Skills Perception +4, Stealth +3 freeing itself or another creature within its reach and
Damage Immunities acid ending the restrained condition on a success. Moving
Senses b l i ndsight 10 ft., d a rkvision 60 ft. , passive Perception 14 1 foot in the mud costs 2 feet of movement. On initia­
Languages Draconic
tive count 20 on the next round, the mud hardens, and
Challenge 1 (200 X P)
the Strength DC to work free increases to 20.

ACT I O N S REGIONAL EFFECTS


The region containing a legendary copper dragon's lair
Bite. Melee Weapon Attack: +4 to h it , reach 5 ft. , one target.
Hit: 7 ( l d l O + 2) piercing damage.
is warped by the dragon's magic, which creates one or
more of the following effects:
Breath Weapons (Recharge 5-6). The d ragon uses one of the
• Magic carvings of the dragon's smiling visage can be
following breath weapons.
seen worked into stone terrain and objects within 6
Acid B reath The d ragon exhales acid in an 20-foot line that
. miles of the dragon's lair.
i s 5 feet wide. Each creature i n that line must make a DC 1 1 • Tiny beasts such as rodents and birds that are nor­
Dexterity saving th row, taking 1 8 (4d8) acid damage o n a mally unable to speak gain the magical ability to
fai l ed save, or half as m uch d amage on a successful one. speak and understand Draconic while within 1 mile
Slowing Breath. The d ragon exhales gas i n a 1 5-foot cone. Each of the dragon's lair. These creatures speak well of the
creature i n that area must succeed on a D C 11 Constitution
dragon, but can't divulge its whereabouts.
savi n g th row. On a failed save, the creature can't use
reactions, its speed is halved , and it can't make more than Intelligent creatures within 1 mile of the dragon's lair
one attack on its turn. In addition , the creature can use either are prone to fits of giggling. Even serious matters sud­
an action or a bonus action on its turn, but not both. These denly seem amusing.
effects last fo r l m i nute. The creature can repeat the saving If the dragon dies, the magic carvings fade over the


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 -

ANCIENT GOLD DRAGON


Gargantuan dragon, lawful good

Armor Class 22 (natural armor)


Hit Points 546 (28d20 + 252)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON I NT WIS CHA


30 (+1 0) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)

Saving Throws Dex +9, Con +1 6, Wis +1 0, Cha +1 6


Skills Insight +10, Perception +1 7, Persuasion +1 6, Stealth +9
Damage Immunities fi re
Senses blindsight 60 ft., d arkvision 1 20 ft., passive Perception 27
Languages Common, Draconic
Challenge 24 (62,000 XP)

Amphibious. The d ragon can b reathe air and water.


Legendary Resistance (3/Day). If the d ragon fa i l s a saving
th row, it can choose to succeed i n stead.

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.

Bite. Melee Weapon Attack: + 17 to h it, reach 15 ft., one target.


Hit: 21 (2d l 0 + 1 0) piercing da mage.
Claw. Melee Weapon Attack: + 17 to h it, reach 10 ft., one target.
Hit: 17 (2d6 + 1 0) slash ing damage.
Tail. Melee Weapon Attack: +1 7 to h it, reach 20 ft., one target.
Hit: 19 (2d8 + 1 0) 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 24 Wisdom saving throw or become frightened for 1
m i n ute. 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
creature's savi ng throw is successful or the effect ends for it,
the creature is i m m u n e to the d ragon's Frightful Presence for
the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the


fol lowing breath weapons.
Fire Breath. The dragon exhales fi re i n a 90-foot cone. Each
creature i n that area m u st make a DC 24 Dexterity saving
th row, taking 71 ( 1 3 d l 0) fi re damage on a fai led save, or h alf well as this action. Its statistics and capabi l ities a re otherwise
as much da mage on a successful one. replaced by those of the new for m , except any class features or
Weakening Breath. The d ragon exhales gas i n a 90-foot cone. legendary actions of that form.
Each creature i n that area m ust succeed on a DC 24 Strength
saving throw or have disadvantage on Strength- based attack LEG E N DA RY ACT I O N S
rol ls, Strength checks, and Strength saving throws for 1 The d ragon can take 3 legendary actions, choosing from the
m i nute. A creature can repeat the saving throw at the end of options below. Only one legendary action option can be used
each of its turns, ending the effect on itself on a success. at a time and only at the end of another creature's turn. The
Change Shape. The d ragon magically polymorphs i nto a d ragon regains spent legenda ry actions at the start of its turn.
h u manoid or beast that has a challenge rating no h igher than Detect. The dragon makes a Wisdom (Perception) check.
its own , or back i nto its true form. I t reverts to its true fo rm if Tail Attack. The d ragon makes a tail attack.
it dies. Any equi pment it is wearing or carrying is absorbed or Wing Attack (Costs 2 Actions). The d ragon beats its wi ngs.
borne by the new form (the d ragon's choice). Each creature within 15 feet of the d ragon m ust succeed
In a new form, the d ragon retains its align ment, hit points, on a DC 25 Dexterity saving throw or take 17 (2d6 + 1 0)
Hit Dice, ability to speak, proficiencies, Legendary Resistan ce, bl udgeoning damage and be knocked prone. The d ragon can
lair actions, and I ntel l igence, Wisdom, and Charisma scores, as then fly u p to half its flying speed.

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

the creature is i m m u ne to the d ragon's Frightful Presence for


ADULT GOLD DRAGON the next 24 hours.
Huge dragon, lawful good
Breath Weapons (Recharge 5-6). The d ragon uses one of the
Armor Class 1 9 (natural armor) following breath weapons.
Hit Points 256 ( l 9 d l 2 + 1 33)
Speed 40 ft., fly 80 ft., swim 40 ft. Fire Breath. The d ragon exhales fi re i n a 60-foot cone. Each
creature in that area must make a DC 21 Dexterity savi ng
STR DEX CON INT WIS CHA th row, taking 66 ( 1 2d l 0) fi re damage on a failed save, or half
27 (+8) 14 (+2) 25 (+7) 16 (+3) 1 5 (+2) 24 (+7) as much damage on a successful one.
Weakening Breath. The d ragon exhales gas i n a 60-foot cone.
Saving Throws Dex +8, Con +1 3 , Wis +8, Cha +1 3 Each creature i n that area m ust succeed on a DC 21 Strength

rolls, Strength checks, and Strength saving throws for 1


Skills I nsight +8, Perception +14, Persuasion +1 3 , Stealth +8 saving throw or have disadvantage on Strength- based attack
Damage Immunities fi re
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 24 min ute. A creature can repeat the saving th row at the end of
Languages Common, Draconic each of its turns, ending the effect on itself on a success.
Challenge 17 ( 1 8 ,000 XP) Change Shape. The d ragon magically polymorphs i nto a
humanoid or beast that has a challenge rating no h igher than
its own , or back into its true fo rm . It reverts to its true form if
Amphibious. The d ragon can breathe air and water.
it dies. Any equipment it is wearing or carrying is absorbed or
Legendary Resistance (3/Day). If the d ragon fai l s a savi ng borne by the new form (the d ragon 's choice) .
th row, it can choose to succeed i n stead . In a new form, the d ragon retains its al ignment, hit points,
H it Dice, a b i l ity to speak, proficiencies, Legendary Resistance,
ACT I O N S lair actions, and I ntel ligence, Wisdom, and Charisma scores, as
Multiattack. The d ragon can use its Frightfu l Presence. I t then wel l as this action. Its statistics and capabilities a re otherwise
makes three attacks: one with its bite and two with its claws. replaced by those of the new form, except any class features or
legendary actions of that form.
Bite. Melee Weapon Attack: +14 to h it, reach 10 ft., one target.
Hit: 19 (2d l 0 + 8) piercing damage. LEG E N DARY ACT I O N S
Claw. Melee Weapon Attack: + 14 to h it, reach 5 ft., one target. The d ragon can take 3 legendary actions, choosing from the
Hit: 15 (2d6 + 8) slash ing damage. options below. Only one legendary action option can be used
at a time and only at the end of another creature's turn. The
Tail. Melee Weapon Attack: +14 to h it, reach 15 ft. , one target. d ragon regai n s spent legendary actions at the start of its turn.
Hit: 17 (2d8 + 8) bludgeoning damage.
Detect. The d ragon makes a Wisdom ( Perception) check.
Frightful Presence. Each creature of the d ragon's choice that Tail Attack. The d ragon makes a tail attack.
is with i n 1 20 feet of the d ragon and aware of it must succeed Wing Attack (Costs 2 Actions). The d ragon beats its wings .
on a DC 21 Wisdom saving throw or become frightened for 1 Each creature with i n 1 0 feet o f t h e d ragon must succeed
minute. A creature can repeat the saving throw at the end of on a DC 22 Dexterity savi ng throw or take 1 5 (2d6 + 8)
each of its turns, ending the effect on itself on a success. If a bludgeoning damage and be knocked prone. The d ragon can
creature's saving throw is successful or the effect ends for it, then fly u p to half its flyi n g speed.

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.

YOUNG GOLD DRAGON


Large dragon, lawful good

Armor Class 18 (natural armor)


Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft. GOLD DRAGON WYRMLING
Medium dragon, lawful good
STR DEX CON I NT WIS CHA
23 (+6) 1 4 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) Armor Class 1 7 (natural armor)
Hit Points 60 (8d8 + 24)
Saving Throws Dex +6, Con +9, Wis +5, Cha +9 Speed 30 ft., fly 60 ft., swim 30 ft.
Skills I nsight +5, Perception +9, Persuasion +9, Stealth +6
Damage Immunities fi re STR DEX CON I NT WIS CHA
Senses b l in d sight 30 ft., darkvision 1 20 ft . passive Perception 1 9
,
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+O) 16 (+3)
Languages Common, Draconic
Challenge 10 (5,900 XP) Saving Throws Dex +4, Con +5, Wis +2, Cha +5
Skills Perception +4, Stealth +4
Damage Immunities fire
Senses b li n d sight 10 ft., darkvision 60 ft., passive Perception 14
Amphibious. The dragon can breathe air and water.

ACT I O N S Languages Draconic


Challenge 3 (700 XP)
Multiattack. The dragon makes th ree attacks: one with its bite
and two with its claws.
Amphibious. The d ragon can breathe air and water.
Bite. Melee Weapon Attack: +1 0 to hit, reach 10 ft. , one target.
Hit: 17 (2d l 0 + 6) p iercing damage. ACTI O N S
Claw. Melee Weapon Attack: +1 0 to h it, reach 5 ft., one target. Bite. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage. Hit: 9 ( l d l O + 4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the Breath Weapons (Recharge 5-6). The d ragon uses one of the
foll owing breath weapons. fol lowing breath weapons.
Fire Breath. The dragon exhales fire i n a 30-foot cone. Each Fire Breath. The dragon exhal es fire i n a 1 5-foot cone. Each
creature i n that area m ust make a DC 17 Dexterity savi ng creature i n that area m ust make a DC 13 Dexterity savi ng
th row, taki ng 55 ( l O d l O) fi re damage on a fai led save, or half th row, taking 22 (4d l 0) fi re damage on a failed save, or half
as much damage on a successfu l one. as much damage on a successful one.
Weakening Breath. The d ragon exhales gas i n a 30-foot cone. Weakening Breath. The d ragon exhales gas i n a 1 5-foot cone.
Each creature i n that area m ust succeed on a DC 17 Strength Each creature i n that area m ust succeed on a DC 1 3 Strength
savi ng throw or have d isadvantage on Strength-based attack savi ng throw or have d isadvantage on Strength-based attack
rolls, Strength checks, and Strength savin g throws for 1 rolls, Strength checks, and Strength saving throws for 1
m i n ute. A creature can repeat the saving throw at the end of m i n ute. A creature can repeat the savi ng throw at the end of
each of its turns, ending the effect on itself on a success. each of its turns, e n d i ng the effect on itself on a success.

I I >
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +1 7 to h it, reach 15 ft., one target.


Hit: 21 (2d l 0 + 1 0) piercing d amage.
Claw. Melee Weapon Attack: +1 7 to h it, reach 10 ft., one target.
Hit: 1 7 (2d6 + 1 0) slashing damage.
Tail. Mefee Weapon Attack: +1 7 to h it, reach 20 ft. , one target.
Hit: 19 (2d8 + 1 0) bl udgeoning 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 must succeed
on a DC 21 Wisdom savi ng throw or become frightened for l
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
creature's savi ng throw is successful or the effect ends for it,
the creature is i m m u n e to the d ragon's Frightful Presence fo r
the next 24 hours.

Breath Weapons (Recharge 5-6). The d ragon uses one of the


following breath weapons.
Cold Breath. The dragon exhales an icy blast i n a 90-foot cone.
Each creature i n that a rea must make a DC 24 Constitution
saving throw, taking 67 (1 5d8) cold damage on a fa iled save,
or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas i n a 90-
foot cone. Each creature i n that area must succeed on a DC
24 Constitution saving throw or be paralyzed for l 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.
Change Shape. The d ragon magically polymorphs into a
hu manoid or beast that has a chal lenge rating no h igher than
its own, or back i nto its true form. It reverts to its true form if
it dies. Any equipment it is wea ring or carrying is a bsorbed or
borne by the new form (the d ragon's choice).
ANCIENT SILVER DRAGON In a new form, the d ragon retai n s its a l ignment, hit points,
H it Dice, ability to speak, profi ciencies, Legendary Resista nce,
Gargantuan dragon, lawful good
lair actions, and I ntelligence, Wisdom, and Charisma scores, as
Armor Class 22 (natural armor) wel l as this action. Its statistics and capabilities a re otherwise
Hit Points 487 (25d20 + 225) replaced by those of the new form, except any class features or
Speed 40 ft., fly 80 ft. legendary actions ofthat form.

STR DEX CON INT WIS CHA LEG E N DARY ACTI O N S


30 (+10) 1 0 (+O) 29 (+9) 1 8 (+4) 1 5 (+2) 23 (+6) The d ragon can take 3 legendary actions, choosing from the
options below. Only one legenda ry action option can be used
Saving Throws Dex +7, Con +1 6 , Wis +9, Cha +1 3 at a time and only at the end of another creature's turn. The
Skills Arcana +1 1 , H istory +1 1 , Perception +1 6, Stealth +7 d ragon rega ins spent legendary actions at the start of its turn.
Damage Immunities cold
Senses blindsight 60 ft., darkvision 1 20 ft., passive Perception 26 Detect. The d ragon makes a Wisdom (Perception) check.
Tail Attack. The d ragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings.
Languages Common, Draconic
Challenge 2 3 (50,000 XP)
Each creature with i n 15 feet of the d ragon must succeed
on a DC 25 Dexterity savi ng throw or take 17 (2d6 + 1 0)


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

the creature is i m m u n e to the dragon's Frightful Presence for


ADULT SILVER DRAGON the next 24 hours.
Huge dragon, lawful good
Breath Weapons (Recharge 5-6). The dragon uses one of the
Armor Class 1 9 (natural armor) fo l lowi ng breath weapons.
Hit Points 243 (18dl2 + 1 26)
Speed 40 ft., fly 80 ft. Cold Breath. The dragon exhales an icy blast i n a 60-foot cone.
Each creature i n that area m ust make a DC 20 Constitution
STR DEX CON INT WIS CHA saving th row, taking 58 (l 3d8) cold damage on a failed save,
27 (+8) 10 (+O) 25 (+7) 16 (+3) 13 (+l) 21 (+5) or half as much d a m age on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas i n a 60-
foot cone. Each creature i n that area m ust succeed on a DC
Saving Throws Dex +5, Con +1 2, Wis +6, Cha +10
20 Constitution saving throw or be paralyzed for l m inute. A
Skills Arcana +8, H i story +8, Perception +1 1 , Stealth + 5
creature can repeat the saving throw at the e n d of each of its
Damage Immunities cold
turns, ending the effect on itself on a success.
Senses b l indsight 60 ft., darkvision 1 20 ft., passive Perception 21
Languages Common, Draconic Change Shape. The d ragon magically polymorphs i nto a
Challenge 16 (1 5,000 XP) h u manoid or beast that has a chal lenge rating no h igher than
its own, or back into its true form. It reverts to its true form if
it dies. Any equipment it is wearing or carrying is absorbed or
Legendary Resistance (3/Day). If the d ragon fails a savi ng
borne by the new form (the dragon's choice) .
th row, it can choose to succeed i n stead.
I n a new form, the d ragon retains its alignment, hit poi nts,
ACTI O N S H it Dice, a b i l ity to speak, proficiencies, Legendary Resistance,
lair actions, and I ntell igence, Wisdom, and Charisma scores, as
Multiattack. The dragon can use its Frightful Presence. I t then well as this action. Its statistics and capa b i l ities are otherwise
makes three attacks: one with its b ite and two w ith its claws.
replaced by those of the new form, except any class features or
Bite. Melee Weapon Attack: +1 3 to h it, reach 1 0 ft. , one target. legendary actions of that form.
Hit: 19 (2d l 0 + 8) piercing d a m age.
LEG E N DA R Y ACTI O N S
Claw. Melee Weapon Attack: +1 3 to h it, reach 5 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. Me/ee Weapon Attack: +1 3 to h it, reach 1 5 ft., one target. at a time and o n ly at the end of another creature's turn . The
Hit: 1 7 (2d8 + 8) bludgeoning damage. dragon regains spent legendary actions at the start of its turn .

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

on a DC 21 Dexterity savin g throw or take 1 5 (2d6 + 8)


mi n ute. A creature can repeat the saving th row at the end of Each creature with i n 1 0 feet of the d ragon m u st succeed
each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, bludgeo n i ng d amage and be knocked prone. The dragon can
then fly u p to half its flying speed.

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.

A SILVER DRAGON 'S LAIR REGIONAL EFFECTS


The region containing a legendary silver dragon's lair
Silver dragons dwell among the clouds, making
is warped by the dragon's magic, which creates one or
their lairs on secluded cold mountain peaks. Though
more of the following effects.
many are comfortable in natural cavern complexes or
abandoned mines, silver dragons covet the lost outposts • Once per day, the dragon can alter the weather in a
of humanoid civilization. An abandoned mountaintop 6-mile radius centered on its lair. The dragon doesn't
citadel or a remote tower raised by a long-dead wizard is need to be outdoors; otherwise the effect is identical to
the sort of lair that every silver dragon dreams of. the control weather spell.
• Within 1 mile of the lair, winds buoy non-evil creatures
LAIR ACTIONS that fall due to no act of the dragon's or its allies. Such
On initiative count 20 (losing initiative ties), the dragon creatures descend at a rate of 60 feet per round and
takes a lair action to cause one of the following effects: take no falling damage.
The dragon creates fog as if it had cast the fog Given days or longer to work, the dragon can make
cloud spell. The fog lasts until initiative count 20 on clouds and fog within its lair as solid as stone, forming
the next round. structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal,
as described in the spell, and the other effects fade
YOUNG SILVER DRAGON in l d l O days.
Large dragon, lawful good

Armor Class 1 8 (natural armor)


Hit Points 1 68 ( 1 6 d l 0 + 80)
Speed 40 ft., fly 80 ft. SILVER DRAGON WYRMLING
Medium dragon, lawful good
STR DEX CON I NT WIS CHA
23 (+6) 10 (+O) 21 (+5) 1 4 (+2) 11 (+O) 19 (+4) Armor Class 1 7 (natural armor)
Hit Points 45 (6d8 + 1 8)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 Speed 30 ft. , fly 60 ft.
Skills Arcana +6, H istory +6, Perception +8, Stealth +4
Damage Immunities cold STR DEX CON I NT WIS CHA
Senses b l i ndsight 30 ft., darkvision 1 20 ft., passive Perception 1 8 1 9 (+4) 10 (+O) 17 (+3) 1 2 (+1) 11 (+O) 1 5 (+2)
Languages Common, Draconi c
Challenge 9 (5,000 XP) Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Skills Perception +4, Stealth +2
Damage Immunities cold
ACTI O N S
Senses b l i n dsight 10 ft., darkvision 60 ft., passive Perception 1 4
Multiattack. The d ragon makes three attacks: one with its bite Languages Draconic
and two with its claws. Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +10 to h it, reach 10 ft., one target.
Hit: 17 (2d l 0 + 6) piercing damage. ACT I O N S
Claw. Melee Weapon Attack: +10 to h it, reach 5 ft. , one target. Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage. Hit: 9 ( l d l O + 4) piercing d a m age.
Breath Weapons (Recharge 5-6). The d ragon uses one of the Breath Weapons (Recharge 5-6). The d ragon u ses one of the
following breath weapons. following breath weapons.
Cold Breath. The d ragon exhales an icy blast in a 30-foot cone. Cold Breath. The d ragon exhales a n icy blast in a 1 5 -foot cone.
Each creature i n that area must make a DC 17 Constitution Each creature i n that area must m a ke a DC 13 Constitution
saving throw, taking 54 ( 1 2d8) cold d a m age on a failed save, saving throw, taking 1 8 (4d8) cold d a mage on a failed save,
or half as much d a mage on a successfu l one. or half as much d amage on a successful one.
Paralyzing Breath. The d ragon exhales paralyzing gas i n a 30- Paralyzing Breath. The dragon exhales paralyzing gas i n a 1 5 ·
foot cone. Each creature i n that area m ust succeed on a DC foot cone. Each creature i n that area m ust succeed on a DC
17 Constitution saving th row or be paralyzed for 1 m i nute. A 13 Constitution saving throw or be paralyzed for l m i n ute. A
creature can repeat the savi ng throw at the end of each of its creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. turns, ending the effect on itself on a success.

118
D RA G O N S
DRAGON TuRTLE
Gargantuan dragon, neutral

Armor Class 20 (natural armor)


Hit Points 341 (22d20 + 1 1 0)
Speed 20 ft. , swim 40 ft.

STR DEX CON I NT WIS CHA


25 (+7) 10 (+O) 20 (+5) 10 (+OJ 12 (+l) 12 (+l)

Saving Throws Dex +6, Con + 1 1 , Wis +7


Damage Resistances fire
Senses darkvision 1 20 ft. , passive Perception 1 1
Languages Aquan, Draconic
Challenge 17 (1 8,000 XP)

Amphibious. The dragon turtle can breathe air and water.

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.

Bite. Melee Weapon Attack: + 1 3 to h it, reach 1 5 ft. , one target.


Hit: 26 (3dl2 + 7) piercing damage.
Claw. Melee Weapon Attack: +1 3 to hit, reach 10 ft. , one target.
Hit: 1 6 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +1 3 to h it, reach 1 5 ft. , one target.
Hit: 26 (3dl2 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 20 Strength saving throw
or be pushed up to 10 feet away from the dragon turtle and
knocked prone.

Steam Breath (Recharge 5-6). The dragon turtle exhales


scalding steam in a 60-foot cone. Each creature in that area
m ust make a DC 18 Constitution saving throw, taking 52 (l 5d6)
fi re damage on a failed save, or half as much damage on a
successful one. Being underwater doesn't grant resistance
against this damage.

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

Armor Class 1 9 (natural armor)


Hit Points 1 2 3 ( 1 3 d l 0 + 52)
Speed 30 ft., climb 30 ft.

STR DEX CON I NT WIS CHA DRIDER


1 6 (+ 3) 1 6 (+3 ) 18 (+4) 1 3 (+l) 14 (+2) 12 (+l) When a drow shows great promise, Lolth summons it
to the Demonweb Pits for a test of faith and strength.
Skills Perception +5, Stealth +9 Those that pass the test rise higher in the Spider
Senses darkvision 1 20 ft. , passive Perception 1 5
Queen's favor. Those that fail are transformed into
Languages Elvish, Undercommon
Challenge 6 (2,300 X P) driders-a horrid hybrid of a drow and a giant spider
that serves as a living reminder of Lolth's power. Only
drow can be turned into driders, and the power to create
Fey Ancestry. The drider has advantage on saving th rows these creatures resides with Lolth alone.
against being charmed, and magic can't put the d rider to sleep. Scarred for Life. Drow transformed into driders
Innate Spellcasting. The drider's i n nate spellcasting ability is return to the Material Plane as twisted and debased
Wisdom (spell save DC 1 3 ) . The d rider can i n n ately cast the creatures. Driven by madness, they disappear into
fol lowing spells, requ i ri n g no material components: the Underdark to become hermits and hunters, either
wandering alone or leading packs of giant spiders.
At w i l l : dancing lights
On rare occasion, a drider returns to the fringes of
1 /day each: darkness . faerie fire
drow society despite its curse, most often to fulfill some
Spider Climb. The d rider can climb d ifficult su rfaces, includ i ng longstanding vow or vendetta from its former life. Drow
u pside down on ceilings, without need ing to make an fear and shun the driders, holding them in lower esteem
abil ity check. than slaves. However, they tolerate the presence of
Sunlight Sensitivity. While i n sunlight, the drider has these creatures as living representatives of Lolth's will,
d isadvantage on attack rolls, as wel l as on Wisdom and a reminder of the fate that awaits all who fail the
(Perception) checks that rely on sight. Spider Queen.

Web Walker. The d rider ignores movement restrictions caused


by webbing.
VA R I A N T: D R I D E R SPE LLCASTI N G
Driders that were once drew s pel lcasters might retai n their
ACT I O N S ability to cast spells. Such d riders typically have a higher
spellcasting abi l ity (1 5 or 1 6) than other driders. Further, the
Multiattack. The d rider makes three attacks, either with its d rider gains the Spel lcasting trait. A d rider that was a d rew
longsword or its longbow. It can replace one of those attacks d ivine spellcaster, therefore, could have a Wisdom of 1 6 (+3)
with a bite attack. and a Spellcasti ng trait as follows.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Spe//casting. The d rider i s a 7th-level spellcaster. Its
Hit: 2 (l d4) piercing damage p l u s 9 (2d8) poison damage. spellcasting abil ity is Wisdom (spell save DC 1 4, +6 to
hit with s pell attacks ) . The d rider has the fol lowi ng spells
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft. , one prepared from the cleric spell list:
target. Hit: 7 ( l d8 + 3) slashing damage, or 8 ( l d l O + 3)
s lashing damage if used with two hands. Cantrips (at will): poison spray, thaumaturgy
l st level (4 slots ) : bane, detect magic, sanctuary
Longbow. Ranged Weapon Attack: +6 to h it, range 1 50/600 2nd level (3 slots) : hold person, silence
ft. , one target. Hit: 7 ( l d 8 + 3) piercing damage plus 4 (l d8) 3rd level (3 slots): clairvoyance, dispel magic
poison d amage. 4th level (2 slots): divination.freedom of movement

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

Armor Class 16 (scale mail, shield)


Hit Points 26 (4d8 + 8)
Speed 2 5 ft.

STR DEX CON I NT WIS CHA


14 (+2) 1 1 (+O) 1 4 (+2) 11 (+O) 1 0 (+O) 9 (-1 )

Damage Resistances poison


Senses darkvision 1 20 ft., passive Perception 1 0
Languages Dwarvish, U ndercommon
Challenge l (200 XP)

Duergar Resilience. The duergar has advantage o n saving


throws against poison, spells, and i l l usions, as well as to resist
being charmed or paralyzed.

Sunlight Sensitivity. While in s u n l i ght, the duergar has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

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)

STR DEX CON INT WIS CHA


14 (+2) 20 (+S) 14 (+2) 6 (-2) 10 (+O) 6 (-2) Large elemental, neutral

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,

Senses d arkvision 60 ft . , tremorsense 60 ft. ,


poisoned, unconscious
ACT I O N S
passive Perception 1 0
Multiattack. The elemental makes two slam attacks. Languages Terran
Slam. Melee Weapon Attack: +8 to h it, reach S ft., one target. Challenge S (l ,800 XP)
Hit: 14 (2d8 + 5) bl udgeoning damage.
Whirlwind (Recharge 4-6). Each creature in the elemental's Earth Glide. The e lemental can bu rrow through nonmagical,
space m ust make a DC 13 Strength saving th row. On a fai l u re, unworked earth and stone. While doing so, the elemental
doesn't d isturb the material it moves through.
a target takes l S (3d8 + 2) bludgeoning d amage and is flung
u p 20 feet away from the elemental i n a random direction and Siege Monster. The elemental deals double damage to objects
knocked prone. If a thrown target strikes a n object, such as a and structures.
wall or floor, the target takes 3 (l d6) bl udgeoning damage for
every 1 0 feet it was thrown. If the target is thrown at another AC T I O N S
creature, that creature must succeed on a DC 13 Dexterity Multiattack. The elemental makes two slam attacks.
saving throw or take the same damage and be knocked prone.
If the saving throw i s successfu l , the target takes half the Slam. Melee Weapon Attack: +8 to h it, reach 10 ft., one target.
bludgeoning damage and isn't flu n g away or knocked prone. Hit: 14 (2d8 + 5) bludgeoning damage.

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.

ELE M F1' l'ALS


ELVE S : D ROW
Tens of thousands of years ago, the elves were divided,
with those of benevolent disposition battling those
that were selfish and cruel. The war among elvenkind
ended when the good elves banished their malevolent
kin to the subterranean depths. Here, in the lightless
caverns and endless warrens of twisting passages, the
dark elves-the drow-found refuge. They also found
leadership in the only elven deity who had not forsaken
them. At her command, the dark elves built an empire in
the underworld.
Children ofLo/th. The drow worship Lolth, a deity
who resides in the Abyss. Known as the Spider Queen
or the Demon Queen of Spiders, she is the figure around
which the dark elves have built their subterranean
civilization. Whatever she demands, the drow do.
The wickedest of elves, drow are seldom seen by the
surface world. Though they plot to destroy the elves
that banished them, they no longer see themselves as
exiles. They are the destined rulers of the darkness, and
when Lolth commands them to rise up and destroy their
surface-dwelling kin, they will.
Creatures ofDarkness. The drow have lived
underground for so long that they have evolved to
their surroundings and can see in the dark. However,
they can no longer stand sunlight. When slaves are
in short supply in the Underdark, the drow send
raiding parties to the surface to capture humanoids
under cover of darkness, bringing them back to their
cities to be tortured into submission. Beyond those
occasional excursions, the drow are content to remain
in their subterranean realm, where they feel secure
and in control.
Underdark Cities. The dark elves build fantastic
cities in enormous caverns where food and water are
abundant. Their ability to sculpt stone rivals that of the
greatest dwarf artisans, yet their structures retain a
decidedly elven aesthetic. Though appearing delicate,
drow settlements are structurally sound and remarkably
resilient. The drow like to hollow out enormous
stalagmites and stalactites, creating populated spires
that rise from the floors and ceilings.
A drow city is a sprawling metropolis enclosed by high
walls. Non-drow visitors must conduct their business
outside the walls under watchful eyes. The drow raise
and keep giant spiders to help protect their cities against

VAR IA N T: D ROW MAG IC A R M O R A N D WEAPO N S


Drow often wear magic armor a n d carry magic weapons that
lose their enhancement bonuses permanently if they a re
exposed to s u n l ight for l hour or longer.
A drow wearing a +7 chain shirt and carrying a +7
shortsword has A C 1 9 and a + l bonus on attack and damage
rol l s with shortsword attacks.
A drow elite warrior wearing +2 studded leather and carrying
a +2 shortsword has AC 20 and a +2 bonu s on attack and

A drow priestess of Lolth wearing +3 scale mail has AC 1 9.


d amage rolls with shortsword attacks.
intruders, even as they drape those cities in beautiful under cover of night, returning to the Underdark with
webbing, creating a gossamer snare to catch flying prisoners and spoils in tow before dawn.
enemies that would otherwise soar over the walls. Elite warriors can be male or female.
Drow Magic. Just as the drow have adapted to
underground life, so too has their magic. In addition to DROW MAGE
using that magic to carve their cities from stone, they Privileged drow males who lack the strength and
empower their weapons, create dangerous new magic fighting prowess to train as warriors have no recourse
items, and summon demons from the Abyss. Drow but to pursue the study of magic. For them, it is a matter
spellcasters are supremely arrogant and never hesitate of survival. Female drow with a natural affinity for the
to use their magic in the most abhorrent ways. arcane arts may also become drow mages, although
Arms and Armor. Drow craft weapons made of they are much less common.
adamantine, a dark and supernaturally hard metal.
Drow artisans adorn their weapons and armor DROW PRIESTES S OF LOLTH
with web-like filigree and spider motifs, and mages
sometimes imbue items with magic to enhance their Female drow with blood ties t o a noble house are
effectiveness. However, such magic fades when exposed molded and trained from birth to become priestesses
to sunlight, so that magical drow weapons and armor of Lolth. The Spider Queen doesn't allow male drow to
rarely retain their enhancement bonuses and magical hold such positions.
properties when brought to the surface. Such priestesses execute the will of the Spider
Cutthroat Politics. Drow politics are cutthroat Queen, and as a result, they wield tremendous power
and rife with intrigue. When drow work together, it and influence in drow society. The matron mothers who
is typically to destroy a common foe and ensure their rule the drow houses are the most powerful of Lolth's
own survival, and such alliances are short lived and priestesses, but they must constantly balance their
fraught with peril. devotion to the Spider Queen with their devotion to
Drow society is divided into noble houses, each ruled their families.
by a matron who seeks to raise the prestige and power
of her house above all others. Other high-ranking
members of the house are blood relatives, while the
middling ranks are flush with drow from weaker
families that have sworn fealty to the greater house.
Clinging precariously to the bottom rung of a house's
social ladder are the house slaves, made up of drow of
low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful
priestesses, dictates the rules of drow society, ensuring
that her orders and plots are carried out. Since Lolth
is prone to manifesting on the Material Plane and
directly punishing those that disobey her, the drow
have learned to heed what she says and do as her
priestesses command.
In drow society, males are subservient to females.
A male drow might lead an Underdark patrol or a
raiding party to the surface, but he reports to a female
drow-either the matron of his house or one of her
hand-picked female subordinates. Although male drow
can fill almost any function in drow society, they can't be
priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom
and the flora of the Underdark, poison can be found in
abundance among the drow, and it plays an important
part in their culture and politics. Drow mages concoct
a viscid toxin that leaves enemies unconscious. Drow
warriors coat their blades and crossbow bolts with this
venom, looking forward to the interrogation and torture
that follows combat.

DROW E LITE WARRIOR


Drow elite warriors defend their houses and their
superiors against all enemies, although they specialize
in fighting dwarves, gnomes, and elves (including
other drow). They frequently raid surface settlements
Medium humanoid (elf), neutral evil
E LT Y. T HEY
R I F Y I N G CRU
V I T Y. Su CH TER
" S u cH D E PR A S All ELV EN K t N D . Armor Class 1 8 (studded leather, s hield)
P L AG U E
p o t s O N T HAT
A R E T H E v 1 LE U M NW E LL , Hit Points 71 ( l l d 8 + 22)
- NE L AR AuT
R E L LO N L AR E T H I A N Speed 30 ft.
Co
E L F CL E R I C OF

STR DEX CON I NT WIS CHA


1 3 (+l) 18 (+4) 14 (+2) 1 1 (+O) 1 3 (+l) 12 (+l )

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)

STR DEX CON I NT WIS CHA


1 0 (+O) 14 (+2) 1 0 (+O) 1 1 (+O) 11 (+O) 12 (+l) Fey Ancestry. The d row has advantage on saving th rows against
being charmed, and magic can't put the d row to sleep.
Skills Perception +2, Stealth +4 Innate Spel/casting. The d row's spel lcasti ng a bi lity i s Charisma
Senses darkvision 1 20 ft., passive Perception 1 2 (spell save DC 1 2) . I t can i n nately cast the following spells,
Languages Elvis h , U n dercommon req u i ri n g n o material components:
Challenge 1/4 (SO XP)
At will: dancing lights
l /day each: darkness.faerie fire, levitate (self on ly)
Fey Ancestry. The d row has advantage on savi ng th rows agai nst
being charmed , and magic can't put the d row to sleep. Sunlight Sensitivity. While in s u n l ight, the drow has
d isadvantage on attack rol ls, as well as on Wisdom
Innate Spel/casting. The drow's spellcasting abil ity is Charisma (Perception) checks that rely on sight.
(spell save DC 1 1 ) . I t can innately cast the followin g spells,
requiring no material components: ACT I O N S
At will: dancing lights Multiattack. The d row makes two shortsword attacks.
l /day each: darkness.faerie fire
Shortsword. Melee Weapon Attack: +7 to hit, reach S ft.,
Sunlight Sensitivity. While i n s u n l i ght, the d row has one target. Hit: 7 (ld6 + 4) piercing damage plus 1 0 (3d6)
d isadvantage on attack rolls, as well as on Wisdom poison d amage.
(Perception) checks that rely on sight.
Hand Crossbow. Ranged Weapon Attack: +7 to h it, range 30/ 1 20
ACTI O N S ft., one target. Hit: 7 (ld6 + 4) piercing damage, and the
target must succeed on a DC 13 Constitution savi ng throw or
Shortsword. Melee Weapon Attack: +4 to h it, reach 5 ft., one be poisoned for l hour. I f the saving throw fails by 5 or more,
target. Hit: 5 (ld6 + 2) piercing damage. the target is also u nconscious while poisoned i n this way. The
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/ 1 20 target wakes up if it takes damage or if another creature takes
ft. , one target. Hit: 5 ( l d 6 + 2) piercing d amage, and the an action to shake it awake.
target m ust succeed o n a DC 13 Constitution savi ng throw or
R E ACTI O N S


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.
'
c:::
====
::::=:::=== ====
=== ====
===: ====i

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)

Fey Ancestry. The drow has advantage on saving throws against


Fey Ancestry. The drow has advantage on saving throws agai nst
being charmed, and magic can't put the d row to sleep.
being charmed, and magic can't put the d row to sl eep.
Innate Spellcasting. The d row's innate spellcasti ng abil ity
Innate Spellcasting. The drow's i nnate spellcasting ability is
is Charisma (spel l save DC 1 5) . She can i n nately cast the
Charisma (spell save DC 1 2) . I t can innately cast the fol lowi ng
fo l lowing spells, req uiring no material com ponents:
spells, req u i ri n g no material components:
At will: dancing lights
At will: dancing lights
l /day each: darkness. faerie fire, levitate (self only)
1 /day each: darkness.faerie fire, levitate (self on ly)
Spellcasting. The drow is a 1 0th -l evel spellcaster. H e r
Spellcasting. The drow is a 1 0th-level spellcaster. Its
spellcasting abil ity is Wisdom (save DC 1 4 , +6 to hit with spell
spellcasti ng ability is I ntell igence (spell save DC 1 4 , +6 to
attacks). The drow has the fol lowing cleric spells prepared:
hit with spell attacks). The d row has the fol lowing wizard
spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the
dying, thaumaturgy
Cantrips (at w i l l ) : mage hand, minor illusion, poison spray, 1 st l evel (4 slots): animalfriendship, cure wounds, detect poison
ray offrost and disease, ray ofsickness
1 st level (4 slots) : mage armor, magic missile, shield, witch bolt 2nd level (3 slots): lesser restoration, protection from poison, web
2nd level (3 slots): alter self, misty step, web 3rd level (3 slots): conjure animals (2 giant spiders) , dispel magic
3rd l evel (3 slots) : jly, lightning bolt 4th l evel (3 slots): divination . freedom ofmovement
4th level (3 slots): Evard's black tentacles, greater invisibility 5th level (2 slots): insect plague, mass cure wounds
5th level (2 slots): cloudkill
Sunlight Sensitivity. While i n s u n l i ght, the drow has
Sunlight Sensitivity. While in sun light, the d row has
d isadvantage on attack rolls, as well as on Wisdom
d isadvantage on attack rol l s , as well as on Wisdom
(Perception) checks that rely on sight.
(Perception) checks that rely on sight.
ACTI O N S
ACT I O N S
Multiattack. The d row makes two scourge attacks.
Staff. Melee Weapon Attack: + 2 to hit, reach 5 ft. , one
target. Hit: 2 (1d6 1 ) bl udgeoning damage, or 3 ( 1 d8 - 1 )
- Scourge. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
bl udgeoning damage i f used with two hands, p l u s 3 (1 d6) Hit: 5 ( l d 6 + 2) piercing damage plus 1 7 (Sd6) poison damage.
poison damage.
Summon Demon (1/Day). The d row attempts to magically
Summon Demon (1/Day). The d row magical ly summons a summon a yochlol with a 30 percent chance of success. If
q uasit, or attempts to summon a shadow demon with a 50 the attempt fails, the d row takes 5 ( l d l O) psychic damage.
percent chance of success. The summoned demon appears in Otherwise, the su mmoned demon appears in an unoccupied
an unoccu pied space within 60 feet of its sum moner, acts as space within 60 feet of its summoner, acts as an ally of its
an ally of its summoner, and can't summon othe r demons. It sum moner, and can't summon other demons. It remains for 1 0
remains for 1 0 m i n utes, u ntil it or its summoner dies, or u ntil m i nutes, u ntil i t o r its summoner d ies, o r until its su mmoner
its summoner dismisses it as an action. dismisses it as an action.

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.

Magic Resistance. The e m pyrean has advantage o n savi ng


EMPYREAN throws against spells and other magical effects.
Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
Magic Weapons. The empyrean's weapon attacks are magical.
Armor Class 22 (natural armor)
Hit Points 3 1 3 ( 1 9 d l 2 + 1 90) ACT I O N S
Speed SO ft., fly SO ft., swim SO ft.
Maul. Melee Weapon Attack: + 1 7 to h it, reach l 0 ft., one target.
Hit: 3 1 (6d6 + 1 0) bludgeoning damage. If the target i s a
STR DEX CON I NT WIS CHA
creature, it must succeed on a DC l S Constitution savi ng throw
30 (+10) 21 (+S) 30 (+10) 21 (+S) 22 (+6) 27 (+8)
or be stu n ned u ntil the end of the e m pyrean's next turn.
Saving Throws Str +1 7, I n t +1 2, Wis +1 3, Cha +l S Bolt. Ranged Spell Attack: +l S to h it, range 600 ft., one target.
Skills Insight +1 3 , Persuasion +l S H it: 24 (7d6) damage of one of the following types (empyrean's
Damage Immunities bludgeoni ng, p ierci ng, and slashing from choice) : acid, cold , fi re, force, l ightni ng, radiant, or thunder.
non magical attacks
Senses truesight 1 20 ft., passive Perception 1 6 LEG E N DA RY ACTI O N S
Languages a l l
The e m pyrean can take 3 legendary actions, choosing from
Challenge 23 (S0,000 X P)
the options below. O n ly one legendary action option can be
used at a time and only at the end of another creature's turn.
Innate Spellcasting. The e m pyrean's i n nate spel lcasting abil ity The e m pyrean regains spent legendary actions at the start
is Charisma (spell save DC 23, +l S to hit with spell attacks). of its turn.
It can i n nately cast the fol lowi ng spells, requiring no material
Attack. The e m pyrean makes one attack.
com ponents:
Bolster. The e m pyrean bolsters all nonhostile creatures within
At will: greater restoration, pass without trace, water breathing, 1 20 feet of it until the end of its next turn. Bolstered creatures
water walk can't be charmed or frightened, and they gain advantage
l /day each: commune, dispel evil and good, earthquake, fire on ability checks and saving throws until the end of the

Trembling Strike (Costs 2 Actions). The em pyrean strikes the


storm, plane shift (self on ly) e m pyrean's next turn.
Legendary Resistance (3/Day). If the e m pyrean fails a saving ground with its maul, triggering an earth tremor. All other
throw, it can choose to succeed i n stead. creatures on the ground within 60 feet of the e m pyrean


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

Armor Class 13 (natural armor)


Hit Points 44 (8d8 + 8)
Speed 30 ft. , c l i m b 30 ft.

STR DEX CON I NT WIS CHA


14 (+2) 1 5 (+2) 13 (+l ) 7 (-2) 12 (+l) 8 (-1 )

Skills Perception +3, Stealth +4, Survival +3


Senses d a rkvision 60 ft., passive Perception 1 3
Languages -
Challenge 2 (450 XP)

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:::=
= =:::= =:::=:
====:;;::::;:: =i

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.

Dragon Color Age Range


Red 5 years or less
O range 6-10 years
Yellow 1 1 -20 years
G reen 21 -30 years
Blue 31 -40 years
I ndigo 4 1 -50 years
Violet 5 1 years or more

Innate Spe/lcasting. The d ragon' s i nnate spellcasting a b i l ity is


FAERIE DRAGON Charisma (spell save DC 1 3) . I t can i nnately cast a n u m ber of
Tiny dragon, chaotic good
spells, requ iring no material components. As the d ragon ages
and changes color, it gai ns additional spells as shown below.
Armor Class 1 5
Hit Points 1 4 (4d4 + 4) Red, l /day each: dancing lights, mage hand, minor illusion
Speed 10 ft., fly 60 ft. Orange, 1 /day: color spray
Yellow, 1 /day: mirror image
STR DEX CON I NT WIS CHA G reen, l /day: suggestion
3 (-4) 20 (+5) 13 (+l ) 1 4 (+2) 12 (+l) 16 (+3) Blue, l/day: major image
I ndigo, 1 /day: hallucinatory terrain
Skills Arcana +4, Perception +3, Stealth +7 Violet, l/day: polymorph
Senses darkvision 60 ft., passive Perception 1 3
Languages Dracon ic, Sylvan ACT I O N S
Challenge 1 (200 XP) for a red, orange, or yel low faerie d ragon; Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one creature.
2 (450 XP) for a green , blue, indigo, or violet fae ri e d ragon
Hit: l piercing damage.
Euphoria Breath (Recharge 5-6). The dragon exhales a puff of
Superior Invisibility. As a bonus action, the d ragon can
euphoria gas at one creature within 5 feet of it. The target must
magica lly turn i nvisible until its concentration ends (as if
succeed on a DC 11 Wisdom saving th row, or for 1 m i nute, the
concentrati ng o n a spel l). Any equipment the dragon wears or
target can't take reactions and must roll a d6 at the start of
carries is invisible with it.
each of its turns to determine its behavior d u ring the turn:
Limited Telepathy. Using telepathy, the dragon can magically 1 -4. The target takes no action or bonus action and uses all
of its movement to move i n a random d i rection.
5-6. The target doesn't move, and the only thing it can do
com m u n icate with any othe r faerie d ragon with i n 60 feet of it.

Magic Resistance. The dragon has advantage on saving throws



on its turn is make a DC 11 Wisdom saving throw, ending the
agai nst spel ls and other magical effects. effect on itself on a success.

FAER I E D RAGO N
1 33
FLAME SKULL
Blazing green flames and mad, echoing laughter follow
a disembodied skull as it patrols its demesne. When
the undead flameskull discovers trespassers, it blasts
the intruders with fiery rays from its eyes and dreadful
spells called up from the dark recesses of its memory.
Dark spellcasters fashion flameskulls from the
remains of dead wizards. When the ritual is complete,
green flames erupt from the skull to complete its ghastly
transformation.
Legacy ofLife. A flameskull only dimly recalls its
former life. Though it might speak in its old voice and
recount key events from its past, it is but an echo of its
former self. However, its undead transformation grants
it full access to the magic it wielded in life, letting it
cast spells while ignoring the material and somatic
com\)onents i.t can no lon1?;,er em\)loy.
Eternally Bound. Intelligent and vigilant, a flameskull
serves its creator by protecting a hidden treasure hoard,
a secret chamber, or a specific individual. A flameskull
carries out the directives given to it when it was created,
and it interprets those commands to the letter. A
flameskull's master must craft its instructions with care
to ensure that the creature carries out its tasks properly.
Wreathed in Flame. The fire wreathing a flameskull
burns continually, giving off bright light that the
creature controls. It uses those flames as a weapon,
focusing them to loose them as fiery rays from its
eye sockets.
Eldritch Rejuvenation. A flameskull's shattered
fragments reform unless they are splashed with holy
water or subjected to a dispel magic or remove curse
spell. If it can no longer fulfill its intended purpose,
the re-formed flameskull is beholden to no one and
becomes autonomous.
Undead Nature. A flameskull doesn't require air,
food, drink, or sleep.

Magic Resistance. The flameskull has advantage on saving


FLAME SKULL throws aga i n st spell s and other magical effects.
Tiny undead, neutral e�il
Rejuvenation. I f the flameskull is destroyed, it regai n s a l l its h it
Armor Class 1 3 points in 1 hour u n l ess holy water is sprinkled on its remains or
Hit Points 4 0 (9d4 + 1 8) a dispel magic or remMe curse spell i s cast on them.
Speed 0 ft., fly 40 ft. (hover)
Spel/casting. The flameskull i s a 5th-level spellcaster. Its
STR DEX CON I NT WIS CHA spel lcasting abil ity is I ntelligence (s pel l save DC 13, +5 to
1 (-5) 17 (+3) 14 (+2) 1 6 (+3) 10 (+O) 11 (+O) hit with spell attacks). It requ i res no somatic o r material
com ponents to cast its spells. The flamesku ll has the fo l lowing
Skills Arcana +S, Perception +2 wizard spells prepared:
Damage Resistances l ightning, n ecrotic, piercing
Cantrip (at will): mage hand
Damage Immunities col d , fire, poison
1 st level (3 slots): magic missile, shield
Condition Immunities charmed, frightened, paralyzed,
2nd level (2 slots) : blur, flaming sphere
poisoned, prone
3rd level (l slot) : fireball
Senses darkvision 60 ft., passive Perception 1 2
Languages Common
Challenge 4 ( 1 ,100 XP) ACTI O N S
Multiattack. The flameskull uses F i re Ray twice.


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.
c:::====:==�:::::=:===�===i
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.

STR DEX CON I NT WIS CHA ACTI O N S


6 (-2) 1 5 (+2) 10 (+O) 14 (+2) 1 4 (+2) 11 (+O)
Tendrils. Melee Weapon Attack: +4 to h it, reach 5 ft., one
creature. Hit: 4 ( l d4 + 2) piercing damage plus 2 (l d4) acid
Skills Arcana +4, H istory +4, Religion +4
d amage. At the end of each of its t u rns, the target must make
Damage Vulnerabilities psych ic
Senses darkvision 60 ft., passive Perception 1 2 a DC 1 0 Constitution saving th row, taking 2 (l d4) acid damage
Languages u nderstands U ndercommon but can't speak, on a fai l u re or ending the recu rring acid d amage on a success.
telepathy 60 ft. A lesser restoration spell cast on the target also ends the
Challenge 1/8 (25 XP) recurring acid damage.

Stench Spray (1/Day). Each creature i n a 1 5 -foot cone


Advanced Telepathy. The fl u m ph can perceive the content of originating from the fl u mph must succeed on a DC 1 0
any telepathic com m u n ication used with i n 60 feet of it, and it Dexterity savi ng th row or be coated i n a fou l -smel l i n g liquid.
can't be su rpri sed by creatures with a ny form of telepathy. A coated creature exudes a horrible stench fo r 1 d4 hours. The
coated creature is poisoned as long as the stench lasts, and
Prone Deficiency. If the flu mph is knocked prone, rol l a d ie. other creatu res are poisoned while within 5 feet of the coated
On a n odd result, the fl u m ph lands u pside-down and is creature. A creature can remove the stench on itself by using a
short rest to bathe in water, alcohol, or vi negar.

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.
i:::=::=:::=:::=====:i
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.

STR DEX CON INT WIS CHA


1 (-5 ) 1 (-5 ) 10 (+O) 1 (-5) 3 (-4) 1 (- 5 )

Condition Immunities bli nded, deafened, frightened


Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 6
Languages -
Challenge 0 ( 1 0 X P)

False Appearance. While the shrieker remains motionless, it i s


i nd istinguishable from an ord i n a ry fu ngus.

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:::====
::::=:: ====
== ====
=== ::::
== :::=::i

FUNGI
GALEB DUHR
Medium elemental, neutral

Armor Class 16 (natural armor)


Hit Points 8 5 (9d8 + 45)
Speed 15 ft. (30 ft. when rol l i n g, 60 ft. rolling down h i l l )

STR DEX CON I NT WIS CHA


20 (+5) 14 (+2) 20 (+5) 1 1 (+O) 1 2 (+l) 11 (+O)

Damage Resistances bl udgeoning, piercing, and slashing from


nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed,
poisoned, petrified
Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 11
Languages Terran
Challenge 6 (2, 300 XP)

False Appearance. While the galeb du h r rema i n s motionless, it


i s i nd isti nguishable from a normal boulder.

Rolling Charge. If the galeb du hr rolls at least 20 feet straight


toward a target and then hits it with a slam attack on the same
turn, the target takes an extra 7 (2d6) b l udgeoning da mage. If
the target i s a creature, it must succeed on a DC 1 6 Strength
saving th row or be knocked prone.

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.

Bite. Melee Weapon Attack: +4 to h it, reach 5 ft. , one target.


Hit: 5 ( l d 6 + 2) piercing d amage.


Claws. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 5 ( l d 6 + 2) slashing damage.
. c===:====
::== ====
== ====
=== ====i
==

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 .

• On the Material Plane, efreet dwell in fiery regions


such as volcanoes and the burning expanses of the
D ELV E , G E M
REA T D 1 s M"'-
TO T HE G AV E S
" W E LC O ME AR E N OW SL
E S . Y ou
T H E l N NE R P L A N T U N Z AFA R /\
OF \( H A
M E R CI F U L
HTY AN D
OF THE MIG F T HE MA N TL E D
UEEN O
l /\ R A I N , Q /\T H E D R A L .
ALYIL J I N 0 1 /\M O N D C
N T I F F OF THE
DE P T HS ,
Po
\ T E S cEP TER , A N D
M /\ L A C H
R O F T HE
P R OT ECT O "
D SO F O RT H . EET I N G
A N D /\R D GR
N
SO ON /\
LE SE N E S C H A L' S S T
- G A R G O\'

Innate Spel/casting. The dao's i n n ate spellcasting a b i l ity i s


DAO Charisma (spell save DC 14, +6 t o hit with s p e l l attacks). I t
Large elemental, neutral evil
c a n i n n ately cast the following spel l s, req u i ring n o material
com ponents:
Armor Class 1 8 (natural armor)
Hit Points 187 ( 1 5 d l 0 + 105) At wil l : detect evil and good, detect magic, stone shape
Speed 30 ft., b urrow 30 ft., fly 30 ft. 3/day each: passwall, move earth, tongues
l/day each: conjure elemental (earth elemental only), gaseous
STR DEX CON INT WIS CHA form, invisibility, phantasmal killer, plane shift, wall ofstone
23 (+6 ) 12 (+l) 24 (+7) 1 2 (+l) 13 (+l) 14 (+2)
Sure-Footed. The dao has advantage o n Strength and Dexterity
saving th rows made against effects that wou ld knock it prone.
Saving Throws I nt +5, Wis +5, Cha +6
. l
Condition Immunities petrified
ACTI O N S
Senses darkvision 1 20 ft., passive Perception 1 1
Languages Terran Multiattack. The dao makes two fist attacks or two
Challenge 1 1 (7,200 XP) maul attacks.

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.

= = = =======
c:============
�== � :: ===z=== = z z'
��==================::=::::== fi =============s
-::::
-s
E : ;;:::======::::i

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.

Melee Weapon Attack: +9 to h it , reach 5 ft. , o n e


STR DEX CON I NT WIS CHA
21 (+5) 1 5 (+2) 22 (+6) 1 5 (+2) 1 6 (+3) 20 (+5)
Scimitar.
target. Hit: 1 2 ( 2 d 6 + 5 ) s l a s h i n g d a m age p l u s 3 ( l d6) l i ghtning
o r thunder d a m a ge (dj i n n i 's choice) .
Saving Throws Dex +6, W i s +7, C h a +9
Damage Immunities l i ghtning, t h u n d e r Create Whirlwind. A 5-foot-ra d i u s , 30 -foot-ta l l cyl i n d e r of
Senses d a rkvision 1 20 ft. , passive Perception 13 swi r l i n g a i r magically forms on a point t h e d j i n n i can see
Languages Auran wit h i n 1 20 feet of it. The w h i rl w i n d lasts as long as the d j i n n i
Challenge 11 (7,200 XP) m a i n t a i n s concentration ( a s if concentrating on a s p e l l ) . Any
creature but t h e d j i n n i that enters the whirlwind m u s t s u cceed
on a DC 1 8 Strength savi ng throw or be restrai ned by it. The
If the d j i n n i d i e s , its body d i s i ntegrates into
d j i n n i can move the w h i r l w i n d u p to 60 feet as a n acti o n ,
Elemental Demise.
a warm b reeze, leaving b e h i n d o n l y e q u i p m e n t the d j i n n i was
a n d creatures rest rained b y the w h i rl w i n d move with it. T h e
wearing or carry i n g.
w h i rlwind e n d s if the dj i n n i l oses s i g h t o f it.
Innate Spellcasting. The dj i n n i 's i n nate s p e l l casting a b i l ity A creature can u s e its action to free a creature restrained
is C h a r i s m a (spe l l save DC 1 7, +9 to h it with spell attacks). It by the w h i rl w i n d , i n c l u d i n g itself, by s u cceeding o n a DC
can i n nate l y cast the fol lowing s p e l l s , req u i r i n g n o material 18 Strength check. If the check s u cceeds, t h e creature i s n o
co m ponents:


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
== ::: ==
::: ::;:;:==========::======================:s:::::::::;: : =======i
c:================ ========================::::==

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

Saving Throws Dex +S, Wis +7, C h a +8 ACTI O N S


Damage Resistances a c i d , cold, light n i n g Multiattack. T h e m a ri d m a kes two trident attacks.
Senses b l i nd s i ght 30 ft., d a rkvision 1 20 ft.,
passive Perception 1 3 Trident. Melee or Ranged Weapon Attack: +1 0 to h it, reach S
Languages Aq u a n ft . or range 20/60 ft. , o n e target.
Hit: 1 3 (2d6 + 6) p i e rc i n g
Challenge 1 1 (7,200 X P) d a mage, or 1 S ( 2 d 8 + 6) p i e r c i n g d a m age if u s e d w i t h two
h a n d s to m a ke a m e l e e attack.

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.

w h i l e it i s i n the B o rd e r Etherea l , a n d vice versa, yet it can't


GHOST affect o r be affected by a nyth i n g o n the oth e r p l a n e .
Medium undead, any alignment
Horrifying Visage. Each n o n - u n dead creature with i n 6 0 feet
Armor Class 1 1 of the ghost that can see it m u st s u cceed on a DC 1 3 W i s d o m
Hit Points 45 ( 1 0d8) saving throw or be frightened fo r 1 m i n ute. I f t h e s a v e fai l s by
Speed 0 ft. , fly 40 ft. (hover) 5 or m o re , the target a l so ages l d 4 x 10 years. A frightened
ta rget c a n repeat t h e sav i n g t h row at t h e e n d of each of its
STR DEX· CON INT WIS CHA t u r n s , ending t h e frightened condition o n itself o n a s u ccess.
7 (-2) 1 3 (+l) 10 (+0) 1 0 (+0) 1 2 (+l) 17 (+3) I f a target's saving throw is s u ccessfu l o r the effect e n d s for it,
the ta rget i s i m m u n e to this ghost's H o rrify i n g V i sage for the
Damage Resistances a c i d , fi re , l i g h t n i ng, t h u n der; b l udgeon i n g, next 24 h o u rs. The aging effect c a n be reversed with a
p i e rc i n g, and slas h i n g from n o n magical attacks
greater
spe l l , but only with i n 24 hours of it occurri n g.
Damage Immunities col d , n ec rotic, poison
restoration
Condition Immunities c h a r m e d , exhausti o n , fri ghte n ed , Possession (Recharge 6). O n e h u m a n o i d t h at t h e ghost c a n see
grappled, p a ralyzed, petrifi e d , poisoned, p ro n e , restra i n e d with i n 5 feet of it m u st succeed o n a DC 13 C h a r i s m a savi n g
Senses d a rkvision 6 0 ft., passive Percept i o n 11 throw or be possessed b y t h e ghost; t h e ghost t h e n d i sappears,
Languages any l a n gu ages it k n e w i n l ife and the ta rget is i n c a pacitated a n d loses control of its body.
Challenge 4 ( l , l OO XP) The ghost now co ntrols the body but d o e s n 't d e p rive the target
of awareness. The ghost can't be targeted by a n y attack, spel l ,

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 �
c:===
====
== ====
== ====
== === ========
=== == ====
====
= �
==::: �
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.

Damage Resistances necrotic GHOUL


Damage Immunities poison
Condition Immunities charmed, exhaustion, poi soned
Senses d a rkvision 60 ft. , passive Perception 10
Armor Class 1 2
Languages C o m m o n Hit Points 22 (5d8)
Challenge 2 (450 X P)
Speed 30 ft.

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

• t h e effect o n itself o n a s u cces s.


�======::]
turns, e n d i n g the effect on itself o n a s u ccess.

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.

Ii ILL GIANT BOULDER


STORM GIANT BOULDER

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

FIRE GIANT BOULDER


GIANTS
50
Fire giants shun cold as much as their cousins FROST GIANT
the frost giants hate heat. They can adapt to cold
environments with effort, though, keeping their hearth Gigantic reavers from the freezing lands beyond
fires burning bright and wearing heavy woolen clothing civilization, frost giants are fierce, hardy warriors
and furs to stay warm. that survive on the spoils of their raids and pillaging.
Martial Experts. From birth, a fire giant is taught They respect only brute strength and skill in battle,
to embrace a legacy of war. At the cradle, its parents demonstrating both with their scars and the grisly
chant songs of battle. As children, fire giants play at trophies they take from their enemies.
war, hurling igneous rocks at one another across the Hearts ofIce. Frost giants are creatures of ice and
banks of magma rivers. In later years, formal martial snow. Their hair and beards are pale white or light blue,
training becomes an integral part of life in the giants' matted with frost and clattering with icicles. Their flesh
fortresses and underground realms of smoke and ash. is as blue as glacial ice.
The fire giants' songs are odes of battles lost and won, Frost giants dwell in high peaks and glacial rifts
while their dances are martial formations of pounding where the sun hides its golden head by winter. Crops
feet that resound like smiths' hammers throughout their don't grow in their frozen homelands, and they keep
smoky halls. little livestock beyond what they capture in their raids
Just as fire giants pass down their knowledge of against civilized lands. They hunt the wild game of the
crafting from generation to generation, their renowned tundra and mountains but don't cook it, since meat from
fighting prowess comes not from wild fury but from a fresh kill tastes sufficiently hot to their palate.
endless discipline and training. Enemies make the Reavers ofthe Storm. The war horns of the frost
mistake of underestimating fire giants based on their giants howl as they march from their ice fortresses
brutish manner, learning too late that these giants live and glacial rifts amid the howling blizzard. When that
for combat and can be shrewd tacticians. storm clears, villages and steadings lay in ruins, ravens
Feudal Lords. Humanoids conquered in war become descending to feed on the corpses of any creatures
serfs to the fire giants. The serfs work the farms and foolish or unlucky enough to stand in the giants' path.
fields on the outskirts of fire giant halls and fortresses, Inns and taverns suffer the brunt of the damage,
raising livestock and harvesting fields whose bounty is their cellars gutted and their casks of ale and mead
almost entirely tithed to the fire giant kings. gone. Smithies are likewise toppled, their iron and
Fire giant crafters work through insight and steel claimed. Curiously undisturbed are the houses
experience rather than writing or arithmetic. Though of moneylenders and wealthy citizens, for the reavers
most fire giants place little worth on such frivolousness have little use for coins or baubles. Frost giants prize
' gems and jewelry large enough to be worn and noticed.
they sometimes keep slaves at court who are versed
in such skills. Serfs not destined for court or the However, even those treasures are most often saved for
fields (especially dwarves) are taken to the fire giants' trading opportunities with other giants more adept at
mountainous realms to mine ore and gemstones from crafting metal weapons and armor.
deep within the earth. Rulers by Might. Frost giants respect brute strength
Fire giants low in the ordning manage the mine above all else, and a frost giant's place in the ordning
tunnels and the slaves that toil there, few of which depends on evidence of physical might, such as superior
survive the difficult and dangerous work for long. musculature, scars from battles of renown, or trophies
Though fire giants are skilled in the engineering of fashioned from the bodies of slain enemies. Tasks such
mine tunnels and the gathering of ore, they place as hunting, childrearing, and crafting are given to giants
less importance on the safety of their slaves than on based on their physical strength and hardiness.
smelting and working the bounty those slaves produce. When frost giants of different clans meet and their
Skilled Artisans. Fire giants have a fearsome status is unclear, they wrestle for dominance. Such
reputation as soldiers and conquerors, and for their meetings might resemble festivals where giants cheer
ability to burn, plunder, and destroy. Yet among the on their champions, making bold boasts and challenges.
giants, fire giants produce the greatest crafters and At other times, the informal ceremony can become a
artists. They excel at smelting and smith work, as they chaotic free-for-all where both clans rush into a melee
do at the engineering of metal and stone, and the quality that fells trees, shatters the ice on frozen lakes, and
of their artistry shows even in their implements of causes avalanches on the snowy mountainsides.
destruction and their weapons of war. Make War, Not Goods. Though frost giants consider
Fire giants strive to build the strongest fortresses and the menial crafting of goods beneath them, carving and
most potent siege weapons. They experiment with alloys leatherwork are valued skills. They make their clothing
to create the hardest armor, then forge the swords that from the skins and bones of beasts, and carve bone or
can pierce it. Such work requires brawn and brains in ivory into jewelry and the handles of weapons and tools.
equal measure, and fire giants high in the ordning tend They reuse the weapons and armor of their smaller foes
'
to be the smartest and strongest of their kind. stringing shields into scale armor and lashing sword
blades to wooden hafts to make giant-sized spears. The

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

1 6' 18' 18' 211 26'


FIRE G I A N T STONE GIANT FROST G I A N T CLOUD G I A N T STORM G I A N T

153
TALL TALL TALL TALL 24' TALL TALL
Huge giant, neutral good (50%) or neutral evil (50%)

Armor Class 14 (natural a r mor)


Hit Points 200 ( 1 6d l 2 + 96)
Speed 40 ft.

STR DEX CON I NT WIS CHA


27 (+8) 10 (+O) 22 (+6) 1 2 (+l) 16 (+3) 16 (+3)

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.

STR DEX CON INT WIS CHA


Keen Smell. The giant has advantage on Wisdom (Perception)
25 (+7) 9 (-1 ) 23 (+6) 10 (+O) 14 (+2) 13 (+l )
checks that rely o n s m e l l .

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

Armor Class 1 5 (patchwork arm or) Huge giant, chaotic evil


Hit Points 1 3 8 ( l 2 d l 2 + 60)
Speed 40 ft. Armor Class 13 (natural a r mor)
Hit Points 105 ( 1 0 d l 2 + 40)
STR DEX CON INT WIS CHA Speed 40 ft.
23 (+6) 9 (- 1 ) 2 1 (+5) 9 (-1 ) 10(+O) 12 (+l )
STR DEX CON INT WIS CHA
Saving Throws Con +8, W i s +3, C h a +4 21 (+5) 8 (-1 ) 19
(+4) 5 (-3) 9 (-1 ) 6 (-2)
Skills Ath letics +9, Percept i o n +3
Damage Immunities cold Skills Perception +2
Senses pass ive Perception 1 3 Senses pass ive Perception 12
Languages G i a n t Languages G ia nt
Challenge 8 (3,900 X P) Challenge 5 (l , 800 XP)

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

Armor Class 1 6 (scale m a i l )


Hit Points 230 (20d l 2 + 1 00)
Speed SO ft. , swim 50 ft.
STONE GIANT
Huge giant, neutral
STR DEX CON INT WIS CHA
29 (+9) 1 4 (+2) 20 (+5) 16 (+3) 1 8 (+4) 18 (+4)
Armor Class 1 7 (natural a r m o r)
Hit Points 1 26 ( l l dl 2 + 5 5 )
Speed 40 ft . Saving Throws Str +1 4 , Con +1 0 , Wis +9, C h a +9
Skills Arcana + 8 , Athletics +14, H istory +8, Perception +9
Damage Resistances cold
STR DEX CON I NT WIS CHA
Damage Immunities lightning, t h u n d e r
23 (+6) 1 5 (+2) 20 (+5) 10 (+ OJ 12 (+l) 9 (-1 )
Senses pass ive Perception 1 9
Languages C o m m o n , G i a n t
Saving Throws Dex + S , Con +8, Wis +4 Challenge 1 3 ( 1 0,000 X P)
Skills Ath letics +12, Perception +4
Senses darkvision 60 ft ., passive Percepti o n 14
Languages G i a n t Amphibious. The giant can breathe a i r a n d water.
Challenge 7 (2,900 X P )
Innate Spellcasting. The giant's i n n ate s p e l l casti n g a b i l ity i s
C h a r i s m a (s pell save DC 1 7 ) . It can i n n ately cast t h e fo l lowi n g
Stone Camouflage. The giant h a s advantage o n Dexterity spells, req u i ri n g n o mate r i a l components:
(Stealth) checks made to hide in rocky terra i n .
At wi l l : detect magic. featherfall, levitate, light
ACTI O N S 3/day each: control weather, water breathing
Multiattack. The giant m a kes two greatc l u b attacks. ACT I O N S
Greatclub. Melee Weapon Attack: +9 to hit, reach 1 5 ft . , o n e Multiattack. The giant m a kes two greatsword attacks.
target.Hit: 1 9 (3d8 + 6 ) bl udgeo n i n g d a m age.
Greatsword. Melee Weapon Attack: +1 4 to h it, reach 10 ft., o n e
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., o n e target.
Hit: 30 (6d6 + 9) s l a s h i n g d a m age .
target. Hit: 28 (4d l 0 + 6) b l u d ge o n i n g d a m age. If the ta rget is a
creature, it m u st s u cceed on a D C 1 7 Strength saving throw or
Rock. Ranged Weapon Attack: + 14 to hit, range 60/240 ft. , one
target.Hit: 3 5 (4d l 2 + 9 ) b l udgeo n i n g d a m age.
be knocked pro n e .
Lightning Strike (Recharge 5-6). The giant h u r l s a magical
l i ghtn i n g bolt at a point it can see within 500 feet of it. Each
R E ACT I O N S

• Rock Catching. I f a rock o r s i m i l a r object i s h u rled at the giant,


the giant c a n , with a s u ccessful DC lO Dexterity saving th row,
catch the m i s s i l e a n d take no b l u d geo n i n g d a m age from it.
creature within 1 0 feet of that point m u s t m a ke a DC 1 7
Dexterity saving th row, t a k i n g 5 4 ( l 2d8) lightn i n g d a m age o n a
fa i l e d save, or h a l f as m u c h d a m age on a s u ccessful o n e .
i::=:
====::::=== ====
== � == ====i

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.

O n a fa i l u re, t h e creature c a n ' t t a k e reactions u nt i l the start o f


GIBBERING MOUTHER its n ext t u r n a n d ro l l s a d 8 to dete r m i n e w h a t it does d u ring
its t u r n . O n a 1 to 4, the creature does noth i n g. O n a 5 o r 6,
Medium aberration, neutral
t h e creature takes no action o r bonus action and uses all its
Armor Class 9
movement to move in a r a n d o m l y dete r m i n e d d i rect i o n . On a
Hit Points 67 (9d8 + 27)
Speed 10 ft. , swim 1 0 ft . 7 or 8, t h e creature m a kes a m e l e e attack a g a i n st a r a n d o m l y
d eterm i n e d creature with i n i t s reach o r does noth i n g if it can't

STR DEX CON I NT WIS CHA m a ke s u c h an attack.


10 (+O) 8 (-1 ) 16 (+3) 3 (-4) 10 (+O) 6 (-2)
ACT I O N S
Condition Immunities prone Multiattack. The gibbering mouther m a kes o n e bite attack
Senses darkvision 60 ft. , pass ive Perception 1 0 a n d , if it can, uses its B l i nd i n g S pittle.
Languages -
Challenge 2 (450 XP) Bites. Melee Weapon Attack: +2 to h it, reach 5 ft. , o n e creature.
Hit: 17 (5d6) piercing d a m age. I f the target is M e d i u m or
s m a l l e r, it m u st succeed on a DC 10 Strength savi n g th row or
Aberrant Ground. The gro u n d in a 1 0 -foot rad i u s a ro u n d the be k n ocked prone. I f the target i s k i l l ed by this d a m age, it is
mouther is dough l i ke difficult terra i n . Each creature that starts absorbed i nto the mouther.
its turn i n that area must s u cceed o n a DC 10 Strength savi n g
throw or h a v e i t s s p e e d reduced to 0 u n t i l the start of its Blinding Spittle (Recharge 5-6). The mouther sp its a chemical

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

Armor Class 1 7 ( h a l f plate)


Hit Points 4 9 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 5 (+2) 14 (+2) 1 2 (+l ) 1 3 (+l ) 1 3 (+l) 10 (+O)

Saving Throws Con +3, I nt +3, Wis +3


Senses passive Perception 1 1
Languages G ith
Challenge 3 (700 XP)

Innate Spellcasting (Psionics). The githya n k i ' s i nnate


s p e l l casting a b i l ity i s I ntel l i ge nce. It c a n i n n ately cast the
fol lowi ng s p e l l s , req u i ri n g n o components:

At will: mage hand (the h a n d is i n v i s i b le)


3/day each: jump, misty step, nondetection (self o n l y)

ACTI O N S
Multiattack. The githya n k i m a kes two greatsword attacks.

Creatsword. Melee Weapon Attack: +4 to h it, reach 5 ft. ,


o n e target.
Hit: 9 ( 2 d 6 + 2 ) s l a s h i n g d a mage p l u s 7 (2d6)
psychic da m a ge.

GITHYANKI KNIGHT
Medium humanoid (gith), lawful evil

Armor Class 1 8 ( p l ate)


Hit Points 9 1 ( 1 4d 8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 6 (+3) 14 (+2) 15 (+2) 1 4 (+2) 1 4 (+2) 1 5 (+2)

Saving Throws Con + 5 , I nt +5, W i s +5


Senses pass ive Perception 1 2
Languages G it h
Challenge 8 (3 ,900 X P)

Innate Spellcasting (Psionics). T h e githyanki's i n nate


s p e l l casti n g a b i lity is I ntel l i ge n ce (spe l l save D C 1 3 , +5 to hit
with spell attacks). I t can i n n ately cast the fol l owing s p e l l s ,
req u i r i n g n o co m po nents:

At will:mage hand (the hand is i n v i s i ble)


3/day each: jump, misty step, nondetection (self o n ly) , tongues
l /day each: plane shift, telekinesis

ACT I O N S
Multiattack. The githyanki m a kes two si lver greatsword attacks.

Silver Creatsword. Melee Weapon Attack: +9 to h it, reach


5 ft. , one target. Hit: 13 (2d 6 + 6) s l a s h i n g da mage plus
1 0 (3d6) psyc h i c d a mage. T h i s i s a m a g i c wea pon attack.
O n a critical hit against a ta rget in a n astral body (as with
the astral projection s p e l l ) , the githya n k i c a n cut the s i lvery
cord that tethers the target to its material body, i n stead of
deal i n g d a m age.

OITH
160
GITHZERAI MONK
Medium humanoid (gith), lawful neutral

Armor Class 1 4
Hit Points 3 8 (7d8 + 7)
Speed 30 ft.

STR DEX CON I NT WIS CHA


12(+l ) 15 (+2) 12
(+l ) 1 3 (+1) 14 (+2) 10 (+O)

Saving Throws Str +3, Dex +4, I n t +3, Wis +4


Skills I nsight +4, Perception +4
Senses passive Perception 1 4
Languages G ith
Challenge 2 (450 XP)

Innate Spellcasting (Psionics). The githzera i's i n n ate


s p e l l casti n g a b i l ity is Wisdom. It can i n nately cast the fol lowing
spells, req u i r i n g no components:

At will: mage hand (the hand i s i n v i s i b l e)


3/day each: featherfall, jump, see invisibility, shield
Psychic Defense. W h i l e the githzerai is wea r i n g no armor a n d
w i e l d i n g no s h i e l d , i t s A C i n c l u d e s i t s Wisdom m o d i fi e r.

ACT I O N S
Multiattack. The githzerai m a kes two u n a r m e d strikes.

Unarmed Strike. Melee Weapon Attack: +4 to h it, reach 5 ft. ,


one target.
Hit: 6 ( l d 8 + 2 ) b l udgeo n i n g d a m age p l u s 9 (2d8)
psychic d a m age. This is a magic weapon attack.

GITHZERAI ZERTH
Medium humanoid (gith), lawful neutral

Armor Class 1 7
Hit Points 8 4 ( 1 3 d 8 + 26)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 3 (+l ) 1 8 (+4) 1 5 (+2) 1 6 (+3) 17 (+3) 12 (+1 )

Saving Throws Str +4, Dex +7, I nt +6, W i s +6


Skills Arc a n a +6, I n sight +6, Perception +6
Senses passive Perception 1 6
Languages G ith
Challenge 6 (2, 300 XP)

Innate Spellcasting (Psionics). The githzera i ' s s p e l l c asti n g


a b i l ity is Wisdom ( s p e l l save DC 1 4 , +6 t o h i t w i t h s p e l l
attacks). It c a n i n nately c a s t the fol lowi n g s p e l l s , req u i r i n g no
components:

At will: mage hand (the h a n d is i n v i s i b le)


3/day each: featherfall, jump, see invisibility, shield
1 /day each: phantasmal killer, plane shift
Psychic Defense. W h i l e t h e githzerai i s weari n g no armor a n d
wiel d i n g no s h i e l d , i t s A C i nc l u d e s i t s W i s d o m m o d i fi e r.

ACT I O N S
Multiattack. The githzerai m a kes two u n a r m e d stri kes.

Unarmed Strike. Melee Weapon Attack: +7 to h it, reach 5 ft .,


o n e target.
Hit: 11 (2d6 + 4) b l u d ge o n i n g d a m age plus 13 (3d8)
psychic d a m age. This is a magic wea po n attack.
G I TH
GNOLLS
Gnolls are feral humanoids that attack settlements
along the frontiers and borderlands of civilization
without warning, slaughtering their victims and
devouring their flesh.
Demonic Origin. The origin of the gnolls traces back
to a time when the demon lord Yeenoghu found his way
to the Material Plane and ran amok. Packs of ordinary
hyenas followed in his wake, scavenging the demon
lord's kills. Those hyenas were transformed into the first
gnolls, parading after Yeenoghu until he was banished
back to the Abyss. The gnolls then scattered across the
face of the world, a dire reminder of demonic power.
Nomadic Destroyers. Gnolls are dangerous
because they strike at random. They emerge from
the wilderness, plunder and slaughter, then move
elsewhere. They attack like a plague of locusts,
pillaging settlements and leaving little behind but razed
buildings, gnawed corpses, and befouled land. Gnolls
choose easy targets for their raids. Armored warriors
holed up in a fortified castle will survive a rampaging
gnoll horde unscathed, even as the towns, villages, and
farms that surround the castle are ablaze, their people
slaughtered and devoured.
Gnolls rarely build permanent structures or
craft anything of lasting value. They don't make
weapons or armor, but scavenge such items from the
corpses of their fallen victims, stringing ears, teeth,
scalps, and other trophies from their foes onto their
patchwork armor.
Thirst for Blood. No goodness or compassion
resides in the heart of a gnoll. Like a demon, it lacks
anything resembling a conscience, and can't be taught
or coerced to put aside its destructive tendencies. The
gnolls' frenzied bloodlust makes them an enemy to all,
and when they lack a common foe, they fight among
themselves. Even the most savage ores avoid allying
with gnolls.

GNOLL PAC K LORD


The alpha of a gnoll pack is the pack lord, ruling by
might and cunning. A pack lord earns the best of a gnoll
pack's spoils, food, valuable trinkets, and magic items. It
ornaments its body with brutal piercings and grotesque
trophies, dyeing its fur with demonic sigils, hoping
Yeenoghu will make it invulnerable.

GNOLL FANG OF YEENOGH U


Gnolls celebrate their victories by performing demonic
rituals and making blood offerings to Yeenoghu.
Sometimes the demon lord rewards his worshipers
by allowing one of them to be possessed by a demonic
spirit. Marked as Yeenoghu's favorite, the lucky recipient
becomes a fang of Yeenoghu, the chosen of the Gnoll
Lord. In much the same way Yeenoghu created the
first gnolls, a hyena that feasts on a fang's slain foe
undergoes a horrible transformation, becoming a full­
grown adult gnoll. Depending on the number of hyenas
in a region, a fang of Yeenoghu can lead to a startling
increase in the gnoll population. Finding and killing the
fang is the only way to keep that population in check.
GNOLL
Medium humanoid (gnoll), chaotic evil

Armor Class 1 5 ( h i d e a r mor, shield)


Hit Points 2 2 (5d8)
Speed 30 ft .

STR DEX CON I NT WIS CHA


14 (+2) 12 (+l) 1 1 (+O) 6 (-2) 1 0 (+O) 7 (-2)

Senses darkvision 60 ft. , pass ive Perception l 0


Languages G n o l l
Challenge 1 / 2 ( 1 00 XP)

Rampage. W h e n the g n o l l red uces a creature to 0 hit points


with a melee attack o n its turn, the gnoll can take a b o n u s
action t o move u p t o h alf i t s speed a n d m a ke a bite attack.

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.

Longbow. Ranged Weapon Attack: +3 to hit, range 1 50/600 ft. ,


o n e target. Hit: 5 ( l d 8 + 1 ) p i e rc i n g d a m age.

GNOLL PACK LORD


Medium humanoid (gnoll), chaotic evil

Armor Class 1 5 (chain s h i rt) GNOLL FANG OF YEENOGHU


Hit Points 49 (9d8 + 9) Medium fiend (gnolf), chaotic evil
Speed 30 ft.
Armor Class 14 ( h i d e a r mor)
STR DEX CON I NT WIS CHA Hit Points 65 ( 1 0 d 8 + 20)
1 6 (+3) 14 (+2) 13 (+l) 8 (-1 ) 11 (+O) 9 (-1 ) Speed 30 ft.

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

with a m e l ee attack o n its turn, the gnoll can take a bonus


Languages Abyssal, G n o l l
action to m ove u p to h a l f its speed a n d m a ke a bite attack.
Challenge 4 (l ,lOO XP)

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.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , o n e creature. ACTI O N S


Hit: 5 ( l d 4 + 3) p i erci n g d a m age.
Multiattack. The g n o l l m a kes t h ree attacks: o n e with its bite
Glaive. Melee Weapon Attack: +5 to h it, reach 10 ft. , one target. and two with its claws.
Hit: 8 ( l d l O + 3) s l a s h i n g d a m age.
Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , o n e creature.
Longbow. Ranged Weapon Attack: +4 to h it, range 1 50/600 ft. , Hit: 6 ( l d 6 + 3) pie rci n g d a m age, a n d t h e ta rget m u st
o n e target. Hit: 6 ( l d 8 + 2) pierci ng d a m age. s u cceed o n a DC 12 Constitution savi ng th row or take 7 (2d6)
poison d a mage.
Incite Rampage (Recharge 5-6). One creatu re the g n o l l can see
within 30 feet of it can u s e its reaction to m a ke a m e lee attack Claw. Melee Weapon Attack: +5 to h it, reach 5 ft ., one target.
if it can hear the gnoll and has the R a m page trait. Hit: 7 ( l d 8 + 3) s l a s h i n g d a m age.

G N O LLS
DEEP GNOME (SVIRFNEBLIN)
Small humanoid (gnome), neutral good

Armor Class 1 5 (ch a i n s h i rt)


Hit Points 1 6 (3d6 + 6)
GNOME , DEEP (SVIRFNEBLIN) Speed 20 ft.
Deep gnomes, or svirfneblin, live far below the world's
STR DEX CON INT WIS CHA
1 5 (+2) 14 (+2) 1 4 (+2) 1 2 (+l ) 10 (+O) (-1)
surface in twisting warrens and sculpted caverns.
9
They survive by virtue of their stealth, cleverness, and
Skills I nvestigation +3, Perception +2, Stealth +4
tenacity. Their gray skin allows them to blend in with
surrounding stonework. They are also surprisingly Senses d a rkvision 1 20 ft. , pass ive Perce pti o n 1 2
heavy and strong for their size. An average adult weighs Languages G n o m i s h , Te rra n , U n d e rco m m o n
100 to 1 2 0 pounds and stands 3 feet tall. Challenge 1 / 2 ( 1 00 X P)
A typical svirfneblin enclave contains several hundred
deep gnomes and is strongly fortified. Secret tunnels
Stone Camouflage. The gnome h a s advantage o n Dexterity
(Stealth) checks m a d e to h i d e in rocky terrai n .
lead to and from the settlement, and the deep gnomes
use these as evacuation routes when the enclave comes
under attack. Gnome Cunning. T h e gnome h a s advantage on I ntell igence,
Established Gender Roles. Male svirfneblin Wisd o m , and C h a r i s m a saving throws against magic.

Innate Spellcasting. The gnome's i n n ate s p e l l c asting a b i l ity i s


are bald, while females have stringy gray hair.
I ntell igence (spe l l save DC 1 1 ) . It c a n i n n ately cast t h e fo l l owi n g
Traditionally, females run the enclaves while males
s p e l l s , req u i ri n g n o material co m po n ents:
scour the outskirts in search of enemies and deposits of
precious gemstones.
Gemstone Harvesters. Svirfneblin cherish fine At w i l l : nondetection (self o n ly)
gemstones, especially rubies, which they harvest from l/day each: blindness/deafness, blur, disguise self
mines deep in the Underdark. The hunt for gems often
ACT I O N S
brings them into conflict with beholders, drow, kuo-toa,
duergar, and mind fl.ayers. Of all their natural enemies, War Pick. Melee Weapon Attack: + 4 to h it, reach 5 ft . , o n e

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

Armor Class 1 7 (ch a i n s h i rt, shield)


Hit Points 21 (6d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 0 (+O) 14 (+2) 1 0 (+O) 1 0 (+O) 8 (-1 ) 10 (+O)

Small humanoid (goblinoid), neutral evil Skills Stealth +6


Senses d arkvision 6 0 ft. , pass ive Perception 9
Armor Class 1 5 (leather armor, shield) Languages C o m m o n , G o b l i n
Hit Points 7 (2d6) Challenge l (200 XP)
Speed 30 ft.
The gob l i n can take t h e Dise ngage or H i d e
INT
Nimble Escape.
STR DEX CON WIS CHA
action as a b o n u s a c t i o n o n e a c h of its t u r n s .
8 (-1 ) 1 4 (+2) 10 (+0) 1 0 (+O) 8 (-1 ) 8 (-1 )

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.

• Shortbow. Ranged Weapon Attack: +4 to h it, range 80/320 ft . ,


o n e target. Hit: 5 ( l d 6 + 2 ) pierci n g d a m age.
it with a n attack, the gob l i n chooses a n other g o b l i n w i t h i n 5
feet of i t . The two g o b l i n s swap p l aces , a n d t h e chosen go b l i n
beco mes t h e ta rget i n stead.
t:::====
:==:::::= ====
== � == ==::::j

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

its turns w h i l e berserk, the gol e m attacks the n e a rest creatu re


CLAY GOLEM it can see. If no creature is n e a r e n o ugh to move to a n d attack,
the golem attacks a n object, with preference for an object
Large construct, unaligned
s m a l l e r than itself. O nce the go l e m goes berserk, it cont i n u e s
Armor Class 14 (natural a rm o r)
t o d o so u nt i l it i s d e stroyed or rega i n s a l l i t s hit points.
Hit Points 1 3 3 ( 1 4d l 0 + 56)
Speed 20 ft. Immutable Form. T h e go l e m i s i m m u n e to any spell or effect
that would alter its fo r m .
STR DEX CON I NT WIS CHA
20 {+5) 9 (- 1 ) 1 8 (+4) 3 (- 4) 8 (- 1 ) l (- 5 ) Magic Resistance. The g o l e m h a s advantage on s a v i n g throws
aga i n st s p e l l s and ot her magical effects.
Damage Immunities a c i d , poiso n , psych i c ; b l u dgeon i ng,
Magic Weapons. The gole m ' s weapon attacks are m a g i c a l .
pierc i n g, and s l a s h i ng from n o n m agical attacks not m a d e
w i t h a d a m a ntine wea pons
ACTI O N S
Condition Immunities c h a rm e d , exhaustion, frighte n e d ,
paralyze d , petri fi e d , poisoned Multiattack. The golem m a kes two s l a m attacks.
Senses d a rkvision 60 ft. , passive Percepti o n 9
Slam. Melee Weapon Attack: +8 to h it, reach 5 ft . , one target.
Languages u nd e rstands the l a ngu ages of its creator but
Hit: 16 (2d l 0 + 5 ) b l u d ge o n i n g d a m age. If the target i s a
c a n 't speak
creature, it m u s t s u cceed on a DC 1 5 Constituti o n saving th row
Challenge 9 (5,000 XP)
or have its hit point maxi m u m red uced by a n a m o u n t eq u a l to
the d a m age taken. The target d i e s if t h i s attack red u ces its h it
Acid Absorption. Whe never the go l e m is s u bjected to acid point maxi m u m to 0. T h e red u ction l a sts u ntil removed by the
d a mage, it takes no d a m age a n d i n stead rega i n s a n u m b e r of greater restoration spell or other magic.
hit points e q u a l to the acid d a m age dealt.
U ntil t h e e n d of its next t u r n , the


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 .

STR DEX CON I NT WIS CHA


19 (+4) 9 (-1 ) 18(+4) 6 (-2) 1 0 (+O) 5 (-3)

Damage Immunities l ightn i n g, poison; bl u d geo n i ng, pierc i n g ,


a n d s l a s h i n g from n o n m agical attacks not m a d e with
a d a m a nt i n e weapons
Condition Immunities c h a r m e d , exhaustion, fri ghte n e d ,
paralyzed, petrified, poisoned
Senses d arkvision 60 ft. , passive Perception 10
Languages u n d ersta n d s t h e l a ngu ages of its creator but
can't speak
Challenge 5 ( l ,800 XP)

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 .

Aversion of Fire. I f t h e go l e m t a k e s fi re d a mage, it h a s


d i s advantage o n attack ro l l s a n d a b i l ity c h e c k s u nt i l t h e e n d of
its next t u r n .

Immutable Form. The golem is i m m u n e to a ny s p e l l o r effect


t h at w o u l d alter its fo r m .

Lightning Absorption. Whe never the go lem is subjected to


l ight n i n g d a m age, it takes no d a m age a n d i n stead rega i n s a
n u m b e r of h i t points e q u a l to the l i ghtn i n g d a m age dealt.

Magic Resistance. The golem h a s advantage on saving throws


against s p e l l s and other magical effects.

Magic Weapons. The golem's weapon attacks are m agical.

ACTI O N S
Multiattack. The go l e m m a ke s two s l a m attacks.

Slam. Melee Weapon Attack: +7 to h it, reach 5 ft., o n e target.


Hit: 13 ( 2d 8 + 4) b l u d ge o n i n g d a m age.

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)

Fire Absorption. Whe never the go l e m is s u bjected to fi re


d a mage, it takes no d a m age a n d i n stead rega i n s a n u m be r of Immutable Form. The go l e m is i m m u n e to any s p e l l o r effect
h i t points e q u a l to the fi re d a mage dealt. that w o u l d a lter its form.

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.

Magic Weapons. The go lem's weapon attacks are m a g i c a l .


ACT I O N S
Multiattack. The go l e m m a kes two s l a m attacks.
ACT I O N S
Slam. Melee Weapon Attack: +10 to h it, reach 5 ft. , one target.
Multiattack. The go l e m m a kes two m e l e e attacks. Hit: 19 (3d8 + 6) bl u d geo n i n g d a m age.
Slam. Melee Weapon Attack: +1 3 to h it, reach 5 ft . , one target. Slow (Recharge 5-6). The go l e m targets one or m o re creatures
Hit: 20 (3d8 + 7) b l u d geoning d a m age. it can see within 10 feet of it. Each target m u st m a ke a DC 1 7
Wisdom saving t h row against this magic. O n a fa iled save, a
Sword. Melee Weapon Attack: +1 3 to hit, reach 10 ft . , o n e
target can't u se reactions, its speed is h a lved, a n d it c a n ' t m a ke
target. Hit: 23 ( 3 d l 0 + 7) s l a s h i n g d a m age.
more than o n e attack on its t u r n . I n a d d ition, t h e target can
Poison Breath (Recharge 6). The go l e m exhales poisonous gas take either a n action or a b o n u s action on its t u r n , not bot h .
i n a 1 5 -foot cone. Each creature i n that area m u st m a ke a DC 1 9 These effects l a st for l m i n ute. A target can repeat the saving
Constitution saving th row, t a k i n g 4 5 ( 1 0 d 8) poison d a m age on throw at the e n d of each of its t u r n s , ending the effect on itself
a fa i l ed save, o r h a l f a s m u c h d a m age on a s u ccessful one. on a success.
Large monstrosity, unaligned
GORGON
Few creatures that encounter a gorgon live to tell about
Armor Class 1 9 (natural armor) it. Its body is covered in iron plates, and its nostrils fume
Hit Points 1 1 4 ( 1 2d l 0 + 48) with green vapor.
Speed 40 ft. Horrific Structure. A gorgon's iron plates range from
steely black to gleaming silver, but this natural armor
STR DEX CON I NT WIS CHA in no way hinders its movement or mobility. The oils of
20 (+5 ) 1 1 (+O) 18 (+4) 2 (- 4) 12 (+l) 7 (-2) its body lubricate the armor. A sick or inactive gorgon
gathers rust like fungus or mange. When a rusty gorgon
Skills Perception +4 moves, its plates squeal as they rub together.
Condition Immunities petrified Monstrous Predator. When a gorgon spots potential
Senses d a rkvision 60 ft., passive Perception 1 4 prey, it charges with a hideous clamor of metal on
Languages - metal. When the gorgon hits, it pulverizes the foe and
Challenge 5 (l ,800 XP)
sends its sprawling, then tramples it to death with its
cruel hooves. Faced with multiple foes, the gorgon
Trampling Charge. If the gorgon moves at l east 20 feet straight exhales its deadly vapor to overcome the creatures
toward a creature a n d then hits it with a gore attack on the it touches by turning them to stone. When it grows
s a m e turn, that ta rget m u st s u cceed on a DC 16 Strength hungry, it smashes its petrified prey to rubble and uses
saving th row o r be knocked prone. I f the target is prone, the its strong teeth to grind the stone into a powder that
gorgon can m a ke one attack with its hooves aga i nst it as a provides nourishment. The crisscrossing network of
bonus action. trampled trails and splintered trees that surrounds a
gorgon lair is strewn with the uneaten fragments of its
ACT I O N S
shattered foes.
Core. Melee Weapon Attack: +8 to h it, reach 5 ft., one t a rget.
Hit: 1 8 (2d l 2 + 5 ) piercing d a m age.
Hooves. Melee Weapon Attack: +8 to h it, reach 5 ft ., one target.
Hit: 16 (2d 1 0 + 5) b l u dgeo n i n g d a m a ge.
Petrifying Breath (Recharge 5-6). The gorgon exh ales
petrifying gas i n a 30-foot cone. Each creature i n that area
m u st s u cceed on a DC 13 Constitution sav i n g th row. O n a
fa iled save, a ta rget begins to turn to ston e a n d is restra i n e d .
The restra i n e d target m u st repeat t h e savi n g throw at the e n d
of its next turn. On a success, the effect ends on the target.
On a fa i l u re, the t a rget is petrified u n t i l freed by the greater
restoration spell or other m a gic.

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)

STR DEX CON INT WIS CHA


1 5 (+2) 14 (+2) 13
(+l ) 12 (+l ) 11 (+O) 9 (-1 )

Skills Percepti o n +4, Stealth +6


Damage I mmunities l ightn i n g
Condition Immunities b l i n d e d , pro n e
Senses b l i n d s ight 60 ft. ( b l i nd beyond t h i s rad i u s) ,
pass ive Percepti o n 1 4
Languages G re l l
Challenge 3 (700 X P)
' LIMBED U P T H E SHAFT
• QuR INTREPID ROGUE C
E W A S A G A S P, A N D T H E
T O S E C U RE A R O P E . T H E R
"
L L . W E N E Y E R S A W HER AGAIN . ACTI O N S
ROPE FE

Multiattack. The grell m a kes two attacks: o n e with its tentacles


- A N A D V E N T U R E R'S ACCO U N T O F A

a n d o n e with its beak.


G R E L L ATTACK I N K H Y B E R , P U B L I S H E D
I N T l i E K O R R A N B ERG C li R O N I C L E

Tentacles. Melee Weapon Attack: +4 to h it, reach 1 0 ft. , one


creature.Hit: 7 ( l d l O + 2) p i e rc i n g d a m age, a n d the target
must succeed o n a DC 1 1 Constitution saving throw o r be
poisoned for 1 m i n ute. The poisoned target is pa ralyzed , and
GRELL it can repeat the saving t h row at the e n d of each of its turns,
A grell resembles a bulbous floating brain with a wide, e n d i n g the effect o n a s u ccess.
sharp beak. Its ten long tentacles are made of hundreds The target is a l s o grappled (escape DC 1 5) . I f the target is
of ring-shaped muscles sheathed in tough fibrous Medium or s m a l l e r, it is a l s o restra i n e d u n t i l t h i s gra p p l e ends.
hide. Sharp barbs line the tip each tentacle and inject W h i l e gra p p l i n g t h e target, the gre l l h a s advantage o n attack
paralytic venom. The grell can partially retract its barbs rol l s agai n st it and can't u se this attack against other targets.

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

doesn't want to pierce or tear. gra p p l i n g moves with it.

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

Armor Class 1 8 (natural a r m o r)


Hit Points 75 ( l Od l O + 20)
Speed 30 ft . , c l i m b 30 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 1 6 (+3) 1 5 (+2) 4 (-3) 14 (+2) 9 (-1 )

Damage Resistances b l u d geo n i ng, pierc i n g, a n d s l a s h i n g from


n o n m agical attacks
Senses darkvision 60 ft. , passive Perception 1 2
Languages -
Challenge 7 (2,900 X P)

Stone Camouflage. T h e grick h a s adva ntage on Dexterity


(Stealth) checks made to h i d e in rocky terra i n .

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.

Tail. Melee Weapon Attack: +7 to h it, reach 10 ft. , one target.


Hit: 1 1 (2d6 + 4) bl u d geo n i n g d a m a ge.
Tentacles. Melee Weapon Attack: +7 to h it, reach 10 ft. , o n e
target.Hit: 22 ( 4 d 8 + 4) s l a s h i n g d a mage.
Beak. Melee Weapon Attack: +7 to h it, reach 10 ft. , o n e target.
Hit: 1 3 (2d8 + 4) piercing d a m age.

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
.....,

HAGS Hags name themselves in darkly whimsical ways,


claiming monikers such as Black Morwen, Peggy
Hags represent all that i s evil and cruel. Though they Pigknuckle, Grandmother Titchwillow, Nanna Shug,
resemble withered crones, there is nothing mortal about Rotten Ethel, or Auntie Wormtooth.
these monstrous creatures, whose forms reflect only the Monstrous Motherhood. Hags propagate by
wickedness in their hearts. snatching and devouring human infants. After stealing
Faces ofEvil. Ancient beings with origins in the a baby from its cradle or its mother's womb, the
Feywild, hags are cankers on the mortal world. Their hag consumes the poor child. A week later, the hag
withered faces are framed by long, frayed hair, horrid gives birth to a daughter who looks human until her
moles and warts dot their blotchy skin, and their long, thirteenth birthday, whereupon the child transforms into
skinny fingers are tipped by claws that can slice open the spitting image of her hag mother.
flesh with a touch. Their simple clothes are always Hags sometimes raise the daughters they spawn,
tattered and filthy. creating covens. A hag might also return the child to its
All hags possess magical powers, and some have an grieving parents, only to watch from the shadows as the
affinity for spellcasting. They can alter their forms or child grows up to become a horror.
curse their foes, and their arrogance inspires them to Dark Bargains. Arrogant to a fault, hags believe
view their magic as a challenge to the magic of the gods, themselves to be the most cunning of creatures, and
whom they blaspheme at every opportunity. they treat all others as inferior. Even so, a hag is open
to dealing with mortals as long as those mortals show
H AG COV E N S the proper respect and deference. Over their long lives,
When hags m u st work together, they form coven s , i n spite of hags accumulate much knowledge of local lore, dark
their selfi s h natures. A coven is made up of hags of any type, creatures, and magic, which they are pleased to sell.
all of whom are e q u a l s wit h i n the gro u p . H owever, each of Hags enjoy watching mortals bring about their own
the hags conti n ues to desire m o re personal power. downfall, and a bargain with a hag is always dangerous.
A coven c o n s i sts of three hags so that any a rguments The terms of such bargains typically involve demands
between two hags can be settled by the third. If more than
three hags ever come together, a s m i ght h a ppen if two
to compromise principles or give up something dear­
covens co me i nto confli ct, the res u lt is u s u a l l y chaos.
especially if the thing lost diminishes or negates the
Shared Spellcasting. While all three m e m bers of a hag
knowledge gained through the bargain.
coven are with i n 30 feet of o n e a n other, they can each cast A Foul Nature. Hags love the macabre and festoon
the fol lowi n g spells from the wiza rd's spell l i st but m u st their garb with dead things and accentuate their
s h a re the spell slots a m o n g them selves: appearance with bones, bits of flesh, and filth. They
nurture blemishes and pick at wounds to produce
1 st level (4 s l ots) : identiJY, ray ofsickness weeping, suppurating flesh. Attractive creatures evoke
2 n d level (3 s l ots): hold person, locate object disgust in a hag, which might "help" such creatures by
3rd level (3 slots) : bestow curse, counterspell, lightning bolt
4th level (3 slots) : phantasmal killer, polymorph
disfiguring or transforming them.
5th level (2 s l ots) : contact other plane, scrying
This embrace of the disturbing and unpleasant
6th level (1 s l ot) : eyebite extends to all aspects of a hag's life. A hag might fly in
a magical giant's skull, landing it on a tree shaped to
For cast i n g these spells, each h a g is a 1 2th-level spel lcaster resemble an enormous headless body. Another might
that uses I ntel l igence a s her spellcasting a b i l ity. The spell travel with a menagerie of monsters and slaves kept
save DC is 1 2 + th e hag's I ntell igence modifier, a n d the spel l in cages, and disguised by illusions to lure unwary
attack b o n u s is 4 + th e hag's I ntel l igence mod ifier. creatures close. Hags sharpen their teeth on millstones
Hag Eye. A hag coven can craft a magic item called a
hag eye, which is m a d e fro m a real eye coated in va r n i s h
and spin cloth from the intestines of their victims,
a n d often fitted to a pendant o r other weara b l e item. The
reacting with glee to the horror their actions invoke.
is u s u a lly entrusted to a m i n io n for safekeep i n g
Dark Sorority. Hags maintain contact with each
hag eye
a n d trans port. A h a g i n t h e coven can t a k e a n action to see other and share knowledge. Through such contacts, it
what the hag eye sees if the hag eye is o n the same plane of is likely that any given hag knows of every other hag
existence. A hag eye has AC 1 0 , 1 hit point, and darkvi sion in existence. Hags don't like each other, but they abide
with a rad i u s of 60 feet. If it i s destroyed, each coven m e m ber by an ageless code of conduct. Hags announce their
takes 3d10 psychic d a m age a n d is b l i nded for 24 h o u rs . presence before crossing into another hag's territory,
A h a g coven c a n have o n l y one hag eye a t a time, and bring gifts when entering another hag's dwelling, and
creating a n e w o n e req u i res a l l three m e m bers of t h e coven break no oaths given to other hags-as long as the oath
to perform a ritua l . The ritual takes 1 hour, a n d the hags can 't isn't given with the fingers crossed.
perform it w h i l e b l i n ded. During the ritu a l , if the hags take a ny
action other than perform i n g the ritual, they m u st start over.

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).

Mimicry. The hag can m i m i c a n i m a l s o u n d s a n d h u m a n o i d


GREEN HAG voices. A creature t h a t h e a rs t h e s o u n d s c a n te l l t h e y a re
Medium fey, neutral evil
i m itati o n s with a successfu l DC 14 Wisdom ( I n sight) check.
Armor Class 17 (natural armor)
Hit Points 82 ( l l d 8 + 33)
ACTI O N S
Speed 30 ft. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., o n e target.
Hit: 13 (2d8 + 4) s l a s h i n g d a m age.
STR DEX CON INT WIS CHA
Illusory Appearance. The hag covers h e rself and a nyth i n g she is
18 12 (+l)
wea r i n g or carryi n g with a magical i l l u s i o n that m a ke s her look
(+4) 16 (+3) 1 3 (+l) 1 4 (+2) 14 (+2)

l i ke a n oth er creature of h e r general size and h u m a n o i d s h a pe.


Skills Arcana +3, Deception +4, Perception +4, Stealth +3
The i l l u s i o n ends if the h a g takes a b o n u s action to e n d it o r
Senses darkvision 60 ft., passive Perception 1 4
if s h e d i e s .
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP) T h e c h a n ges w r o u g h t b y t h i s effect fa i l to h o l d u p to physical
i n s pecti o n . For exa m p l e, t h e h ag could appear to have sm ooth
s k i n , but someone t o u c h i n g her wo u l d feel her ro ugh flesh.
Amphibious. The hag can breathe a i r and water. Otherwise, a creature m u st take a n action to visually i n spect
the i l l u s i o n and s u cceed o n a DC 20 I nt e l l i ge n ce ( I nvestigation)
Innate Spel/casting. The h ag's i n n ate s p e l l casti ng a b i l ity
check to d i scern that the hag is d i sguised.
is Charisma (s pell save DC 1 2) . S h e ca n i n nately cast the
fo l lowing spells, req u i ri n g n o material components: Invisible Passage. The h a g magically turns i nv i s i b l e u ntil she
attacks or casts a spell, or u n t i l h e r concentration e n d s (as
At w i l l : dancing lights, minor illusion, vicious mockery
if co ncentrating o n a spel l ) . While i n v i s i b l e , s h e leaves n o
physical evidence of her passage, so s h e can be tracked o n l y by
magic. Any eq u i p ment s h e wears or ca rries is i n v i s i b l e with h e r.

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).

Magic Resistance. The hag has advantage o n savi n g throws


against s p e l l s and other magical effects.
Medium fiend, neutral evil
ACTI O N S
Armor Class 1 7 (natural armor)
Hit Points 1 1 2 (1 5d8 + 45) Claws (Hag Form Only). Melee Weapon Attack: +7 t o h it, reach
Speed 30 ft. 5 ft. , one target. Hit: 13 (2d 8 + 4) s l a s h i n g d a mage.

Change Shape. The h a g magically polymorphs into a S m a l l or


STR DEX I NT CHA
M e d i u m fe m a l e h u m a n o i d , o r back into her true form. H e r
CON WIS
1 8 (+4) 1 5 (+2) 16 (+3) 1 6 (+3) 14 (+2) 16 (+3)
statistics a r e the s a m e i n e a c h fo r m . Any e q u i p m e n t s h e is
wea ring o r ca rrying isn't tra n sformed. S h e reverts to her true
Skills Deception +7, I n s ight +6, Percepti o n +6, Stealth +6
form if s h e d i e s .
Damage Resistances c o l d , fi re; b l udgeon i ng, piercing,
a n d slas h i n g from n o n magical attacks not made with Etherealness. The hag magically enters t h e Ethereal P l a n e fro m
silvered wea p o n s the M ateria l P l a n e , or vice vers a . To do so, the hag m u st have a
Condition Immunities charmed heartstone in her possess i o n .
Senses d a rkvis i o n 1 20 ft., passive Perception 1 6
Languages Abyssa l , C o m m o n , I nfern a l , Primord i a l Nightmare Haunting (1/Day). W h i l e o n t h e Ethereal P l a n e , t h e
Challenge 5 ( 1 , 800 X P ) h a g magica l l y touches a sleepi n g h u m a n o i d on t h e M aterial
Plane. A protection from evil and good spell cast o n the target
prevents this contact, as does a magic circle. As l o n g as the
Innate Spellcasting. T h e hag's i nnate spe l lcasting ability is
contact persists, t h e ta rget h a s d readfu l visions. I f these v i s i o n s
C h a ris m a (s pell save DC
14, +6 to h it with spell attacks). S h e
last f o r at least 1 h o u r, the target g a i n s n o b e n e fi t from i t s rest,
can i n n ately c a s t the fo l l ow i n g s p e l l s , req u i ri n g n o materi a l
and its hit point maxi m u m i s reduced by ( l d l O) . I f this effect
co m p o n e nts:
5
reduces the target's hit poi nt maxi m u m to 0, the target d ies,
At w i l l :detect magic, magic missile a n d if the target was evi l , its soul is trapped i n the hag's soul
2/day each: plane shift (self on ly) , ray of enfeeblement, sleep bag. The red u ction to the target's hit point m ax i m u m l asts until
removed by t h e greater restoration spell or s i m i l ar m agic.
N I G H T HAG I TE M S
A n i ght h a g carries two very rare magic items that s h e m u st
craft for herself If either object i s lost, the n ight hag will go
to great lengths to retrieve it, as creating a new tool takes
time a n d effort.
Heartstone. This l u strous black gem a l l ows a n i ght hag
to become ethereal while it i s i n her posses s i o n . The touch
of a heartstone also c u res a ny disease. Craft i n g a heartstone
takes 30 days.
Soul Bag. When a n evil h u m a n o i d d ies a s a res u lt of a
n i ght hag's N i ghtmare H a u nting, the hag catches the soul
i n t h i s black sack made of stitched fl esh. A soul bag can hold
only o n e evil soul at a time, a n d only the n i ght hag who
crafted the bag can catch a soul with it. Craft i n g a soul bag
takes 7 days and a h u m a n o i d sacrifice (whose flesh is used
to m a ke the bag) .

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).

U n less the target i s s u rprised o r the reve lation of the hag's


SEA HAG true fo r m i s sudden, the target c a n avert its eyes a n d avoid
m a k i n g the i n itial saving th row. U ntil the start of its next turn,
Medium fey, chaotic evil
a creature that averts its eyes h a s d is a dvantage o n attack ro l l s
Armor Class 14 (natural a r m o r)
against t h e hag.
Hit Points 52 ( 7d 8 + 2 1 )
Speed 30 ft. , s w i m 40 ft.
ACT I O N S
STR DEX CON I NT WIS CHA Claws. Melee Weapon Attack: +5 to h it, reach 5 ft. , o n e target.
1 6 (+3) 13 (+l) 16 (+3) 1 2 {+l ) 12 (+l) 1 3 (+l) Hit: 10 (2d6 + 3) s l a s h i n g d a m age.
Death Glare. The hag targets one frightened creature she can
Senses d a rkvision 60 ft. , pass ive Perception 11
see wit h i n 30 feet of h e r. If the ta rget can see the h a g, it m u st
Languages Aq u a n , Com m o n , G ia nt
s u cceed on a DC 1 1 Wisdom saving throw aga i n st this magic o r
Challenge 2 (450 XP)
d ro p t o 0 h it points.

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.

HALF-DRAGON TEM PLATE


A beast, humanoid, giant, or monstrosity can become a
half-dragon. It keeps its statistics, except as follows.
Challenge. To avoid recalculating the creature's
HALF-RED DRAGON VETERAN challenge rating, apply the template only to a creature
Medium humanoid (human), any alignment that meets the optional prerequisite in the Breath
Weapon table below. Otherwise, use the guidelines in
Armor Class 1 8 ( p l ate) the Dungeon Master's Guide to recalculate the rating
Hit Points 65 ( 1 0d8 + 20)
Speed 30 ft .
after you apply the template.
Senses. The half-dragon gains blindsight with a
DEX INT radius of 10 feet and darkvision with a radius of 60 feet.
STR CON WIS CHA
1 6 (+3) 13 (+l ) 14 (+2) 1 0 (+0) 11 (+O) 10 (+O)
Resistances. The half-dragon gains resistance to a
type of damage based on its color.
Skills Ath l etics +5, Perception +2
Damage Resistances ii re Color Damage Resistance
Senses b l i n d s ight 1 0 ft . , darkvision 60 ft. , pass ive Perception 1 2 B l ack or copper Acid
Languages Co m m o n , D raconic Blue o r bronze Lightn i n g
Challenge 5 ( 1 , 800 XP) F i re
B rass, go l d , or red
G reen Poison

AC T I O N S Si lver or wh ite Cold

Multiattack. The veteran m a kes two l o n gsword attacks. I f it


has a s h o rtsword d rawn, it can also m a ke a s h ortsword attack. Languages. The half-dragon speaks Draconic, in
addition to any other languages it knows.
Longsword. Melee Weapon Attack: +5 to h it, reach 5 ft . , o n e New Action: Breath Weapon. The half-dragon has
target.
Hit: 7 ( l d 8 + 3) s l a s h i n g d a m age, o r 8 ( l d l O + 3 ) the breath weapon of its dragon half. The half-dragon's
s l a s h i n g da m a ge if u s e d with two h a n d s .
size determines how this action functions.
Shortsword. Melee Weapon Attack: +5 t o h i t , reach 5 ft. , o n e
target.
Hit: 6 ( l d 6 + 3) pierci n g d a m a ge. Size Breath Weapon Optional Prerequisite
Large or s m a l ler As a wyrm l i n g C h a l l e n ge 2 or h i g h e r
Heavy Crossbow. Ranged Weapon Attack: +3 to h it , range
H u ge As a you n g d ragon C h a l l e n ge 7 or h i gher
1 00/400 ft ., o n e target. Hit: 6 ( l d l O + 1 ) pierci n g d a m age.
G a rgantuan As an a d u l t d ragon C h a l l e n ge 8 o r h i gher
Fire Breath (Recharge 5-6). The veteran exhales ii re i n a 1 5 -foot
co n e . Each creature in that area m u s t m a ke a DC 1 5 Dexterity
saving t h row, t a k i n g 24 (7d6) ii re da m a ge on a fa i l ed save, o r
SAMPLE HALF- D RAGON

• 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

magic hidden beneath foul piles of offal. song fo r the next 24 h o u r s .


c:::====::=:::::;:===:J

H ARPY
181
- '

HELL HOUND
Medium.fiend, lawful evil

Armor Class 1 5 (natural armor)


Hit Points 45 (7d8 + 1 4)
HELL HOUND Speed 50 ft.

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

Armor Class 20 (plate, s h i e l d )


Hit Points 6 0 ( 8 d 8 + 24)
Speed 30 ft . , fly 30 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 13 (+l} 1 6 (+3) 1 0 (+O) 1 0 (+O} 10 (+O)

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)

Magic Resistance. The h e l m e d horror h a s advantage on saving


th rows against spells and other magica l effects.

Spell Immunity. The h e l m ed h o rro r i s i m m u n e to th ree s p e l l s


chosen by i t s creator. Typical i m m u n ities i nclude fireball, heat
metal, and lightning bolt.

ACTI O N S
Multiattack. The h e l m e d horror m a kes two lon gsword attacks.

Longsword. Melee Weapon Attack: +6 to h it, reach 5 ft . , one


target.
Hit: 8 ( l d 8 + 4) s l a s h i n g d a mage, o r 9 ( l d l O + 4)
s l a s h i n g d a m age if used with two hands.

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.

STR DEX CON I NT WIS CHA


17 (+3) 13 (+l ) 1 3 (+l ) 2 (-4) 12 (+l ) 8 (-1 )

H IPPO GRIFF Skills Perception +5


A beast whose magical origins are lost to history, a Senses passive Perception 15
hippogriff possesses the wings and forelimbs of an Languages -
eagle, the hindquarters of a horse, and a head that Challenge 1 (200 XP)
combines the features of both animals.
Reclusive and omnivorous, hippogriffs mate for life Keen Sight. The h i ppogriff h a s advantage on Wisdom
and seldom venture more than a few miles from their (Perception) checks that rely o n si ght.
nest. When defending its mate or its young, a hippogriff
fights to the death. Hippogriffs don't lay eggs but give ACT I O N S
birth to live young. Multiattack. The h i ppogriff m a kes two attacks: o n e with its
Dragons, griffons, and wyverns have a taste for beak and one with its claws.

Beak. Melee Weapon Attack: +5 to h it, reach 5 ft ., one target.


hippogriff meat and frequently prey on these creatures.
Hit: 8 ( l d l O + 3) piercing d a m age.
Flying Mounts. A hippogriff raised in captivity can be
trained to be a faithful companion and mount. Of all the
creatures that can serve as flying mounts, hippogriffs Claws. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target.
are among the easiest to train and the most loyal once Hit: 10 (2d6 + 3) s l a s h i n g d a m age.
trained properly.

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.

STR DEX CON I NT WIS CHA


1 5 (+2) 1 4 (+2) 14 (+2) 12 (+l) 10 13
HOBGOBLIN (+O) (+l)
Medium humanoid (goblinoid), lawful evil
Senses darkvision 60 ft. , pass ive Perception 1 0

Armor Class 1 8 (ch a i n m a i l , shield)


Languages Com m o n , G o b l i n
Hit Points 1 1 (2d8 + 2 ) Challenge 3 (700 X P)
Speed 30 ft.
Martial Advantage. Once per t u r n , the hobgo b l i n can d eal
STR DEX CON I NT WIS CHA a n extra 10 (3d6) d a mage to a creature it h its with a weapon
13 (+l) 12 (+l) 12 (+ l ) 10 (+0) 10 (+0) 9 (-1 ) attack if that creature is with i n 5 feet of a n ally of the h obgob l i n
that i s n't i n c a pacitated .
Senses d a rkvision 60 ft . , passive Perception 1 0
Languages Co m m o n , G o b l i n ACTI O N S
Challenge 1 / 2 ( 1 0 0 XP)
Multiattack. The h o b go b l i n m a kes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to h it, reach 5 one


Martial Advantage. O nce per t u r n , the hobgo b l i n can d e a l a n
ft.,
target. Hit: 9 (2d 6 + 2) pierc i n g d am age.
extra 7 (2d 6) d a mage t o a creature i t h its with a weapon attack
if that creatu re is w i t h i n 5 feet of a n a l l y of the h o bgo b l i n t h at javelin. Melee or Ranged Weapon Attack: +4 to h it, reach 5 ft. or
i s n ' t i n capacitate d . range 30/1 20 ft. , one target. Hit: 5 ( l d 6 + 2) piercing d a m age.

ACT I O N S Leadership (Recharges after a Short or Long Rest). For l


m i n ute, the hobgo b l i n can utter a special co m m a n d or w a r n i n g
Longsword. Melee Weapon Attack: + 3 to h it, reach 5 ft . , o n e
whenever a n o n h osti l e creature t h a t it can s e e within 3 0 feet
Hit: 5 ( l d 8 + l ) s l a s h i n g d a m age, o r 6 ( l d l O + l )
target.
of it m a kes a n attack ro l l or a saving throw. The creature can
s l a s h i n g d a m age i f used with two h a n d s .
add a d 4 to its roll provided it can hear a n d u n d erstand the
Longbow. Ranged Weapon Attack: +3 to h it , range 1 50/600 ft. , hobgo b l i n . A creature can b e n efit from only o n e Leaders h i p die

• o n e target. Hit: 5 ( l d 8 + l ) p i ercing d a m age.


c:::
====
::==:= ====
==:;::= �
== =====i
at a time. This effect ends if t h e hobgo b l i n i s i n c a pacitated.

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

Armor Class 1 3 (natural a r m o r)


Hit Points 5 (2d4)
1 Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


4 (- 3) 1 5 (+2) 11 (+O) 1 0 (+O) 1 0 (+O) 7 (-2)

Damage Immunities poison


Condition Immunities charmed, poisoned
HOMUNCULUS Senses darkvision 60 ft., passive Perception 10
Shaping a mixture o f clay, ash, mandrake root, and Languages u n d e rsta n d s the l a n g u ages of its creator b u t
blood, one can channel rare ritual magic to create a c a n ' t speak
faithful, squirrel-sized companion. Challenge 0 ( 1 0 XP)
A homunculus is a construct that acts as an extension
of its creator, with the two sharing thoughts, senses, Telepathic Bond. W h i l e the h o m u n c u l u s is o n t h e s a m e
and language through a mystical bond. A master can p l a n e of existence a s i t s m a s te r, it c a n magica l ly convey
have only one homunculus at a time (attempts to create what it s e n ses to its master, and the two can co m m u n icate
another one always fail), and when its master dies, the telepath ical ly.
homunculus also dies.
Shared Mind. A homunculus knows everything its ACTI O N S
creator knows, including all the languages the creator Bite. Me/ee Weapon Attack: +4 to h it, reach 5 ft . , o n e creature.
can speak and read. Likewise, everything the construct Hit: l p i e rc i n g d a m age, and the ta rget m u st s u cceed on
senses is known to its master, even over great distances, a DC 10 Constitution saving throw or be poisoned for l
provided both are on the same plane. Functioning as a m i n ute. If t h e saving t h row fai l s by 5 or m o re , the target i s
i n stead poisoned for 5 ( l d l O) m i n utes a n d u n co n sc i o u s w h i l e


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.

Wakeful. While the hydra sleeps, at least one of its


heads is awake.

Multiattack. The hydra makes as many bite attacks as it


has heads.

Bite. Melee Weapon Attack: +8 to h it, reach 10 ft. , one target.


Hit: 10 ( l d l O + 5) piercing d amage.

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.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


INTELLECT DEVOURER Hit: 7 (2d4 + 2) slashing damage.
Tiny aberration, lawful evil
Devour Intellect. The i ntellect devourer targets one creature
Armor Class 1 2 it can see within 10 feet of it that has a brain. The target must
H it Points 2 1 (6d4 + 6) succeed on a DC 1 2 I ntell igence saving throw against this
Speed 40 ft. magic or take 11 (2dl 0) psychic damage. Also on a failure,
rol l 3d6: If the total equals or exceeds the target's I ntel ligence
STR DEX CON I NT WIS CHA score, that score is reduced to 0. The target is stunned u ntil it
6 (-2) 14 (+2) 13 (+l) 1 2 (+l) 11 (+O) 10 (+O) regai n s at least one point of I ntell igence.

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=::=====
=== ====
== ==:::
== ==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.

Keen Hearing and Smell. The jackalwere has advantage on


jACKALWERE Wisdom (Perception) checks that rely on hearing or smell.
Medium humanoid (shapechanger), chaotic evil
Pack Tactics. The jacka lwere has advantage o n a n attack rol l
Armor Class 1 2 against a creature if a t least one of t h e jackalwere's a l lies is
Hit Points 1 8 (4d8) withi n 5 feet of the creature and the ally isn't incapacitated.
Speed 40 ft.
ACT I O N S
STR DEX CON INT WIS CHA
Bite LJackal or Hybrid Form Only). Melee Weapon Attack: + 4 to
11 (+O) 1 5 (+2) 1 1 (+O) 13 (+l) 1 1 (+O) 10 (+0)
h it, reach 5 ft., one target. Hit: 4 ( l d4 + 2) pierci n g damage.
Skills Deception +4, Perception +2, Stealth +4 Scimitar (Human or Hybrid Form Only). Melee Weapon
Damage I mmunities bludgeon ing, piercing, and slashing from Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (l d6 + 2)
non magical attacks not made with s ilvered weapons slashing d amage.
Senses passive Perception 1 2
Languages Common (ca n 't speak i n jackal fo rm) Sleep Gaze. The jackalwere gazes at one creature it can see
Challenge 1/2 ( 1 00 XP) within 30 feet of it. The target must make a DC 10 Wisdom
savi ng th row. On a failed save, the target succumbs to a
magical slumber, fal l i n g u nconscious for 10 m i n u tes or until
Shapechanger. The jackalwere can u se its action to polymorph someone uses a n action to s hake the target awake. A creature
i nto a specific Medium human or a jackal-hu manoid hybrid, or
that s uccessfully saves against the effect is i m m u n e to this
back i nto its true form (that of a Small jackal ) . Other than its
jacka lwere's gaze for the next 24 hours . U ndead and creatures
size, its statistics are the same in each form. Any equipment i m m u n e to being charmed a ren't affected by it.
it i s wearing o r carrying isn't transformed. It reverts to its true
form if it dies.

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.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,


one target. Hit: 6 (ld6 + 3) piercing damage.
�=======i

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


charged. All creatures within 1 20 feet of the kraken


must succeed on a DC 23 Constitution saving throw,

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.

Constitution saving throw at the end of that turn o r regurgitate


KRAKEN a l l swal lowed creatures, which fall prone in a space with i n 1 0
Gargantuan monstrosity (titan), chaotic evil
feet o ft h e kraken. I f t h e kraken dies, a swallowed creature i s n o
longer restra ined b y i t and c a n escape from t h e corpse using 1 5
Armor Class 1 8 (natural armor)
Hit Points 472 (27d20 + 1 89) feet o f movement, exiting prone.
Speed 20 ft., swim 60 ft. Tentacle. Melee Weapon Attack: +1 7 to h it, reach 30 ft., one
target. Hit: 20 (3d6 + 1 0) bludgeon ing damage, and the ta rget
STR DEX CON I NT WIS CHA is grappled (escape DC 1 8) . U ntil this grapple ends, the target
30 (+10) 11 (+O) 25 (+7) 22 (+6) 18 (+4) 20 (+5) is restrained. The kraken has ten tentacles, each of which can
grapple one target.
Saving Throws Str + 1 7, Dex +7, Con + 14, I nt + 13, Wis + 1 1
Damage Immunities l ightning; bl udgeoni ng, piercing, and Fling. One Large or smaller object held or creature grappled
slashing from nonmagical attacks by the kraken is thrown u p to 60 feet i n a random d i rection
Condition Immunities frightened, paralyzed and knocked prone. I f a thrown target strikes a solid su rface,
Senses truesight 1 20 ft., passive Perception 1 4 the target takes 3 (l d6) bludgeoning d amage for every 10 feet
Languages u nderstands Abyssal, Celestia l , I nfernal, a n d it was thrown . If the target is th rown at a n other creature, that
Primord i a l b u t can't speak, telepathy 1 20 ft. creature must succeed on a DC 18 Dexterity saving th row or
Challenge 23 (50,000 X P) take the same d amage and be knocked prone.

Lightning Storm. The kraken magically creates three bolts of


Amphibious. The kraken can breathe a i r and water. l ightn ing, each of which can strike a target the kraken can see
Freedom ofMovement. The kraken ignores d ifficult terra i n , with i n 1 20 feet of it. A target mu st make a DC 23 Dexterity
and magical effects can't reduce i t s speed or cause i t t o b e saving th row, taking 22 (4d l 0) l ightn ing d amage on a failed
restra ined. It c a n spend 5 feet o f movement t o escape from save, or half as much damage on a successful one.
nonmagical restraints or being grappled.
LEG E N DARY ACT I O N S
Siege Monster. The kraken deals double damage to objects and The kraken can take 3 legendary actions, choosing from the
structures. options below. Only one legendary action option can be used
at a time and only at the end of a nother creature's turn. The
ACT I O N S
kraken regains spent legendary actions at the start of its turn.
Multiattack. The kraken m akes three tentacle attacks, each of
which it can replace with one use of Fl i ng. Tentacle Attack or Fling. The kraken m a kes one tentacle attack

Lightning Storm (Costs 2 Actions). The kraken uses


or uses its Fling.
Bite. Me lee Weapon Attack: +1 7 to h it, reach 5 ft., one target.

Ink Cloud (Costs 3 Actions). While underwater, the kraken


Hit: 23 (3d8 + 1 0) piercing damage. If the ta rget is a Large Lightn i n g Storm.
or smaller creature grappled by the kraken, that creature
is swal lowed, and the grapple ends. While swal lowed, the expels an ink cloud i n a 60-foot radius. The cloud spreads
creature is b l i nded and restrained, it has total cover aga inst around corners, and that a rea is heavily obscured to
attacks and other effects outside the kraken, and it takes 42 creatures other than the kraken. Each creature other than
(1 2d6) acid damage at the start of each of the kraken's turns. the kraken that ends its turn there must succeed on a DC 23
I f the kraken takes 50 dam age or more on a single turn Constitution saving th row, taking 1 6 (3dl0) poison damage
from a creature inside it, the kraken must succeed on a D C 25 on a failed save, or half as much d amage on a successful
one. A strong cu rrent disperses the cloud, which otherwise
disappears at the end of the kraken's next turn. �

K�AKE N
197
Kuo -TOA
Kuo-toa are degenerate fishlike humanoids that
once inhabited the shores and islands of the surface
world. Long ago humans and their ilk drove the kuo­
toa underground, where they dwell in madness and
everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire, the
mind flayers captured kuo-toa by the thousands and
forced them into bondage. The kuo-toa were simple
creatures, never meant to endure the oppressive mental
force the illithids unleashed against them. By the
time the mind flayers abandoned them, the prolonged
psychic subjugation endured by the kuo-toa had
driven them mad.
Their minds shattered beyond repair, the kuo-toa
adopted a religious fervor, inventing gods to protect
them against threats. Most notable of these threats are
the drow, which have slain the kuo-toa on sight since the
days when the two races first met.
God Makers. Kuo-toa worship gods of their own
insane creation, but if enough kuo-toa believe that a god
is real, the energy of their collective subconscious can
cause that god to manifest as a physical entity. The form
a kuo-toa god takes depends on the inspiration for its
divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is
Blibdoolpoolp the Sea Mother, who takes the form
of a female human with a crayfish head, a crayfish's
claws, and an articulated shell covering her shoulders.
Blibdoolpoolp was likely invented by a kuo-toa that
improved on a broken human statue by adding the
limbs and head of a crustacean. In sudden awe of its
handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find
themselves worshiping it as a god, their madness
blinding them to the fact that the aboleth is merely using
them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are
surrounded by fanatical devotees of their faith. The
archpriest of a kuo-toa domain demands that all its
subjects worship a specific god. An archpriest's mad
belief in its god is so fervent that it manifests the powers
of a high cleric. The archpriest can also bestow spells
to devout underlings called whips. One or more of

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

Bite. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.


unarmed strikes.

Unarmed Strike. Me/ee Weapon Attack: +6 to h it, reach 5 ft.,


Hit: 4 ( l d4 + 2) piercing damage.

one target. Hit: 5 (l d6 + 2) bludgeon i n g d amage plus 3 (l d6)


lightning damage, and the target can't take reactions u ntil
the end of the kuo-toa's next turn.
these whips are also the archpriest's children, and their
primary role in kuo-toan society is to fight to the death
to claim the throne when the archpriest dies. If a whip
displeases the archpriest, the archpriest can strip it of
its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors,
devout kuo-toa that act as the archpriest's eyes and ears.
Monitors are deadly hand-to-hand combatants, and
lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa
are designed to capture rather than kill. Nets are
common, though some carry pincer staffs (also called
mancatchers) designed to trap and immobilize foes.
Kuo-toa warriors also treat their shields with a sticky
goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on
their slippery bodies and rely on their natural rubbery
hides for protection. However, they like to wear jewelry
made from scavenged bones, shells, pearls, gems, and
carapace fragments.

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.

Amphibious. The kuo-toa can breathe air and water. R EACTI O N S


Otherworldly Perception. The kuo-toa can sense the presence Sticky Shield. When a creature misses the kuo-toa with a melee
of a ny creature with i n 30 feet of it that i s invisible or on the wea pon attack, the kuo-toa uses its sticky shield to catch
Ethereal Plane. It can pi npoi nt such a creature that is movi ng. the weapon. The attacker must succeed on a DC 1 1 Strength
saving throw, or the weapon becomes stuck to the kuo-toa's
Slippery. The kuo-toa has advantage on a b i l ity checks and shield. I f the weapon's wielder can't or won't let go of the

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.
c:::
====
:::==== ====
= ====
= ====
== ====
= ====
== ====
== :s:::
=== :: ===S

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.

Medium undead, any evil alignment


Paralyzing Touch. Melee Spell Attack: + 12 to hit, reach 5 ft., one
creature. Hit: 1 0 (3d6) cold damage. The target must succeed
Armor Class 1 7 (natural armor)
on a DC 18 Constitution savi ng throw or be paralyzed for 1
Hit Points 1 3 5 ( 1 8d8 + 54)
minute. The target can repeat the savi ng th row at the end of
Speed 30 ft.
each of its turns, ending the effect on itself on a success.
STR DEX CON I NT WIS CHA
L EG E N DARY ACT I O N S
11 (+O) 16 (+3) 1 6 (+3) 20 (+ 5) 1 4 (+2) 16 (+3)
The lich can take 3 legendary actions, choosing from the
Saving Throws Con +1 0, I nt +1 2 , Wis +9 options below. Only one legendary action option can be used
Skills Arcana +19, H i story +1 2, I n s ight +9, Perception +9 at a time and only at the end of another creature's turn. The
Damage Resistances cold, lightning, necrotic l ich rega i ns spent legendary actions at the start of its turn.
Damage Immunities poison; bludgeon i ng, pierc ing, a n d
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The lich uses its
slashing from nonm agical attacks
Condition Immunities charmed, exhaustion, frightened,
Frightening Gaze (Costs 2 Actions). The l ich fixes its gaze on
Paralyzi ng Touch.
paralyzed, poisoned
Senses truesight 1 20 ft., passive Perception 1 9
one creature it can see withi n 10 feet of it. The target must
Languages Common plus u p to five other languages
succeed on a DC 1 8 Wisdom saving th row against this magic
Challenge 21 (33,000 XP)
or become frightened for 1 m i n ute. The frightened target can
repeat the saving throw at the end of each of its turns, ending
Legendary Resistance (3/Day). If the l ich fai l s a saving throw, it the effect on itself on a success. If a target's saving th row i s
can choose to succeed i nstead. successful or the effect ends for i t , the target i s i m m u n e t o

Disrupt Life (Costs 3 Actions). E a c h non-u ndead creature with­


t h e l ich's gaze for the next 2 4 hours .
Rejuvenation. If it has a phylactery, a destroyed lich gains
a new body i n l d l O days, regain i n g all its hit points and in 20 feet of the lich must make a DC 18 Constitution saving
becoming active aga i n . The new body appears within 5 feet of throw aga i nst this magic, taking 21 (6d6) necrotic damage on
the phylactery. a failed save, or half as much damage on a successfu l one.

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.

STR DEX CON I NT WIS CHA


1 5 (+2) 10 (+O) 13 (+l ) 10 (+O) 15 (+2) 8 (-1 )

Skills Perception +4, Stealth +4, S u rviva l +6


Senses passive Perception 1 4
Languages Draconic Armor Class 1 5 (natural armor)
Challenge 2 (450 XP) Hit Points 78 ( 1 2d8 + 24)
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.

VAR I A NT: N O N H U M AN LYCA NTH ROPES


T h e statistics presented i n t h i s section assume a base
creature of human. However, you can a l so use the statistics
to represent nonhuman lycanthropes, addi n g veris i m i l itude
by al lowi ng a nonhuman lycanthrope to retain one or more of
its h u manoid racial traits. For exam ple, an elf werewolf m ight
have the Fey Ancestry trait.
When a werebear transforms, it grows to enormous Weretigers live in jungles on the fringes of humanoid
size, lashing out with weapons or claws. It fights with civilization, traveling to isolated settlements to trade or
the ferocity of a bear, though even in its bestial forms, revel. They live and hunt alone or in small family groups.
it avoids biting so as to not pass on its curse. Typically,
a werebear passes on its lycanthropy only to chosen WEREWOLF
companions or apprentices, spending the time that A werewolf is a savage predator. In its humanoid form,
follows helping the new lycanthrope accept the curse in a werewolf has heightened senses, a fiery temper, and
order to control it. a tendency to eat rare meat. Its wolf form is a fearsome
Solitary creatures, werebears act as wardens over predator, but its hybrid form is more terrifying by far-a
their territory, protecting flora and fauna alike from furred and well-muscled humanoid body topped by a
humanoid or monstrous intrusion. Though most ravening wolf's head. A werewolf can wield weapons in
werebears are of good alignment, some are every bit as hybrid form, though it prefers to tear foes apart with its
evil as other lycanthropes. powerful claws and bite.
Most werewolves flee civilized lands not long after
WEREBOAR becoming afflicted. Those that reject the curse fear
Wereboars are ill-tempered and vulgar brutes. As what will happen if they remain among their friends and
humanoids, they are stocky and muscular, with short, family. Those that embrace the curse fear discovery and
stiff hair. In their humanoid and hybrid forms, they use the consequences of their murderous acts. In the wild,
heavy weapons, while in hybrid or animal form, they werewolves form packs that also include wolves and
gain a devastating goring attack through which their dire wolves.
curse is spread. A wereboar infects other creatures
indiscriminately, relishing the fact that the more its PLAY E R CHARACTERS AS LYCA NTH ROPES
victims resist the curse, the more savage and bestial A character w h o becomes a lycanthrope retains h i s or
they become. her statistics except as specified by lycanthrope type. The
Wereboars live in small family groups in remote forest character gains the lycanthrope's speeds i n nonhumanoid
areas, building ramshackle huts or dwelling in caves. form, damage i m m u n ities, traits, and actions that don't
They are suspicious of strangers but sometimes ally i nvolve equi pment. The character is proficient with the
themselves with ores. lycanthrope's natural attacks, such as its bite or claws, which
deal damage as shown in the lycanthrope's statistics. The
WERE RAT character can't speak while i n animal form.
A non-lycanth rope h umanoid hit by an attack that carries
Wererats are cunning lycanthropes with sly, avaricious the curse of lycanthropy must succeed on a Constitution
personalities. They are wiry and twitchy in humanoid saving th row (DC 8 + the lycanthrope's proficiency bon u s +
form, with thin hair and darting eyes. In their humanoid the lycanthrope's Constitution modifier) or be cu rsed. l f the
and hybrid forms, wererats prefer light weapons and use character embraces the cu rse, his or her al ignment becomes
ambush tactics rather than fighting as a pack. Although the one defined for the lycanthrope. The DM is free to decide
that a change in a l ignment places the character under DM
a wererat can deliver a nasty bite in its rat form, it favors
control u ntil the curse of lycanthropy is removed.
that form for stealthy infiltration and escape rather
The following information applies to specific lycanthropes.
than combat. Werebear. The character gains a Strength of 19 if his or her
A wererat clan operates much like a thieves' guild, score isn't already h igher, and a + l bon us to AC wh ile i n bear
with wererats transmitting their curse only to creatures or hybrid form (from natural armor) . Attack and damage rolls
they want to induct into the clan. Wererats that are for the natural wea pons are based on Strength.
accidentally cursed or break loose from the clan's Wereboar. The cha racter gains a Strength of 1 7 if his or
control are quickly hunted down and killed. her score isn't a l ready higher, and a + l bonus to AC while
Wererat clans are found throughout urban civilization, i n boar o r hybrid form (from natural armor) . Attack and
often dwelling in cellars and catacombs. These damage rolls for the tusks a re based on Strength. For the
Charge trait, the DC i s 8 + the character's proficiency bonus +
creatures are common in the sewers beneath major
Strength mod ifier.
cities, viewing those subterranean areas as their
Wererat. The character gains a Dexterity of 1 5 if his or
hunting grounds. Rats and giant rats are commonly her score isn't a l ready h i gher. Attack and damage rolls for
found living among wererats. the bite are based on wh ichever is h igher of the character's
Strength and Dexterity.
WERETIGER Weretiger. The character gains a Strength of 1 7 if h i s or
Weretigers are ferocious hunters and warriors with her score isn't a l ready h igher. Attack and damage rolls for
the natural weapons are based on Strength. For the Pounce
a haughty and fastidious nature. Lithe and sleekly
trait, the DC is 8 + the character's proficiency bon us +
muscular in humanoid form, they are taller than Strength mod ifier.
average and meticulously groomed. Weretigers grow to Werewolf. The character gains a Strength of 1 5 if his or her
enormous size in animal and hybrid form, but they fight score isn't already higher, and a + l bon us to AC wh ile in wolf
in their more refined humanoid form when they can. or hybrid form (from natural armor) . Attack and damage rolls
They don't like to pass on their curse, because every for the natural wea pons are based on Strength.
new weretiger means competition for territory and prey.

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

Armor Class 1 0 in h u ma noid form, 1 1 (natural armor) in boar


o r hybrid form WERE RAT
Hit Points 78 ( 1 2d8 + 24) Medium humanoid (human, shapechanger), lawful evil
Speed 30 ft. (40 ft. i n boar form)
Armor Class 1 2
STR DEX CON I NT WIS CHA Hit Points 3 3 (6d8 + 6)
1 7 (+3) 10 (+O) 1 5 (+2) 10 (+O) 11 (+O) 8 (-1 ) Speed 30 ft.

Skills Perception +2 STR DEX CON I NT WIS CHA


Damage Immunities bl udgeoning, piercing, and slashing from 10 (+O) 15 (+2) 1 2 (+l) 1 1 (+O) 1 0 (+O) 8 (-1 )
non magical attacks not made with si lvered weapons
Senses passive Perception 1 2 Skills Perception +2, Stealth +4
Languages Common (can't speak i n boar form) Damage Immunities b ludgeoning, piercing, a n d slashing from
Challenge 4 {l , 1 00 X P) nonmagical attacks not m ad e with si lvered weapons
Senses darkvision 60 ft. (rat form only) , passive Perception 12
Languages Common (can't speak i n rat form)
Shapechanger. The wereboar can use its action to polymorph
Challenge 2 (450 XP)
i nto a boar-humanoid hybrid or i nto a boar, o r back into its true
form, which i s humanoid. Its statistics, other than its AC, are
the same in each form. Any equipment it i s wearing or carrying Shapechanger. The wererat can use its action to polymorph
isn't transformed. I t reverts to its true form if it dies. i nto a rat- humanoid hybrid o r into a giant rat, or back i nto its
true form, which i s humanoid. Its statistics, other than its
Charge (Boar or Hybrid Form Only). If the wereboar moves size, a re the same in each form. Any equi pment it i s wearing or
at least 1 5 feet straight toward a target and then h its it with
carrying isn't transformed. It reverts to its true form if it dies.
its tusks on the same turn, the target takes an extra 7 (2d6)
slashing damage. I f the target is a creature, it must succeed on Keen Smell. The wererat has advantage on Wisdom
a DC 13 Strength saving th row or be knocked prone. (Perception) checks that rely on smel l .

Relentless (Recharges after a Short or Long Rest). I f the ACT I O N S


wereboar takes 1 4 d amage or less that would reduce it to 0 hit
points, it is reduced to l hit point i n stead .
Multiattack (Humanoid o r Hybrid Form Only). The wererat
makes two attacks, only one of which can be a bite.
ACT I O N S Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
Multiattack (Humanoid or Hybrid Form Only). The wereboar +4 to h it, reach 5 ft., one target. Hit: 4 ( l d4 + 2) piercing
makes two attacks, only one of which can be with its tusks. da mage. I f the target is a hu manoid, it must succeed on a
DC 1 1 Constitution saving th row or be cu rsed with wererat
Maul (Humanoid or Hybrid Form Only). Melee Weapon
lycanthropy.
Attack: +5 to h it, reach 5 ft. , one target. Hit: 10 (2d6 + 3)
bludgeon ing d amage. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +4 to h it, reach 5 ft. , one target. Hit: 5 (l d6 + 2)
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack:
piercing damage.
+5 to h it, reach 5 ft. , one target. Hit: 10 (2d 6 + 3) slashing
damage. I f the target i s a humanoid, it must succeed o n a Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
DC 1 2 Constitution saving throw or be cursed with wereboar Weapon Attack: +4 to h it, range 30/ 1 20 ft. , one target. Hit: 5
lycanth ropy. ( l d 6 + 2) piercing damage.

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::============================================================::::======================::::==
::;: :s:::==
:: ======:::::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

Armor Class 14 (natural armor)


Hit Points 9 (2d6 + 2)
Speed 30 ft.

STR DEX CON I NT WIS CHA


7 (-2) 15 (+2) 12 (+1 ) 8 (-1 ) 11 (+O) 10 (+O)
A grinning, mischievous magmin resembles a stumpy
humanoid sculpted from a black shell of magma. Even Damage Resistances bludgeoning, piercing, and slashing from
when it isn't ablaze and radiating heat like a bonfire, non magical attacks
small jets of flame erupt from its porous skin. Damage Immunities fi re
Summoned Pyromaniacs. Magmins are fire Senses darkvision 60 ft., passive Perception 1 0
elemental spirits bound into physical forms by magic, Languages lgnan
Challenge 1/2 ( 1 00 XP)
and they appear in the Material Plane only when
summoned. They view flammable objects as kindling
for a grand conflagration, and only the magical control Death Burst. When the magmin dies, it explodes i n a bu rst of
exerted by their summoners keeps them from setting fi re and magma. Each creature within 10 feet of it must make
everything they touch ablaze. Their propensity for fire a DC 1 1 Dexterity saving throw, taking 7 (2d6) fi re d amage on
and havoc makes them ideal for spreading chaos and a failed save, or half as much d amage on a successful one.
destruction. A mob of magmins summoned inside a Flammable objects that aren't being worn or carried i n that
castle can reduce it to a burning shell within minutes. a rea are ignited .
Fiery Destruction. Although its flame is potent, the Ignited Illumination. As a bonus action , the magmin can set
magmin's hard magma shell prevents it from instantly itself ablaze or exti nguish its flames. While ablaze, the magmin
igniting everything it comes into contact with. However, sheds bright l ight i n a 1 0-foot rad ius and dim light for an
like the fires inside them, magmins are capricious and additional 1 0 feet.
unpredictable. Moreover, as simple elemental creations,
they are oblivious to the harm their native element ACTI O N S
causes creatures of the Material Plane. Touch. Melee Weapon Attack: + 4 to h it, reach 5 ft., one
If it has the opportunity while in service to its master, target. Hit: 7 (2d6) fi re damage. If the target is a creature or a
a magmin seeks out areas of great heat, such as forest flammable object, it ignites. U ntil a creature takes an action to


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

Armor Class 1 5 (natu ral armor)


H it Points 1 2 7 ( 1 7d8 + 5 1 )
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+O) 1 5 (+2) 16 (+3) 1 2 (+l ) 13 (+l ) 1 5 (+2)

Skills Deception +5, Insight +4, Perception +4, Stealth +5


Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)

Petrifying Gaze. When a creature that can see the medusa's


eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 1 4 Constitution saving throw if
the medusa isn't incapacitated and can see the creature. I f
t h e saving th row fails b y 5 o r more, t h e creature i s i nstantly
petrified. Otherwise, a creature that fails the save begins to
turn to stone and is restrained. The restrained creature must
repeat the saving th row at the end of its next turn, becoming
petrified on a fai l u re or ending the effect on a success. The
petrification l asts until the creature i s freed by the greater
restoration spell or other magic.
U nless s u rprised, a creature can avert its eyes to avoid the
MEDUSA savi ng throw at the start of its turn. If the creature does so, it
A s deadly a s they are ravishing, the serpent-haired can't see the medusa u ntil the start of its next turn, when it can
medusas suffer an immortal curse brought on by their avert its eyes aga i n . I f the creature looks at the medusa in the
vanity. They lurk in quiet exile among the tumbled meantime, it m ust i m m ed iately make the save.
ruins of their former lives, surrounded by the petrified If the medusa sees itself reflected on a polished surface
remains of past admirers and would-be heroes. with i n 30 feet of it and in an a rea of bright light, the medusa is,
Immortal Splendor. Men and women who desire due to its c u rse, affected by its own gaze.
eternal youth, beauty, and adoration might pray to
ACTI O N S
malicious gods, beg dragons for ancient magic, or seek
out powerful archmages to fulfill their wishes. Others Multiattack. The medusa m akes either three melee attacks­
make sacrifices to demon lords or archdevils, offering one with its snake h a i r and two with its shortsword-or two
all in exchange for this gift, oblivious to the curse that ranged attacks with its longbow.
accompanies it. Those who strike such bargains gain Snake Hair. Melee Weapon Attack: +5 to h it, reach 5 ft., one
physical beauty, restored youth, immortality, and the creature. Hit: 4 ( l d4 + 2) piercing damage plus 1 4 (4d6)
adoration of all who behold them, granting them the poison d amage.
influence and power they so desire. However, after years
Shortsword. Melee Weapon Attack: +5 to h it, reach 5 ft. , one
of the living like a demigod among mortals, the price for
target. Hit: 5 ( l d 6 + 2) piercing damage.
their vanity and hubris is exacted, and they are forever
transformed into medusas. A medusa's hair turns into a Longbow. Ranged Weapon Attack: +5 to h it, range 1 50/600
nest of venomous serpents, and all who gaze upon the ft., one target. Hit: 6 (ld8 + 2) pierci ng damage plus 7 (2d6)
medusa are petrified, becoming stone monuments to poison damage.
its corruption.

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 · · •' •

composed of earth and fire, and it favors volcanic lairs,


while an ice mephit, which is composed of air and water,
favors frigid locales.
Elemental Nature. A mephit doesn't require food,
drink, or sleep.

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.

DusT MEPHIT Small elemental, neutral evil


Small elemental, neutral evil
Armor Class 1 1
Armor Class 1 2 Hit Points 21 (6d6)
Hit Points 1 7 (5d6) Speed 30 ft., fly 30 ft.
Speed 30 ft., fly 30 ft.
STR DEX CON I NT WIS CHA
STR DEX CON I NT WIS CHA 7 (-2) 13 (+l ) 10 (+O) 9 (- 1 ) 11 (+O) 12 (+l)
5 (-3) 14 (+2) 1 0 (+O) 9 (-1 ) 11 (+O) 10 (+O)
Skills Perception +2, Stealth +3
Skills Perception +2, Stealth +4 Damage Vulnerabilities b l udgeoning, fire
Damage Vulnerabilities fi re Damage Immunities cold, poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses d a rkvision 60 ft., passive Perception 1 2
Senses d a rkvision 60 ft., passive Perception 1 2 Languages Aquan, A u ran
Languages A u ran, Terran Challenge 1/2 ( 1 00 XP)
Challenge 1/2 (100 XP)

Death Burst. When the mephit dies, it explodes i n a bu rst of


Death Burst. When the mephit dies, it explodes in a bu rst of jagged ice. Each creature within 5 feet of it must make a DC 1 0
dust. Each creature within 5 feet of it must then succeed on a
DC 1 0 Constitution saving throw or be blinded for l m i n ute.
Dexterity saving throw, taking 4 (l d8) slashing damage o n a
failed save, or half as much d amage on a successful one.
A b l inded creature can repeat the saving th row on each of its
turns, ending the effect o n itself on a success. False Appearance. While the mephit remains motionless, it i s
i ndistinguishable from a n ordinary shard o f ice.
Innate Spellcasting (1/Day). The mephit can i n nately cast sleep,
req u i ri n g no material components. Its in nate spellcasting Innate Spellcasting (1/Day). The mephit can i n n ately cast
a b i l ity is Charisma. fog cloud, req u i ring no material components. Its i n nate
spellcasting ability i s Charisma.
ACTI O N S
Claws. Melee Weapon Attack: +4 to h it, reach 5 ft., one ACT I O N S
creature. Hit: 4 ( l d4 + 2) slashing damage. Claws. Melee Weapon Attack: +3 to h it, reach 5 ft., one creature.
Hit: 3 ( l d4 + l) slashing damage plus 2 (l d4) cold d amage.
Blinding Breath (Recharge 6). The mephit exhales a l 5 -foot
cone of b l i nding d ust. Each creature in that area must succeed Frost Breath (Recharge 6). The mephit exhales a l 5 -foot cone
on a DC 10 Dexterity saving throw or be bl inded for l m i n ute. of cold a i r. Each creature i n that a rea must succeed on a DC 1 0
A creature can repeat the saving throw at the end of each of its Dexterity saving th row, taking 5 (2d4) cold d amage on a failed
turns, ending the effect on itself on a success. save, or half as much damage on a successful one.

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)

STR DEX CON INT WIS CHA


Skills Stealth +3
8 (-1 ) 12 (+l ) 12 (+l ) 9 (-1) 11 (+0) 7 (-2)
Damage Vulnerabilities cold
Damage Immunities fi re, poison
Condition Immunities poisoned Skills Stealth +3
Senses d arkvision 60 ft., passive Perception l 0 Damage Immunities poison
Languages lgnan, Terran Condition I mmunities poisoned
Challenge 1/2 ( 1 00 XP) Senses darkvision 60 ft., passive Perception l 0
Languages Aquan, Terran
Challenge 1/4 (SO XP)
Death Burst. When the mephit dies, it explodes in a b u rst
of lava. Each creature within 5 feet of it m ust make a DC 1 1
Death Burst. When the mephit dies, it explodes in a b urst of
Dexterity savi n g th row, taking 7 (2d6) fi re damage o n a failed
sticky mud. Each Medium or s m a l l er creature within 5 feet
save, or half as much d amage on a successful one.
of it m ust succeed on a DC 1 1 Dexterity saving throw or be
False Appearance. While the mephit rema i n s motionless, it is restrai ned u ntil the end of the creature's next turn.
i n d istinguishable from an ordinary mound of magma.
False Appearance. While the mephit remains motionless, it i s
Innate Spellcasting (1/Day). The mephit can i n nately cast heat indistinguishable from a n ordinary m o u n d o f m u d .
metal (spell save DC 1 0) , req u i ri n g no material components.
Its i n nate spellcasting abil ity is Charisma. ACTI O N S
Fists. Melee Weapon Attack: +3 to h it, reach 5 ft., one creature.
ACTI O N S Hit: 4 ( l d 6 + l) bludgeoning damage.
Claws. Melee Weapon Attack: + 3 to h it, reach 5 ft., one creature.
Mud Breath (Recharge 6). The mephit belches viscid mud
Hit: 3 (ld4 + l) slashing damage plus 2 (l d4) fi re damage.
onto one creature within 5 feet of it. If the target i s Medium
or smaller, it m ust succeed on a DC 1 1 Dexterity savi n g th row
or be restra i ned for l m i n ute. A creature can repeat the savi n g
Fire Breath (Recharge 6). The mephit exhales a 1 5-foot cone
of fi re. Each creature i n that area m ust make a DC 11 Dexterity
saving th row, taking 7 (2d6) fi re damage on a fai led save, or th row a t the end o f each o f i t s t u r n s , ending t h e effect on itself
half as much damage on a successfu l one. on a success.

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.

STR DEX CON INT WIS CHA


10 (+0) 13 (+l) 12 (+l ) 11 (+O) 11 (+O) 12 (+l )

Skills Perception +2
Senses passive Perception 1 2
Languages Aqu a n , Common
Challenge 1 /8 (25 XP)

Amphibious. The merfolk can breathe a i r and water.

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

Armor Class 1 3 (natural armor)


Hit Points 45 (6dl0 + 1 2)
Speed 1 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 10 (+O) 1 5 (+2) 8 (-1 ) 10 (+O) 9 (-1 )

Senses darkvision 60 ft., passive Perception 1 0


Languages Abyssal , Aquan
Challenge 2 (450 XP)

Amphibious. The m errow can breathe air and water.

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.

Bite. Mefee Weapon Attack: +6 t o h i t , reach 5 ft one target.


.,

Hit: 8 ( l d 8 + 4) pierci n g damage.


Claws. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to h it, reach
5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. I f the target i s a H u ge or smaller creature, it must
succeed o n a Strength contest against the merrow or be p u l led
u p to 20 feet toward the merrow.

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.

Grappler. The m i m i c has advantage on attack rol l s against a ny


creature grappled by it.

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.

Bite. Melee Weapon Attack: +5 to h it, reach 5 ft. , one target.


Hit: 7 (ld8 + 3) piercing damage plus 4 (l d8) acid damage.

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

Armor Class 1 5 (breastplate)


Hit Points 71 (l 3d8 + 1 3)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 1 (+O) 12 (+l ) 12 (+l ) 1 9 (+4) 17 (+3) 17 (+3)

r Saving Throws Int +7, Wis +6, Cha +6


Skills Arcana +7, Deception +6, I nsight +6, Perception +6,
Pers uasion +6, Stealth +4
Senses darkvision 1 20 ft. , passive Perception 16
Languages Deep Speech, Undercom mo n , telepathy 1 20 ft.
Challenge 7 (2,900 XP)

Magic Resistance. The mind flayer has advantage on saving


throws against spells and other magical effects.

Innate Spellcasting (Psionics). The mind flayer's i nnate


spellcasting abil ity is I ntel l i gence (spell save DC 1 5) . It can
innately cast the following spells, req u i r i n g no components:
At will: detect thoughts, levitate
l /d ay each: dominate monster, plane shift (self on ly)

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.

Extract Brain. Melee Weapon Attack: +7 to h it, reach 5 ft. , one


i n ca pacitated h u manoid grappled by the mind flayer. Hit: 55
(lOdlO) piercing dam age. I f this d amage reduces the target to
0 hit points, the m i n d flayer k i l l s the target by extracting and
devouring its b rai n .

Mind Blast (Recharge 5-6). T h e m i n d flayer magically emits


psychic energy i n a 60-foot cone. Each creature i n that area
must succeed on a DC 1 5 I ntel l i ge n ce saving throw or take
22 (4d8 + 4) psychic dam age and be stunned for l m i n ute. A
creature can repeat the savi ng throw at the end of each of its
turns, ending the effect on itself on a success.

VAR IANT: M I N D FLAY E R ARCAN I ST


A few mind flayers supplement thei r psionic power with
arcane spells. However, they are regarded as deviants by thei r
i l lithid peers and usually shu nned. A m i nd flayer arcanist has
a challenge ratin g of 8 (3,900 XP) a n d the following trait.
Spel/casting. The mind flayer is a 1 0th-level spellcaster. Its
spellcasti n g abil ity is I ntell i gence (spell save DC 1 5, +7 to hit
with spell attacks ) . The m ind flayer has the following wizard
spells prepared:

Cantrips (at will) : blade ward, dancing lights, mage hand,


shocking grasp
l st level (4 slots ) : detect magic, disguise self, shield, sleep
2nd level (3 slots) : blur, invisibility, ray of enfeeblement
3rd level (3 slots ) : clairvoyance, lightning bolt, sending
4th level (3 slots ) : confusion, hallucinatory terrain
5th level (2 slots) : telekinesis, wall offorce

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.

Reckless. At the start of its turn, the mi notau r can gain


advantage o n all melee weapon attack rolls it makes d u ri n g
that t u r n , but attack rol l s against it have advantage u ntil the
start of its next turn.

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.

Gore. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.


Hit: 13 (2d8 + 4) piercing da mage.

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.

Disintegration. I f the monodrone d ies, its body disintegrates


QUAD RONE into dust, leaving behind its weapons and anything else it
Astute combatants, quadrones serve a s artillery and was carrying.
field officers in the regiments of modron armies.
ACTI O N S
PENTADRONE Dagger. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
Pentadrones oversee Mechanus's worker populace and Hit: 3 (ld4 + l) piercing damage.
can improvise in response to new situations. javelin. Me/ee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
range 30/ 1 20 ft., one target. Hit: 3 (l d6) pierci ng dam age.

M O D RO N S
224
DUO DRONE ThIDRONE
Medium construct, lawful neutral Medium construct, lawful neutral

Armor Class 1 5 (natural a rmor) Armor Class 1 5 (natural armor)


Hit Points 11 (2d8 + 2) Hit Points 1 6 (3d8 + 3)
Speed 30 ft. Speed 30 ft.

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

Armor Class 1 1 (natural armor)


Hit Points 58 (9d8 + 1 8)
Speed 20 ft.

STR DEX CON I NT WIS CHA


1 6 (+3) 8 (-1) 1 5 (+2) 6 (-2) 10 (+O) 12 (+l)

Saving Throws Wis +2


Damage Vulnerabilities fi re
Damage Resistances b l udgeoning, pierc i ng, and slashing from
nonmagical attacks
Damage I mmunities n ecrotic, poison
Condition Immunities charmed, exhaustion , frightened,
paralyzed, poisoned
Senses darkvision 60 ft. , passive Perception 10
Languages the languages it knew in life
Challenge 3 (700 XP)

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.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 1 0 (2d6 + 3) bl udgeon ing damage plus 1 0 (3d6)
necrotic damage. If the target is a creature, it must succeed on
a DC 12 Constitution saving th row or be cursed with m u m my
rot. The cu rsed target can't regai n hit points, and its h it point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
I f the cu rse reduces the target's hit point maxi m u m to 0, the
ta rget dies, and its body turns to d ust. The curse lasts u nti l
removed by the remove curse spell or other magic.

Dreadful Clare. The m u m my targets one creature it can see


with in 60 feet of it. I f the target can see the m u m my, it m ust
succeed on a DC 1 1 Wisdom saving throw against this magic
or become frightened until the end of the m u m my's next
turn. I f the target fails the saving throw by 5 or more, it is also
,.B E F O R E O P EN I N G A paralyzed for the same du ration. A target that succeeds on the
SAR CO P H A G U S , L I G H
T A TOR CH."
- X T H E MYS TI C'S


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.

MUMMY LORD necrotic damage. If the target is a creature, it m ust succeed on


a DC 16 Constitution saving th row or be cursed with mummy
Medium undead, lawful evil
rot. The cursed target can't regai n h it points, and its hit point
Armor Class 1 7 (natural armor) maxi mum decreases by 10 (3d6) for every 24 hours that elapse.
Hit Points 97 (l 3d8 + 39) If the curse reduces the target's hit point maximum to 0, the
Speed 20 ft. target dies, and its body turns to dust. The cu rse l asts until
removed by the remove curse spell or other magic.
STR DEX CON INT WIS CHA Dreadful Glare. The m u mmy lord targets one creature it can
18 (+4) 10 (+O) 17 (+3) 11 (+O) 18 (+4) 16 (+3) see with i n 60 feet of it. I f the ta rget can see the mummy lord,
it must succeed on a DC 16 Wisdom saving throw against this
Saving Throws Con +8, I nt +5, Wis +9, Cha +8 m agic o r become frightened u ntil the end of the m u m my's next
Skills H istory +S, Religion +5
turn. I f the target fai l s the saving throw by 5 or more, it is also
Damage Vulnerabilities fi re
para lyzed for the same d u ration. A target that succeeds on the
Damage Immunities necrotic, poison; bludgeo n i ng, pierci ng,
saving th row is immune to the Dreadful G lare of a l l mummies
and slashing from nonmagical attacks
and mummy lords for the next 24 h o u rs .
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
LEG E N DARY ACT I O N S
Senses darkvision 60 ft., passive Perception 14
languages the languages it knew i n l ife The m u m my lord can take 3 legendary actions, choosing from
Challenge 1 5 ( 1 3 ,000 XP) the options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
The mummy lord regains spent legendary actions at the start
Magic Resistance. The mummy lord has advantage on saving
of its turn.
th rows against spells and other magical effects.
Attack. The mummy lord m a kes one attack with its rotting fist
Rejuvenation. A destroyed m u m my lord gai n s a new body i n o r uses its D readful G l a re.
24 hours i f its heart i s i ntact, rega ining a l l its hit poi nts and Blinding Dust. B l i nding dust and sand swirls magically arou nd
becoming active aga i n . The new body appears within 5 feet of the mu mmy l ord . Each creature with i n 5 feet of the m u mmy
the mummy lord 's heart. l ord must succeed on a DC 16 Constitution saving th row or

Blasphemous Word (Costs 2 Actions). The m u m my lord utters


Spellcasting. The m um my lord is a 1 0th-level spellcaster. Its be bli nded u ntil the end of the creature's next turn.
spel lcasting a b i l ity is Wisdom (spell save DC 1 7, +9 to h it
a blasphemous word. Each non-u ndead creature within 1 0
with spell attacks). The mummy lord has the following cleric
feet o f the mummy lord that can hear the magical utterance
spells prepared:
mu st succeed on a DC 16 Constitution saving th row or be

Channel Negative Energy (Costs 2 Actions). The m u m my lord


Cantrips (at will): sacredflame, thaumaturgy stu nned until the end of the mummy lord's next turn.
l st level (4 slots) : command, guiding bolt, shield offaith
2nd level (3 slots): hold person, silence, spiritual weapon magically u nl eashes negative energy. Creatures within 60
3rd level (3 slots) : animate dead, dispel magic feet of the mummy lord , includ ing ones beh ind barriers and
4th level (3 slots): divination, guardian offaith around corners, can't regai n hit points u ntil the end of the

Whirlwind of Sand (Costs 2 Actions). The m u mmy lord


5th l evel (2 slots) : contagion, insect plague mummy lord's next turn.
6th l evel (1 slot) : harm
magica l l y transforms i nto a whirlwind of sand, moves up to
ACTI O N S 60 feet, and reverts to its normal form. While i n whirlwind
form, the mummy lord i s immune to a l l damage, and it
Multiattack. The mummy can use its Dreadful G la re and
can't be grappled, petrified, knocked prone, restrained, or
makes one attack with its rotti n g fist.
stunned. Equipment worn or carried by the m ummy l ord
Rotting Fist. Melee Weapon Attack: +9 to h it, reach 5 ft., one remain in its possess ion.
target. Hit: 14 (3d6 + 4) bludgeo n i ng damage plus 21 (6d6)

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.

Armor Class 1 0 SAMPLE SPORE SE RVANT


Hit Points 7 (2d6) This spore servant statistics presented here use a
Speed 10 ft. quaggoth as the base creature.

STR DEX CON I NT WIS CHA


8 (-1) 1 0 (+O) 10 (+O) 8 (-1) 11 (+O) 5 (-3) QUAGGOTH SPORE SERVANT
Meaium plant, unaligned
Senses d a rkvision 1 20 ft., passive Perception 1 0
Languages - Armor Class 13 (natural armor)
Challenge 0 ( 1 0 XP) Hit Points 45 (Gd8 + 1 8)
Speed 20 ft., c l i m b 20 ft.

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

Armor Class 1 3 (natural armor)


Hit Points 60 (8dl 0 + 1 6)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 2 (+l ) 10 (+O) 1 4 (+2) 1 3 (+l ) 1 5 (+2) 10 (+O)

Senses darkvision 1 20 ft., passive Perception 1 2


languages -
Challenge 2 (450 XP)

Distress Spores. When the myconid takes damage, a l l other


myconids withi n 240 feet of it can sense its pain.
Medium plant, lawful neutral
Sun Sickness. While i n sunl ight, the myconid has disadvantage
Armor Class 12 (natural a r mor) on a b il ity checks, attack rolls, and saving throws. The myconid
Hit Points 22 (4d8 + 4) d ies if it spends more than 1 hour i n di rect sunlight.
Speed 20 ft.
ACTI O N S
STR DEX CON I NT WIS CHA
Multiattack. The myconid uses either its H a l l uci nation Spores
1 0 (+O) 10 (+O) 1 2 (+l) 10 (+0) 13 (+1 ) 7 (-2)
o r its Pacifying Spores, then m a kes a fist attack.
Senses darkvision 1 20 ft., passive Perception 1 1 Fist. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Hit:
languages - 8 (3d4 + 1) b l udgeoning d a mage plus 7 (3d4) poison damage.
Challenge 1/2 ( 1 00 XP)
Animating Spores (3/Day). The myconid targets one corpse of
a humanoid o r a Large or s m a l l er beast withi n S feet of it and
Distress Spores. When the myconid takes damage, a l l other releases s pores at the corpse. I n 24 hours, the corpse rises as a
myconids with i n 240 feet of it can sense its pain. spore servant. The corpse stays a n i m ated for ld4 + l weeks or
Sun Sickness. While in s u n l ight, the myconid has d isadvantage unti l destroyed, a n d it can't be a n imated again i n this way.
on ability checks, attack rolls, and saving throws. The myconid Hallucination Spores. The myconid ejects spores at one
d ies i f it spends more than l hour i n d i rect s u n l i ght. creature it can see within 5 feet of it. The target m ust succeed
on a D C 12 Constitution saving th row or be poisoned for
ACTI O N S 1 mi n ute. The poisoned target is incapacitated while it
Fist. Melee Weapon Attack: +2 to h it, reach 5 ft. , one target. Hit: halluci nates. The target can repeat the savi ng throw at the end
5 (2d4) bl udgeoning damage plus 5 (2d4) poison damage. of each of its turns, ending the effect on itself on a success.

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)

GUARDIAN NAGA Spellcasting. The n aga is a 5th-level spellcaster (spell save


Wise and good, the beautiful guardian nagas protect DC 1 2 , +4 to hit with spell attacks) that needs only verbal
sacred places and items of magical power from falling components to cast its spells.
If the naga was a guardian naga in life, its spellcasting ability
into evil hands. In their hidden redoubts, they research
is Wisdom, and it has the fol lowi ng cleric spells prepared:
spells and hatch convoluted plots to thwart the evil
designs of their enemies. Cantrips (at will): mending, sacredflame, thaumaturgy
A guardian naga doesn't seek out violence, warning off 1 st level (4 slots) : command, shield offaith
intruders rather than attacking. Only if its foes persist 2nd level (3 slots): calm emotions, hold person
does the naga attack, accosting enemies with its spells 3 rd l evel (2 slots): bestow curse
and poisonous spittle. If the naga was a spirit n aga in life, its spel lcasting a b i l ity is
I ntelligence, and it has the fo l lowi ng wizard spel ls prepared:
SPIRIT NAGA
Cantrips (at will): mage hand, minor illusion, ray offrost
Spirit nagas live in gloom and spitefulness, constantly 1 st level (4 slots): charm person, sleep
plotting vengeance against creatures that have wronged 2nd level (3 slots) : detect thoughts, hold person
them-or that they believe have wronged them. Lairing 3 rd level (2 slots) : lightning bolt
in dismal caverns and ruins, they devote their time to
developing new spells and enslaving the mortals with ACTI O N S
which they surround themselves. A spirit naga likes to Bite. Melee Weapon Attack: + 5 to hit, reach 1 0 ft., one creature.
charm its foes, drawing them close so that it can sink its Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.
poisonous fangs into their flesh.

NAG AS
233
Large monstrosity, lawful good

Armor Class 1 8 (natural armor)


Hit Points 127 (1 5 d l 0 + 45)
Speed 40 ft.

Large monstrosity, chaotic evil STR DEX CON I NT WIS CHA


1 9 (+4) 18 (+4) 16 (+3) 1 6 (+3) 19 (+4) 18 (+4)
Armor Class 1 5 (natural a rmor)
Hit Points 75 ( l Od l O + 20) Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
Speed 40 ft. Damage Immunities poison
Condition Immunities charmed, poisoned
STR DEX CON I NT WIS CHA Senses d a rkvision 60 ft., passive Perception 14
1 8 (+4) 17 (+3) 14 (+2) 1 6 (+3) 15 (+2) 16 (+3) Languages Celestial, Common
Challenge 10 (5,900 XP)
Saving Throws Dex +6, Con +5, Wis +5, Cha + 6
Damage Immunities poison
Condition Immunities charmed, poisoned Rejuvenation. lf it d ies, the naga returns to life in l d 6 days and
Senses darkvision 60 ft., passive Perception 1 2 regains all its h it points. Only a wish spell can prevent this trait
Languages Abyssal, Common from fu nctioning.
Challenge 8 (3,900 XP)
Spellcasting. The naga is an 1 1 th-level spellcaster. Its
spellcasting a b i l ity is Wisdom (spell save DC 16, +8 to hit with
Rejuvenation. If it dies, the naga returns to life i n l d6 days and spell attacks), and it n eeds only verbal components to cast its
regains a l l its hit points. Only a wish spell can p revent this trait spells. It has the fol lowing cleric spells prepared:
from fu n ctioni ng.
Cantri ps (at will): mending, sacredflame, thaumaturgy
Spel/casting. The naga is a 1 0th-level spellcaster. Its l st level (4 slots) : command, cure wounds, shield offaith
spellcasti ng abi lity is I ntell igence (spell save DC 1 4, +6 to h it 2nd level (3 slots) : calm emotions, hold person
with spell attacks) , and it needs only verbal components to cast 3 rd level (3 slots) : bestow curse, clairvoyance
its s pells. It has the following wizard s pells prepared: 4th level (3 slots): banishment.freedom of movement
5th level (2 slots) : flame strike, geas
Cantrips (at will): mage hand, minor illusion, ray offrost 6th level (l s lot): true seeing
l st level (4 slots) : charm person, detect magic, sleep
2nd level (3 slots) : detect thoughts, hold person ACT I O N S
3 rd level (3 slots) : lightning bolt, water breathing
Bite. Melee Weapon Attack: +8 to h it, reach 1 0 ft., one creatu re.
Hit: 8 ( l d 8 + 4) piercing damage, and the target must make
4th level (3 slots) : blight, dimension door
5th level (2 slots) : dominate person
a DC 1 5 Constitution saving th row, taking 45 (10d8) poison
AC T I O N S d amage on a failed save, or half as much d amage on a
successful one.
Bite. Melee Weapon Attack: +7 to h it, reach 1 0 ft. , one creature.
Hit: 7 ( l d 6 + 4) piercing d amage, and the target m ust make Spit Poison. Ranged Weapon Attack: +8 to h it, range 1 5/30 ft. ,
a DC 1 3 Constitution saving throw, taking 31 (7d8) poison one creature. Hit: The target m ust make a DC 1 5 Constitution


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

Armor Class 1 3 (natural armor)


Hit Points 68 (8d l 0 + 24)
Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 15 (+2) 1 6 (+3) 1 0 (+0) 13 (+l) 1 5 (+2)
NIGHTMARE
Damage I mmunities fi re A nightmare appears i n a cloud o f roiling smoke, its
Senses passive Perception 1 1 mane, tail, and hooves wreathed in flame. The creature's
Languages understands Abyssal, Common, and I nfernal but unearthly black form moves with supernatural speed,
can't speak vanishing in a cloud of brimstone as quickly as
Challenge 3 ( 700 XP) it appeared.
Dread Steed. Also called a "demon horse" or "hell
Confer Fire Resistance. The n ightmare can grant resistance to horse," the nightmare serves as a steed for creatures of
fi re da mage to anyone riding it. exceptional evil, carrying demons, devils, death knights,
liches, night hags, and other vile monsters. It resembles
Illumination. The nightmare sheds bright l ight i n a 1 0-foot a fiendish horse, and a nightmare's fiery red eyes betray
radius and d i m l ight for an additional 10 feet.
its malevolent intelligence.
ACT I O N S A nightmare can be summoned from the Lower
Planes, but unless a worthy sacrifice is offered to it as
Hooves. Melee Weapon Attack: + 6 to h it, reach 5 ft. , one food upon its arrival, the· nightmare displays no special
target. Hit: 13 (2d8 + 4) bludgeo n i ng damage plus 7 (2d6)
loyalty to the creature it serves.
fi re damage.
Creating a Nightmare. Nightmares don't appear
Ethereal Stride. The n i ghtmare and up to three willing creatures naturally in the multiverse. They must be created from
within 5 feet of it magically enter the Ethereal Plane from the pegasi. The ritual that creates a nightmare requires the
M aterial Plane, or vice versa. torturous removal of a pegasus's wings, driving that
noble creature to evil as it is transformed by dark magic.

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

Ogre Gangs. Ogres sometimes band together in


small, nomadic groups, but they lack a true sense of
tribalism. When bands of ogres meet, one might attempt
to capture the members of the other group to increase
its numbers. However, ogre bands are just as likely to Large giant, any chaotic alignment
trade members freely, especially if the welcoming band
is temporarily flush with food and weapons. Armor Class 1 2 (hide a rmor)
Whenever possible, ogres gang up with other Hit Points 30 (4dl 0 + 8)
monsters to bully or prey on creatures weaker than Speed 30 ft.
themselves. They associate freely with goblinoids, ores,
STR DEX CON INT WIS CHA
and trolls, and practically worship giants. In the giants'
17 (+3) 10 (+O) 14 (+2) 7 (-2) 9 (-1 ) 1 0 (+0)
complex social structure (known as the ordning), ogres
rank beneath the lowest giants in status. As a result, an Senses d arkvision 6 0 ft. , passive Perception 9
ogre will do nearly anything a giant asks. Languages Com mon, G ia nt
Challenge l (200 XP)
HALF - OGRE (OGRILLON)
When an ogre mates with a human, hobgoblin, bugbear,
ACT I O N S
or ore, the result is always a half-ogre. (Ogres don't
mate with dwarves, halflings, or elves. They eat them.) Battleaxe. Melee Weapon Attack: +5 to h it, reach 5 ft., one
Human mothers rarely survive the birth of a half- target. Hit: 12 (2d8 + 3) slashing d a mage, or 14 (2d l 0 + 3)
ogre offspring. slashing damage if used with two hands.
The half-ogre offspring of an ogre and an ore is also


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.

Magic Weapons. The on i's weapon attacks are magical.


ONI
Large giant, lawful evil Regeneration. The oni rega i n s 10 hit points at the start of its
turn if it has at least 1 hit point.
Armor Class 1 6 (chain mail)
Hit Points 1 1 0 (13dl0 + 39) ACTI O N S
Speed 30 ft., fly 30 ft.
Multiattack. The oni m a kes two attacks, either with its claws
o r its glaive.
STR DEX CON I NT WIS CHA
19 (+4) 1 1 (+O) 1 6 (+3) 1 4 (+2) 12 (+l) 15 (+2) Claw (Oni Form Only). Melee Weapon Attack: +7 to h it, reach 5
ft., one target. Hit: 8 ( l d 8 + 4) slashing d a mage.
Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Skills Arcana +5, Deception +8, Perception +4 Glaive. Melee Weapon Attack: +7 to h it, reach 10 ft., one target.
Senses d arkvision 60 ft., passive Perception 1 4 Hit: 1 5 (2d l 0 + 4) slashing damage, or 9 ( l d l O + 4) slashing
Languages Common, G iant damage i n Small or Medium form.
Challenge 7 (2,900 XP)
Change Shape. The oni magically polymorphs into a Small or
Medium humanoid, i nto a Large giant, or back into its true
Innate Spe/lcasting. The on i's i n n ate spellcasting abi lity is form. Other than its size, its statistics a re the same in each
Charisma (spell save DC 1 3) . The oni can i n n ately cast the form. The only equi pment that is transformed is its glaive,
fo l lowi n g spells, req u i ri n g no material components: which shrinks so that it can be wielded i n h u manoid form. If
the oni dies, it reverts to its true form, and its gla ive reverts to
At will: darkness, invisibility
its normal size.
l/day each: charm person, cone of cold, gaseous form, sleep

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.

VAR IA N T: PSYC H I C G RAY OOZE


A gray ooze that lives a long time can evolve to become
more i ntelligent and develop l i m ited psionic abil ity. Such
occurrences are more common in gray oozes that l ive near
psionic creatures such as mind flayers, suggesting that the
ooze can sense and mimic psionic ability.
A psionic gray ooze has an I ntelligence score of 6 (-2) , as
wel l as the fo llowing addition a l action.
Psychic Crush (Recharge 5-6). The ooze targets one
creature that it can sense with i n 60 feet of it. The target m ust
make a DC 10 I ntell igence savi ng th row, taking 10 (3d6)
psychic damage on a failed save, or h alf as much damage on
a successful one.
BLACK PUDDING
A black pudding resembles a heaving mound o f sticky
black sludge. In dim passageways, the pudding appears
to be little more than a blot of shadow.
Flesh, wood, metal, and bone dissolve when the
pudding ebbs over them. Stone remains behind,
wiped clean.

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.

takes a permanent and c u m ulative -1 penalty to d a m age rolls.


BLACK PUDDING I f its pena lty d rops to -5, the weapon is destroyed. Nonmagical
Large ooze, unaligned
a m m u n ition made of metal or wood that h its the pudding is
destroyed after dealing damage.
Armor Class 7
Hit Points 85 ( l O d l O + 30) The pudding can eat through 2-i nch-th ick, nonmagical wood
Speed 20 ft., climb 20 ft. o r metal i n l round.

Spider Climb. The pudding can c l i m b d ifficult surfaces,


STR DEX CON I NT WIS CHA including upside down on cei l i ngs, without needing to make an
1 6 (+3) 5 (-3) 16 (+3) l (-5) 6 (-2) l (-5) abi lity check.

Damage Immunities acid, cold, lightning, slashing ACT I O N S


Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, prone Pseudopod. Melee Weapon Attack: + 5 to h it, reach 5 ft., one
Senses blindsight 60 ft. (blind beyond this radius), target. Hit: 6 (ld6 + 3) bludgeoning damage plus 18 (4d8) acid
passive Perception 8 d a mage. In addition, nonmagical a rmor worn by the target
Languages - is partly d issolved and takes a permanent and cumu lative -1
Challenge 4 ( l ,100 X P) penalty to the AC it offers. The armor is destroyed if the pena lty
reduces its AC to 1 0.

Amorphous. The pudding can move through a s pace as na rrow R EACT I O N S


as l inch wide without squeezing.
Split. When a pudding that i s Medium o r larger i s subjected to
Corrosive Form. A creature that touches the pudding or h its it l ightn i n g or slashing damage, it spl its i nto two new puddi ngs
with a melee attack while within 5 feet of it takes 4 (l d8) acid ifit has at least 10 hit points. Each new pudding has hit poi nts

.,.
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)

Corrode Metal. Any non magical weapon m ade of metal that


hits the ooze corrodes. After dealing damage, the weapon Amorphous. The jelly can move through a space as na rrow as 1
takes a permanent and c u m u l ative -1 pena lty to damage rolls. inch wide without squeezing.
If its penalty d rops to -5, the weapon is destroyed. Non magical Spider Climb. The jelly can climb difficult su rfaces, including
a m m u n ition made of metal that h its the ooze is destroyed after u pside down on cei l i ngs, without need ing to make an
dea l i n g damage. a b i l ity check.
The ooze can eat through 2-inch-th ick, nonmagical metal
i n 1 round. ACT I O N S
False Appearance. While the ooze remains motionless, it is Pseudopod. Melee Weapon Attack: + 4 to h it, reach 5 ft., one
i nd isti nguishable from a n oily pool or wet rock. target. Hit: 9 (2d6 + 2) bl udgeon i ng da mage plus 3 (1 d6)
acid da mage.
ACT I O N S
Pseudopod. Me/ee Weapon Attack: +3 to h it, reach 5 ft., one R E ACT I O N S
target. Hit: 4 (ld6 + 1 ) b l udgeon ing d amage plus 7 (2d6) Split. When a jelly that i s Medium o r larger i s su bjected to
acid da mage, and if the target is wearing nonmagical metal l ightn ing or slashing damage, it splits into two new jell ies if it
a rmor, its a rmor is partly corroded and takes a permanent has at least 10 hit points. Each new jelly has hit points eq ual to
and c u m u l ative -1 pena lty to the AC it offers. The a rmor is half the original jelly's, rou nded down . New jellies are one size
destroyed ifthe penalty red uces its AC to 1 0. smaller than the original jel ly. �

OOZES
24 3
ORO S
Ores are savage raiders and pillagers with stooped
postures, low foreheads, and piggish faces with
prominent lower canines that resemble tusks.
Gruumsh One-Eye. Ores worship Gruumsh, the
mightiest of the ore deities and their creator. The ores
believe that in ancient days, the gods gathered to divide
the world among their followers. When Gruumsh
claimed the mountains, he learned they had been taken
by the dwarves. He laid claim to the forests, but those
had been settled by the elves. Each place that Gruumsh
wanted had already been claimed. The other gods
laughed at Gruumsh, but he responded with a furious
bellow. Grasping his mighty spear, he laid waste to the
mountains, set the forests aflame, and carved great
furrows in the fields. Such was the role of the ores, he
proclaimed, to take and destroy all that the other races
would deny them. To this day, the ores wage an endless
war on humans, elves, dwarves, and other folk.
Ores hold a particular hatred for elves. The elven god
Corellon Larethian half-blinded Gruumsh with a well­
placed arrow to the ore god's eye. Since then, the ores
have taken particular joy in slaughtering elves. Turning
his injury into a baleful gift, Gruumsh grants divine
might to any champion who willingly plucks out one of
its eyes in his honor.
Tribes like Plagues. Ores gather in tribes that
exert their dominance and satisfy their bloodlust by
plundering villages, devouring or driving off roaming
herds, and slaying any humanoids that stand against
them. After savaging a settlement, ores pick it clean of
wealth and items usable in their own lands. They set
the remains of villages and camps ablaze, then retreat
whence they came, their bloodlust satisfied.
Ranging Scavengers. Their lust for slaughter
demands that ores dwell always within striking
distance of new targets. As such, they seldom settle
permanently, instead converting ruins, cavern
complexes, and defeated foes' villages into fortified
camps and strongholds. Ores build only for defense,
making no innovation or improvement to their lairs
beyond mounting the severed body parts of their victims
on spiked stockade walls or pikes jutting up from moats
and trenches.
When an existing territory is depleted of food, an ore
tribe divides into roving bands that scout for choice
hunting grounds. When each party returns, it brings
back trophies and news of targets ripe for attack, the
richest of which is chosen. The tribe then sets out en
masse to carve a bloody path to its new territory.
On rare occasions, a tribe's leader chooses to hold
onto a particularly defensible lair for decades. The ores
of such a tribe must range far across the countryside to
sate their appetites.
Leadership and Might. Ore tribes are mostly
patriarchal, flaunting such vivid or grotesque titles
as Many-Arrows, Screaming Eye, and Elf Ripper.
Occasionally, a powerful war chief unites scattered
ore tribes into a single rampaging horde, which
runs roughshod over other ore tribes and humanoid
settlements from a position of overwhelming strength.
Strength and power are the greatest of orcish virtues, 0RC EYE OF GRUUMSH
and ores embrace all manner of mighty creatures in
their tribes. Rejecting notions of racial purity, they When a n ore slays a n elf in Gruumsh's name and offers
proudly welcome ogres, trolls, half-ores, and orogs into the corpse of its foe as a sacrifice to the god of slaughter,
their ranks. As well, ores respect and fear the size and an aspect of the god might appear. This aspect demands
power of evil giants, and often serve them as guards an additional sacrifice: one of the ore's eyes, symbolizing
and soldiers. the loss Gruumsh suffered at the hands of his greatest
Ore Crossbreeds. Luthic, the ore goddess of fertility
enemy, Corellon Larethian.
and wife of Gruumsh, demands that ores procreate often If the ore plucks out one of its eyes, Gruumsh might
and indiscriminately so that ore hordes swell generation grant the ore spellcasting ability and special favor, along
after generation. The ores' drive to reproduce runs with the right to call itself an Eye of Gruumsh. When
stronger than any other humanoid race, and they readily not using their auguries to advise their war chiefs, these
crossbreed with other races. When an ore procreates savage devotees of the god of slaughter hurl themselves
with a non-ore humanoid of similar size and stature into battle, their weapons stained with blood.
(such as a human or a dwarf), the resulting child is
either an ore or a half-ore. When an ore produces young
0ROG
with an ogre, the child is a half-ogre of intimidating Orogs are ores blessed with a surprisingly keen intellect
strength and brutish features called an ogrillon. that ordinary ores believe is a gift from the ore goddess
Luthic. Like Luthic, orogs prefer to live underground,
0RC WAR CHIEF although the scarcity of food often brings them to
The war chief of a n ore tribe is its strongest and most the surface to hunt. Ores respect an orog's strength
cunning member. The reign of a war chief lasts only as and cunning, and a lone orog might command an
long as it commands the fear and respect of other tribe ore war band.
Stronger and Smarter. An orog uses its strength to
members, whose bloodlust must be regularly satisfied
lest the chief appear weak. bully other ores and its intelligence to surprise enemies
Scions ofSlaughter. Gruumsh bestows special on the battlefield. Many an overconfident elf, human, or
blessings upon war chiefs who prove themselves in dwarf commander has watched a "simple" ore warlord
battle time and again, imbuing them with slivers of his execute a clever maneuver to outflank and destroy an
savagery. A war chief so blessed finds that his weapons opposing force, not realizing the ore is an orog.
cut deeper into his enemies, allowing him to inflict When encountered in great numbers, orogs form their
more carnage. own detachments within much larger ore hordes, and
they are always at the forefront of any attack, relying on

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

Armor Class 1 6 (cha i n mail)


Hit Points 93 ( l l d8 + 44)
Speed 30 ft.
TY P I C A L 0RC
STR DEX CON I NT WIS CHA
1 8 (+4) 12 (+l) 18 (+4) 1 1 (+0) 1 1 (+0) 16 (+3)

Saving Throws Str +6, Con +6, Wis +2


Skills I ntimidation +5
Senses darkvision 60 ft., passive Perception 1 0
Languages Common, Ore
0RC Challenge 4 (l , 1 00 XP)
Medium humanoid (ore), chaotic evil
Aggressive. As a bonus action, the ore can move up to its speed
Armor Class 1 3 (hide a rmor)
toward a hosti le creature that it can see.
Hit Points 1 5 (2d8 + 6)
Speed 30 ft. Gruumsh's Fury. The ore deals an extra 4 (l d8) damage when it
hits with a weapon attack (i ncluded i n the attacks).
STR DEX CON I NT WIS CHA
1 6 (+3) 1 2 (+l ) 1 6 (+3) 7 (-2) 11 (+O) 10 (+O) ACTI O N S
Multiattack. The ore makes two attacks with its greataxe or
Skills I ntimidation +2
its spear.
Senses darkvision 60 ft., passive Perception 1 0
Languages Common, Ore Greataxe. Melee Weapon Attack: +6 to h it, reach 5 ft., one
Challenge 1/2 (100 XP) target. Hit: 15 (ldl2 + 4 plus l d8) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to h it, reach 5 ft. or


Aggressive. As a bonus action, the ore can move up to its speed range 20/60 ft., one target. Hit: 1 2 ( l d 6 + 4 plus l d8) piercing
toward a hostile creature that it can see. damage, or 13 (2d8 + 4) piercing da mage if used with two
hands to m a ke a melee attack.
ACT I O N S
Battle Cry (1/Day). Each creature of the war chief's choice that
Greataxe. Melee Weapon Attack: + 5 to h it, reach 5 ft., one


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:::====
::=::=:::= ====
=::::= ====
====: ====i
===:::

O RC S

• • •

TY P I CAL 0RoG

Medium humanoid (ore), chaotic evil

Armor Class 1 6 (ring mail, shield)


Hit Points 4 5 (6d8 + 1 8)
Speed 30 ft.

STR DEX CON I NT WIS CHA


16 (+3) 12 (+l) 16 (+3) 9 (-1 ) 13 (+l) 1 2 (+l) 0ROG
Medium humanoid (ore), chaotic evil
Skills I ntimidation +3, Religion +1
Senses d a rkvision 60 ft. , passive Perception 1 1 Armor Class 18 (plate)
Languages Common, O re Hit Points 42 (5d8 + 20)
Speed 30 ft.
Challenge 2 (450 XP)
STR DEX CON I NT WIS CHA
Aggressive. As a bonus action, the ore can move up to its speed 1 8 (+4) 12 (+1) 1 8 (+4) 1 2 (+1) 11 (+O) 12 (+1 )
toward a hostile creature that it can see.
Skills I ntimidation +5 , S u rvival +2
Gruumsh's Fury. The ore deals an extra 4 (l d8) da mage when it
Senses d arkvision 60 ft., passive Perception 1 0
h its with a weapon attack (included i n the attack). Languages Common, Ore
Spellcasting. The ore is a 3rd-level spellcaster. Its spellcasting Challenge 2 (450 XP)
a b i l ity is Wisdom (spell save DC 1 1 , +3 to h it with spell attacks).
The ore has the fol lowing cleric spells prepared: Aggressive. As a bonus action, the orog can move u p to its
Cantrips (at will): guidance, resistance, thaumaturgy speed toward a hostile creature that it can see.
1 st level (4 slots): bless, command
2nd l evel (2 slots) : augury, spiritual weapon (spear) ACT I O N S
"
Multiattack. The orog m akes two greataxe attacks.
ACTI O N S
Greataxe. Melee Weapon Attack: +6 to h it, reach 5 ft. , one
Spear. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft. or
target. Hit: 1 0 ( l d 1 2 + 4) slashing damage.
range 20/60 ft . . one target. Hit: 1 1 ( l d 6 + 3 plus l d8) piercing
damage, or 1 2 (2d8 + 3) piercing damage if used with two javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
hands to make a melee attack. range 30/ 1 20 ft., one target. Hit: 7 ( l d 6 + 4) piercing da mage.

ORCS
247
Large aberration, neutral

Armor Class 1 4 (natu ral armor)


Hit Points 1 1 4 ( 1 2d l 0 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 6 (+3) 11 (+O) 19 (+4) 6 (-2) 13 (+l) 6 (-2)
0TYUGH Saving Throws Con +7
An otyugh is a grotesque, bulbous creature borne along Senses d arkvision 1 20 ft., passive Perception 1 1
on three sturdy legs, its eyes and nose set along a vine­ Languages Otyugh
like stalk that snakes from the top of its bloated body. Challenge 5 (l , 800 XP)
Two rubbery tentacles end in spiky, leaf-like appendages
that the otyugh uses to shovel food into its gaping maw.
Limited Telepathy. The otyugh can magically transmit simple
An otyugh buries itself under mounds of offal and
messages and i m ages to any creature within 1 20 feet of it that
carrion, leaving only its sensory stalk exposed. When an can understand a l anguage. This form of telepathy doesn't
edible creature happens by, the otyugh's tentacles erupt allow the receiving creature to telepath ically respond.
from the filth and grab hold of it.
Otyughs make the most of any opportunity to ambush ACTI O N S
and devour prey. They use a limited form of telepathy to Multiattack. The otyugh makes three attacks: one with its bite
urge sentient creatures toward their lairs, sometimes by and two with its tentacles.
pretending to be something else.
Dwellers in Darkness. Otyughs tolerate bright light Bite. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target. Hit:
only when considerable stores of carrion or garbage lie 12 (2d8 + 3) piercing damage. If the target is a creature, it m ust
within reach. In the wilderness, they dwell in stagnant succeed on a DC l 5 Constitution savi ng th row against disease
swamps, scum-filled ponds, and damp forest dells. or become poisoned until the disease is cured. Every 24 hours
The scent of graveyards, city sewers, village middens, that elapse, the target must repeat the savi ng throw, reducing
its hit point maxi m u m by 5 ( l d l O) on a fai lu re. The disease i s
and manure-filled animal pens attracts them to
cured on a success. T h e target dies if t h e d i sease reduces its
civilized areas.
hit point maximum to 0. This red uction to the target's hit point
Since otyughs lack concern for anything but food,
maxi m u m lasts until the d i sease i s cure d .
their nests sometimes accumulate a variety of treasures
shed from their victims and mixed among the junk. Tentacle. Me/ee Weapon Attack: +6 t o h it, reach 1 0 ft. , o n e
Symbiotic Guardians. Sentient subterranean beings target. Hit: 7 ( l d 8 + 3 ) b l udgeoning damage plus 4 (l d8)
can coexist with otyughs, employing them as garbage piercing damage. I f the target i s M e d i u m or smaller, it is
disposals. With such plentiful sustenance, otyughs grappled (escape DC 1 3) and restrained u ntil the grapple
grow fat in their wallows, unmoved by any other drive ends. The otyugh has two tentacles, each of which can grapple
or desire. This sedentary gluttony makes them reliable one target.
guardians. As long as it is fed, an otyugh refrains from Tentacle Slam. The otyugh s la m s creatures grappled by it i nto
attacking other creatures. However, would-be otyugh each other or a solid s u rface. Each creature m ust succeed
masters can easily underestimate the quantity of waste, on a DC 14 Constitution saving th row or take 10 (2d6 + 3)
carrion, and meat necessary to keep an otyugh from bludgeoning damage and be stu nned u ntil the end of the
wandering off in search of food. More than one "trained" otyugh's next turn. On a successful save, the target takes half
otyugh has eaten its keeper after devouring all the waste the bl udgeoning d amage and isn't stu n n ed .
in its wallow.

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.

Beak. Mefee Weapon Attack: +7 to h it, reach 5 ft. , one creature.


ARS Hit: 10 ( l d l O + 5) piercing damage.
U T OW L B E
TH I NG ABO
" LY c; oo O EM IS
• THE O N T E O T H
\V H O C RE A Claws. Melee Weapon Attack: +7 to h it, reach 5 ft., one target.
H E \V l "l.A RO
I S T H AT T u
Hit: 14 (2d8 + 5) slashing damage.
PR O B A B LY
O E A O . O W , G N O ME
R AV E N S H A O
- X AR S H E L N CE AT
IVE Sc 1 E
A N S M U TAT
O R O F TR U N I V E R S ITY
P R O F E SS G R A V E
MoR
OWLB E-\ R
PEGASUS
The white winged horses known a s pegasi soar
through the skies, a vision of grace and majesty. When
PEGASUS they touch down on solid ground, they linger only
Large celestial, chaotic good for a moment, drinking from mountain springs and
pristine lakes. Any sound or sign of another creature
Armor Class 1 2 startles them, sending them off to fly once more
Hit Points 5 9 (7d l 0 + 2 1 ) among the clouds.
Speed 6 0 ft. , fly 90 ft. Noble Mounts. Pegasi are highly prized as swift and
reliable steeds, being faster and less temperamental
STR DEX CON I NT WIS CHA than griffons, hippogriffs, and wyverns. However, these
1 8 (+4) 1 5 (+2) 1 6 (+3) 10 (+O) 15 (+2) 13 (+l ) wild and shy creatures are as intelligent as humanoids,
and so can't be traditionally broken and tamed. A
Saving Throws Dex +4, Wis +4, Cha +3
pegasus must be persuaded to serve a good-aligned
Skills Perception +6
creature as a mount, but when it does so, it forges a life­
Senses passive Perception 1 6
Languages understands Celestial, Common, Elvish, and Sylvan long bond with its new companion.
but can't speak Born ofthe Planes. Pegasi trace their origins to the
Challenge 2 (450 XP) Olympian Glades of Arborea, where they soar through
the skies of that plane and serve as faithful mounts to
the Seldarine, the pantheon of elven gods. These gods
ACT I O N S have been known to send pegasi to the Material Plane to
Hooves. Melee Weapon Attack: + 6 to h it, reach 5 ft., one ta rget. aid those in need.
Hit: 11 (2d6 + 4) b ludgeoning damage. Pegasi Nests. Pegasi mate for life, build their nests in
hard-to-reach locations, and give birth to live young.

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

Armor Class 1 3 (natu ral armor)


Hit Points 7 (2d4 + 2)
Speed 1 5 ft., fly 60 ft.

STR DEX CON I NT WIS CHA


6 (-2) 1 5 (+2) 13 (+1) 1 0 (+O) 12 (+l ) 10 (+O)

Skills Perception +3, Stealth +4


Senses blindsight 1 0 ft., darkvision 60 ft., passive Perception 1 3
languages understands Common and Draconic but
PSEUDODRAGON can't speak
Challenge 1 /4 (SO XP)
The elusive pseudodragon dwells i n the quiet places of
the world, making its home in the hollows of trees and
small caves. With its red-brown scales, horns, and a Keen Senses. The pseudod ragon has advantage on Wisdom
maw filled with sharp teeth, a pseudodragon resembles (Perception) checks that rely on sight, heari ng, or smell.
a tiny red dragon but its disposition is playful. Magic Resistance. The pseudod ragon has advantage on savi ng
Quiet and Defensive. Pseudodragons have little throws aga i n st spells and other magical effects.
interest in other creatures, and they avoid them
whenever possible. If it is attacked, a pseudodragon Limited Telepathy. The pseudod ragon can magically
fights back using the poisonous stinger at the tip of its com municate s i m p l e ideas, emotions, and images
tail, one jab of which can put a creature into a catatonic telepathically with any creature withi n 1 00 feet of it that can
state that can last for hours. understand a language.
Draconic Familiars. Mages often seek out
ACT I O N S
pseudodragons, whose agreeable disposition, telepathic
ability, and resistance to magic make them superior Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
familiars. Pseudodragons are selective when it comes Hit: 4 ( l d4 + 2) piercing damage.
to choosing companions, but they can sometimes Sting. Melee Weapon Attack: +4 to h it, reach 5 ft., one creature.
be won over with gifts of food or treasure. When Hit: 4 ( l d 4 + 2) piercing damage, and the target m u st succeed
a pseudodragon finds an agreeable companion, it on a DC 11 Constitution saving th row or become poisoned for
bonds with that person as long as it is treated fairly. 1 hour. If the saving th row fail s by 5 or more, the target fal l s
A pseudodragon puts up with no ill treatment, and u nconscious for the same du ration, or u ntil it takes damage or
it abandons a manipulative or abusive companion another creature uses a n action to shake it awake.
without warning.

PSEUDODRAGON
2 54
PURPLE WORM
Gargantuan monstrosity, unaligned

Armor Class 1 8 (natural armor)


Hit Points 247 (l 5d20 + 90)
Speed 50 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


PURPLE WORM 28 (+9) 7 (-2) 22 (+6) l (-5) 8 (-1 ) 4 (- 3 )
The massive burrowing monster known a s the purple
worm terrorizes the creatures of the Underdark as Saving Throws Con +l l , Wis +4
Senses blindsight 30 ft., tremorsense 60 ft.,
it chews through solid rock in pursuit of prey. A dim­
passive Perception 9
witted, ravenous force of nature, this creature regards
Languages -
anything it encounters as food. Challenge 1 5 (13,000 XP)
Ravenous Hunters. Loud noise attracts purple
worms, which have been known to interrupt
underground battles and tear through subterranean Tunneler. The worm can burrow through solid rock at half its
cities seeking prey. The underground civilizations of the burrow speed and leaves a 1 0-foot-diameter tunnel i n its wake.
draw, the duergar, and the mind flayers maintain special
ACTI O N S
wards around their settlements to deter these monsters.
Though most common in the Underdark, purple Multiattack. The worm makes two attacks: one with its bite
worms are frequently seen on the surface world in rocky and one with its sti nger.
and mountainous lands. The maw of a purple worm is Bite. Melee Weapon Attack: +1 4 to hit, reach 10 ft., one target.
large enough to swallow a horse whole, and no creature Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or
is safe from its hunger. It lunges forward by rhythmically smaller creature, it must succeed on a DC 19 Dexterity saving
compressing and expanding its body, catching other throw o r be swal l owed by the worm. A swa l l owed creature is
Underdark dwellers by surprise with the speed of blinded and restra ined, it has total cover against attacks and
its advance. other effects outside the worm , and it takes 21 (6d6) acid
Boons ofthe Worm. When a purple worm burrows damage at the start of each of the worm's turns.
through the ground, it consumes earth and rock, which I f the worm takes 30 damage or more on a single turn
it breaks down and constantly excretes. Precious metals from a creature inside it, the worm must succeed on a DC 21
and gems can thus be found within the bodies of purple Constitution saving throw at the end of that turn or regurgitate
worms, which are targeted by particularly brave and a l l swallowed creatures, which fal l prone i n a space within 1 0
foolhardy treasure hunters. feet of the worm. I f the worm d ies, a swal lowed creature i s no
A burrowing purple worm constantly creates new longer restrained by it and can escape from the corpse by using
20 feet of movement, exiting prone.
tunnels throughout the Underdark, which are quickly
made use of by other creatures as corridors and Tail Stinger. Melee Weapon Attack: +14 to h it, reach 1 0 ft., one
highways. Because a purple worm rarely returns to creature. Hit: 1 9 (3d6 + 9) piercing damage, and the target
its own tunnels, such passageways are a good place to m ust make a DC 1 9 Constitution savi ng th row, taking 42 (1 2d6)
avoid these monsters. Areas rich in prey quickly become poison da mage on a failed save, o r half as m uch damage on a
interlaced with complex tunnel systems resulting from successfu l one.
several worms hunting together.

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:::
====
:::=== ====
=== �===::: =====i

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.

It has advantage on saving th rows against a l l other spells and


RAKSHASA magical effects.
Medium .fiend, lawful evil
Innate Spellcasting. The rakshasa's i n n ate spel lcasting abi lity is
Armor Class 1 6 (natural a rmor) Charisma (spell save DC 1 8 , +10 to h it with spell attacks). The
Hit Points 1 1 0 (1 3d8 + 52) rakshasa can i n n ately cast the fol lowi n g spells, requ i ri n g no
Speed 40 ft. material components:

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

Armor Class 1 7 (natural armor)


Hit Points 195 ( 1 7d l 2 + 85)
Speed 30 ft. , burrow 20 ft.

STR DEX CON I NT WIS CHA


24 (+7) 13 (+l) 21 (+5) 4 (-3) 10 (+O) 5 (-3)

Damage Immunities cold, fi re


Senses darkvision 60 ft., tre morsense 60 ft.,
passive Perception l 0
Languages -
Challenge 1 1 (7,200 XP)

Heated Body. A creature that touches the remorhaz or h its


YOUNG REMORHAZ it with a me lee attack while within 5 feet of it takes 1 0 (3d6)
fi re damage.
Large monstrosity, unaligned
ACTI O N S
Armor Class 14 (natural a rmor)
Hit Points 93 ( l l d l O + 33) Bite. Melee Weapon Attack: +1 1 to hit, reach 1 0 ft., one target.
Speed 30 ft., burrow 20 ft. Hit: 40 (6d l 0 + 7) piercing damage plus 10 (3d6) fi re damage.
If the target i s a creature, it i s grappled (escape D C 1 7) . Until
STR DEX CON I NT WIS CHA this grapple ends, the target is restra i ned, and the remorhaz
1 8 (+4) 13 (+l) 17 (+3) 3 (-4 ) 10 (+O) 4 (-3) can't bite another target.

Swallow. The remorhaz makes one bite attack against a


Damage Immunities cold, fire
Medium or smaller creature it is grappling. If the attack h its,
Senses d arkvision 60 ft. , tremorsense 60 ft.,
passive Perception 10 that creature takes the bite's dam age and is swallowed, and
Languages - the grapple ends. While swal lowed, the creature i s b l i nded and
Challenge 5 (l ,800 XP) restra ined, it has total cover against attacks and othe r effects
outside the remorhaz, and it takes 21 (6d6) acid d amage at the
start of each of the remorhaz's turns.
Heated Body. A creature that touches the remorhaz or h its I f the remorhaz takes 30 d amage or more on a s ingle turn
it with a me lee attack while within 5 feet of it takes 7 (2d6) from a creature inside it, the remorhaz must succeed on a
fi re damage. DC l 5 Constitution saving throw at the end of that turn or
regurgitate a l l swallowed creatu res, which fall prone i n a
ACTI O N S space within 1 0 feet of the remorhaz. If the remorhaz dies, a
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. swallowed creature is no longer restrai ned by it and can escape
Hit: 20 (3d l 0 + 4) piercing damage plus 7 (2d6) fire damage. from the corpse using l 5 feet of movement, exiti ng prone.

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.

Turn Immunity. The revenant is immune to effects that


REVENANT turn undead.
Medium undead, neutral
Vengeful Tracker. The revenant knows the distance to and
Armor Class 1 3 (leather armor) direction of any creature against which it seeks revenge, even
Hit Points 1 3 6 ( 1 6d 8 + 64) if the creature and the revenant are on different planes of
Speed 30 ft. existence. If the creature being tracked by the revenant dies,
the revenant knows.
STR DEX CON I NT WIS CHA
1 8 (+4) 1 4 (+2) 1 8 (+4) 1 3 (+l) 1 6 (+3) 18 (+4) ACT I O N S
Multiattack. The revenant makes two fi st attacks.
Saving Throws Str +7, Con +7, Wis +6, Cha +7
Damage Resistances necrotic, psychic Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
Damage Immunities poison 11 (2d6 + 4) bl udgeon i ng damage. If the target is a creature
Condition Immunities charmed, exhaustion, frightened, against which the revenant has sworn vengeance, the target
paralyzed, poisoned, stun ned takes an extra 14 (4d6) bl udgeoning damage. I n stead of dealing
Senses darkvision 60 ft., passive Perception 13 da mage, the revenant can grapple the target (escape DC 1 4)
Languages the languages it knew in l ife provided the target is Large or smaller.
Challenge 5 (l ,800 XP)
Vengeful Glare. The revenant targets one creature it can see
with i n 30 feet of it and against which it has sworn vengea nce.
Regeneration. The revenant rega i n s 10 hit points at the start
The target must make a DC 1 5 Wisdom saving th row. On a
of its turn. I f the revenant takes fi re or radiant d amage, this
fai l u re, the target is paralyzed until the revenant deals damage
trait doesn't fu nction at the start of the revenant's next turn.
to it, or u ntil the end of the revenant's next turn . When the
The revenant's body is destroyed only if it starts its turn with
paralysis ends, the target is frightened of the revenant for 1
0 hit points and doesn't regenerate.
minute. The frightened target can repeat the saving throw at
Rejuvenation. When the revenant's body i s destroyed, its soul the end of each of its turns, with disadvantage if it can see
l i n gers. After 24 hours, the soul i n habits and a n i m ates another the revenant, ending the frightened condition on itself o n
h u manoid corpse on the same plane of existence and rega ins a success.

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.
t==:
====
::::=:::= ====
=== ====
=== ====
== = === ====
====
=== ====
=== =====5

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.

deals no damage to the roper, which can extrude a replacement


ROPER tendril on its next turn. A tendril can also be broken if a
Large monstrosity, neutral evil
creature takes an action and succeeds on a DC 1 5 Strength
Armor Class 20 (natural a rmor) check agai nst it.
Hit Points 93 ( l l d l O + 33) Spider Climb. The roper can c l i m b d ifficult su rfaces, including
Speed 10 ft. , c l i m b 10 ft. u pside down on ceili ngs, without need i n g to make an
abil ity check.
STR DEX CON INT WIS CHA
1 8 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) ACTI O N S
Multiattack. The roper makes four attacks with its tendrils,
Skills Perception +6, Stealth + 5
uses Reel , and m akes one attack with its bite.
Senses da rkvision 60 ft. , passive Perception 1 6
Languages - Bite. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
Challenge 5 (1 ,800 XP) Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to h it, reach 50 ft. , one
False Appearance. While the roper remains motionless, it i s creature. Hit: The target is grappled (escape DC 1 5) . U ntil the
ind istinguishable from a n o r m a l cave formation, such as a grapple ends, the target is restrai ned and has d isadvantage
stalagmite. on Strength checks and Strength savi ng throws, and the roper
Grasping Tendrils. The roper can have up to six tend rils at can't use the same tendril on anothe r target.
a time. Each tend ril can be attacked (AC 20; 1 0 hit points; Reel. The roper pulls each creature grappled by it up to 25 feet
i m m u n ity to poison and psychic damage) . Destroying a tendril straight toward it. �

RO H R
RUST MONSTER Medium monstrosity, unaligned
Most dwarves would rather face a squad o f ores than
confront a single rust monster. These strange, normally Armor Class 1 4 (natural armor)
docile creatures corrode ferrous metals, then gobble up Hit Points 27 (5d8 + 5)
the rust they create. In doing so, they have ruined the Speed 40 ft.
armor, shields, and weapons of countless adventurers.
A rust monster's body is covered in thick, lumpy STR DEX CON I NT WIS CHA
armor, its long tail ends in a bony protrusion, and two 1 3 (+l) 12 (+l) 13 (+l) 2 (-4) 1 3 (+l) 6 (-2)
feathery antennae sprout from its insectile head.
Underground Scavengers. Rust monsters roam Senses darkvision 60 ft., passive Perception 1 1
subterranean passages in search of ferrous metals such Languages -
Challenge 1 / 2 (100 XP)
as iron, steel, adamantine, and mithral to consume.
They ignore creatures not carrying such metals, but can
become aggressive toward those bearing steel weapons Iron Scent. The rust monster can p i n point, by scent, the
and armor. A rust monster can smell its food at a location of ferrous metal within 30 feet of it.
distance, immediately dashing toward the scent's source
Rust Metal. Any non magical weapon made of metal that h its
to corrode and consume the object.
the rust monster corrodes. After dealing da mage, the weapon
A rust monster doesn't care if the rust it consumes takes a permanent and cumul ative -1 penalty to damage rolls.
comes from a spike or a sword. Adventurers can distract If its penalty d rops to -5, the weapon is destroyed. Non magical
the creature by dropping ferrous objects behind them. a m m u n ition made of metal that h its the rust monster is
Subterranean Wanderers. Rust monsters are rarely destroyed after deal i n g damage.
found in large numbers, preferring to hunt alone or in
small groups. They meander along tunnels, moving ACT I O N S
from cave to cave in their tireless search for ferrous Bite. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
metals to consume. Their wanderings often bring them Hit: 5 ( l d8 + l ) piercing damage.
into contact with other Underdark denizens that find
them harmless or unappetizing. Thus, rust monsters Antennae. The rust monster corrodes a non magical ferrous
may be found in close proximity to other subterranean metal object it can see within 5 feet of it. I f the object isn't
being worn or carried, the touch destroys a 1 -foot cube of it. I f
monsters. If they are well treated and well fed, they can
t h e object is b e i n g worn or carried b y a creature, the creature
also become friendly companions or pets.
can make a DC 11 Dexterity savi ng th row to avoid the rust
monster's touch .
If the object touched is either metal armor or a metal shield
being worn or carried, its takes a permanent and cumulative
-1 penalty to the AC it offers. Armor reduced to an AC of l 0
or a s h ield that drops to a +O bonus is destroyed. If the object
touched i s a held metal weapon, it rusts as described in the
Rust M etal trait.

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.
c::::=:::::====i
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

Armor Class 1 2 (natural a rmor)


Large humanoid (sahuagin), lawful evil
Hit Points 33 (6d8 + 6)
Speed 30 ft. , swim 40 ft.
Armor Class 1 6 (breastplate)
Hit Points 76 (9dl 0 + 27)
STR DEX CON I NT WIS CHA
Speed 30 ft. , swim 50 ft.
1 3 (+l) 1 1 (+O) 1 2 (+l) 1 2 (+l) 14 (+2) 13 (+l )
STR DEX CON INT WIS CHA
Skills Perception +6, Religion +3 17 (+3)
19 (+4) 1 5 (+2) 1 6 (+3) 1 4 (+2) 13 (+l)
Senses darkvision 1 20 ft. , passive Perception 1 6
Languages Sahuagin
Saving Throws Dex +5, Con +6, I nt +5, Wis +4
Challenge 2 (450 XP)
Skills Perception +7
Senses darkvision 1 20 ft., passive Perception 1 7
Blood Frenzy. The sahuagin has advantage on melee attack Languages Sahuagin
rol ls against any creature that doesn't have all its hit points. Challenge 5 (l , 800 XP)

Limited Amphibiousness. The sahuagin can breathe air and


water, but she needs to be submerged at least once every 4 Blood Frenzy. The sahuagin has advantage on melee attack
hours to avoid suffocating. rol ls aga i n st any creature that doesn't h ave all its h it points.

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.

Cantrips (at will): guidance, thaumaturgy ACTI O N S


l st level (4 slots) : bless, detect magic, guiding bolt
Multiattack. The sahuagin m a kes th ree attacks: one with his
2nd level (3 slots): hold person, spiritual weapon (trident)
bite and two with h i s claws o r trident.
3 rd level (3 slots) : mass healing word, tongues
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
ACT I O N S Hit: 9 (2d4 + 4) piercing damage.
Multiattack. The sahuagin makes two attacks: one with her
Claws. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
bite and one with her claws.
Hit: 11 (2d6 + 4) slashing d amage.
Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.


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.
t=:::
====
::=== ====
=== ====
=== ====
== =5

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).

STR DEX CON I NT WIS CHA ACT I O N S


1 8 (+4) 14 (+2) 15 (+2) 1 1 (+O) 1 0 (+O) 12 (+l) Multiattack. The salamander makes two attacks: one with its
spear and one with its tai l .
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from Spear. Melee or Ranged Weapon Attack: + 7 t o h i t , reach 5 ft. or
nonmagical attacks range 20/60 ft., one target. Hit : 11 (2d6 + 4) pierci ng damage,
Damage Immunities fire or 13 (2d8 + 4) piercing damage if used with two hands to
Senses darkvision 60 ft., passive Perception l 0 make a melee attack, plus 3 (l d6) fi re d amage.
Languages lgnan
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Challenge 5 (l ,800 XP)
Hit: 1 1 (2d6 + 4) bludgeoning damage plus 7 (2d6) fi re
damage, and the target is grappled (escape DC 14). U ntil this
Heated Body. A creature that touches the salamander or h its grapple ends, the target i s restrained, the salamander can


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.
c=:::=
======= ====
=== ====
=== ====
=== ====
=== ====
== ====
=== ====
== == ===

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.

VAR I A N T: SATYR PI PES


A satyr might carry panpipes that it can play to create
magical effects. Usually, only one satyr in a group carries
such pipes. I f a satyr has pipes, it gains the fol lowi ng
additional action option.
Panpipes. The satyr plays its pi pes and chooses one
of the fol lowing magical effects: a charming melody, a
frighten ing strain, or a gentle l u l l a by. Any creature withi n 60
feet of the satyr that can hear the pi pes must succeed on
a DC 1 3 Wisdom savi ng th row or be affected as described
below. Other satyrs and creatures that can't be charmed a re
u naffected. Medium fey, chaotic neutral
An affected creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success. Armor Class 14 (leather a rmor)
If a creature's saving throw is successful or the effect ends Hit Points 31 (7d8)
for it, the creature is i m m u ne to these panpipes for the Speed 40 ft.
next 24 hours.
Charming Melody. The creature i s charmed by the satyr for STR DEX CON INT WIS CHA
l min ute. If the satyr or a ny of its compan ions harms the 12 (+l) 1 6 (+3) 1 1 (+O) 12 (+ l ) 10 (+O) 14 (+2)
creature, the effect on it ends i m mediately.
Frightening Strain. The creature is frightened for l m i n ute. Skills Perception +2, Performance +6, Stealth +5
Gentle Lullaby. The creature fal l s asleep and is unconscious Senses passive Perception 12
for l m i n ute. The effect ends if the creature takes da mage or languages Common, Elvish, Sylvan
if someone takes an action to shake the creature awake. Challenge 1/2 ( 1 00 XP)

HT THE SP IRIT S GOA.0TS ME ON


Tw n<T 01>.Y !>.NO NIG PAST WHEN UNS URE PURE
HEAR WERE Magic Resistance. The satyr has advantage on saving throws
THE Y PINE FOR AGES NO W THE Y SE EM EllRS !>.NO N.
agai nst spells and other magical effects.
AGA INST ALL REll SON WEE N MINE
THEY L AUGH NO T oNCBET
AN D sc:R El>.M
IC:E ' BUT T HRIC:E ACT I O N S
Now FILL MY cuPBRIM UPO N MY LTIPST W 1 Ot>.N C:E
E, NO
Ram. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
WIT H FL!>. GO N'S IES TOSS THE IR GOW NS r.SK!>. NC: E Hit: 6 (2d4 + l) b ludgeon i n g damage.
LET UNSE EN Pll< NAL K1N G, INDU LGE MY VIC:E.
WHILE 1, THE CAR HS, THE TREt>. NTS TAKE THE IR LEAVE Shortsword. Melee Weapon Attack: +5 to h it, reach 5 ft., one

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
"••ES
TH E SUN BEC: O•THE �=======:;;;:::::;::;===J
1 WHIL E !>.WAY
llSE.
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.

STR DEX CON I NT WIS CHA


1 1 (+O) 13 (+l) 11 (+O) 10 (+O) 10 (+O) 13 (+l )

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)

False Appearance. While the scarecrow remains motionless, it


is ind isti nguishable from an ordinary, i n a n i mate scarecrow.

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.

Terrifying Glare. The scarecrow targets one creature it can


see within 30 feet of it. If the target can see the scarecrow, the
target mu st succeed on a DC 11 Wisdom saving th row or be
magically frightened until the end of the scarecrow's next turn.
The frighte n ed target is paralyzed.
SHADOW
Shadows are undead that resemble dark exaggerations
of humanoid shadows.
Dark Disposition. From the darkness, the shadow
reaches out to feed on living creatures' vitality. They
can consume any living creature, but they are especially
drawn to creatures untainted by evil. A creature that
lives a life of goodness and piety consigns its basest
impulses and strongest temptations to the darkness
where the shadows hunger. As a shadow drains its
victim's strength and physical form, the victim's shadow
darkens and begins to move of its own volition. In death,
the creature's shadow breaks free, becoming a new
undead shadow hungry for more life to consume.
If a creature from which a shadow has been created
somehow returns to life, its undead shadow senses
the return. The shadow might seek its "parent" to
vex or slay. Whether the shadow pursues its living
counterpart, the creature that birthed the shadow
no longer casts one until the monster is destroyed.
Undead Nature. A shadow doesn't require air,
food, drink, or sleep.

SHADOW
Medium undead, chaotic evil

Armor Class 1 2
Hit Points 1 6 ( 3 d8 + 3)
Speed 40 ft.

STR DEX CON I NT WIS CHA


6 (-2) 14 (+2) 13 (+l) 6 (-2) 10 (+O) 8 (-1 )

Skills Stealth +4 (+6 in d i m light or d arkness)


Damage Vulnerabilities rad iant
Damage Resistances acid, cold, fi re, l ightning, thunder;
bludgeon ing, piercing, a n d slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frighte ned, grappled,
paralyzed , petrified, poisoned, prone, restrai ned
Senses darkvision 60 ft., passive Perception 1 0
Languages -
Challenge 1 / 2 (100 XP)

Amorphous. The shadow can move through a space as na rrow


as 1 inch wide without squeezi ng.

Shadow Stealth. While in d i m l ight or darkness, the shadow


can take the Hide action as a bonus action.

Sunlight Weakness. While i n sunlight, the shadow has


d isadvantage on attack rolls, abil ity checks, and saving throws.

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.

of the amulet's wearer, half of any damage the wea re r takes


SHIELD GUARDIAN (rounded up) is transferred to the guard i a n .
Large construct, unaligned
Regeneration. T h e s h i e l d guardian rega i n s 1 0 h i t points a t t h e
Armor Class 1 7 (natural a rmor) start o f its t u r n i f i t has a t least l h i t point.
Hit Points 1 42 ( 1 S d l 0 + 60)
Speed 30 ft. Spell Storing. A spel lcaster who wears the shield guardian's
a m u let can cause the guard i a n to store one spell of 4th level or
STR DEX CON I NT WIS CHA lower. To do so, the wearer m ust cast the spell on the guardian.
1 8 (+4) 8 (-1 ) 18 (+4) 7 (-2) 10 (+O) 3 (-4) The spell has no effect but is stored within the guardian. When
commanded to do so by the wearer or when a situation arises
Damage Immunities poison that was predefi ned by the spellcaster, the guardian casts the
Condition Immunities charmed, exhaustion , frightened, stored spell with any parameters set by the original caster,
paralyzed, poisoned requiring no components. When the spell is cast or a new spell
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 is stored, a ny previously stored spell is lost.
Languages u n derstands commands given in a ny l anguage but
can't speak ACTI O N S
Challenge 7 (2,900 XP)
Multiattack. The guardian m a kes two fist attacks.
Fist. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. Hit:
Bound. The shield guard i a n is magically bound to an a m u let.
1 1 (2d 6 + 4) b l ud geoning d a mage.
As long as the guardian and its a m u let are on the same plane
of existence, the amulet's wearer can telepathically call the R EACTI O N S
guardian to travel to it, and the guardian knows the d i stance
and d i rection to the a m u let. I f the guardian is within 60 feet Shield. When a creature makes a n attack against the wearer of
the guardian's a m u l et, the guardian grants a +2 bonus to the
wearer's AC ifthe guardian is within 5 feet of the wearer. �

S H I E L D G UARDIAN
2 71
SKELETONS
Skeletons arise when animated by dark magic. They
heed the summons of spellcasters who call them from
their stony tombs and ancient battlefields, or rise of their
own accord in places saturated with death and loss,
awakened by stirrings of necromantic energy or the
presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a
skeleton infuses its bones with a dark vitality, adhering
joint to joint and reassembling dismantled limbs. This
energy motivates a skeleton to move and think in a
rudimentary fashion, though only as a pale imitation of
the way it behaved in life. An animated skeleton retains
no connection to its past, although resurrecting a
skeleton restores it body and soul, banishing the hateful
undead spirit that empowers it.
While most skeletons are the animated remains of
dead humans and other humanoids, skeletal undead can
be created from the bones of other creatures besides
humanoids, giving rise to a host of terrifying and
unique forms.
Obedient Servants. Skeletons raised by spell
are bound to the will of their creator. They follow
orders to the letter, never questioning the tasks their
masters give them, regardless of the consequences.
Because of their literal interpretation of commands
and unwavering obedience, skeletons adapt poorly to
changing circumstances. They can't read, speak, emote,
or communicate in any way except to nod, shake their
heads, or point. Still, skeletons are able to accomplish a
variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor,
can load and fire a catapult or trebuchet, scale a siege
ladder, form a shield wall, or dump boiling oil. However,
it must receive careful instructions explaining how such
tasks are accomplished.
Although they lack the intellect they possessed in
life, skeletons aren't mindless. Rather than break its
limbs attempting to batter its way through an iron
Medium undead, lawful evil
door, a skeleton tries the handle first. If that doesn't
work, it searches for another way through or around
Armor Class 1 3 (armor scraps)
Hit Points 1 3 (2d8 + 4) the obstacle.
Speed 30 ft. Habitual Behaviors. Independent skeletons
temporarily or permanently free of a master's control
STR DEX CON I NT WIS CHA sometimes pantomime actions from their past lives,
10 (+O) 14 (+2) 1 5 (+2) 6 (-2) 8 (-1 ) 5 (-3) their bones echoing the rote behaviors of their former
living selves. The skeleton of a miner might lift a pick
Damage Vulnerabilities bludgeon ing and start chipping away at stone walls. The skeleton of
Damage Immunities poison a guard might strike up a post at a random doorway.
Condition Immunities exhaustion, poisoned The skeleton of a dragon might lie down on a pile of
Senses d arkvision 60 ft., passive Perception 9 treasure, while the skeleton of a horse crops grass it
Languages understands all languages it knew in life but
can't eat. Left alone in a ballroom, the skeletons of
can't speak
nobles might continue an eternally unfinished dance.
Challenge 1/4 (SO XP)
When skeletons encounter living creatures, the
necromantic energy that drives them compels them
ACT I O N S to kill unless they are commanded by their masters to
Shortsword. Melee Weapon Attack: + 4 to hit, reach 5 ft., one
refrain from doing so. They attack without mercy and


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.
. ====
====
=== ====
=== ====
=== ===
==

S K E LETONS
Large undead, lawful evil

Armor Class 1 2 (natural a rmor)


Hit Points 67 (9dl 0 + 1 8)
Speed 40 ft.

STR DEX CON I NT WIS CHA


1 8 (+4) 1 1 (+O) 1 5 (+2) 6 (-2) 8 (-1 ) 5 (-3) WARHORSE SKELETON
Large undead, lawful evil
Damage Vulnerabilities b l udgeo n i ng
Damage Immunities poison Armor Class 1 3 (barding scraps)
Condition I mmunities exhaustion, poisoned Hit Points 22 (3d10 + 6)
Senses d a rkvision 60 ft., passive Perception 9 Speed 60 ft.
Languages understands Abyssal but can't speak
Challenge 2 (450 XP) DEX I NT WIS CHA
STR CON
1 8 (+4) 1 2 (+1) 1 5 (+2) 2 (-4) 8 (- 1 ) 5 (-3)
Charge. I f the skeleton moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn, the Damage Vulnerabilities bl udgeoning
target takes an extra 9 (2d8) piercing damage. I f the target is a Damage Immunities poison
creature, it m u st succeed on a DC 14 Strength saving throw or Condition Immunities exhaustion , poisoned
be pushed up to 10 feet away and knocked prone. Senses darkvision 60 ft., passive Perception 9
Languages -
ACTI O N S Challenge 1/2 (100 XP)
Greataxe. Melee Weapon Attack: + 6 to hit, reach 5 ft., one
target. Hit: 1 7 (2d 1 2 + 4) slashing damage. ACTI O N S
Gore. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hooves. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 13 (2d8 + 4) pierci ng damage. Hit: 11 (2d6 + 4) bludgeoning damage.

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.

STR DEX CON I NT WIS CHA


7 (-2) 1 5 (+2) 10 (+O) 3 (-4) 5 (-3) 3 (-4)

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)

Magic Resistance. The slaad has advantage on saving th rows


agai nst spe l l s and other magical effects.

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

Armor Class 14 (natural armor)


Hit Points 93 ( l l d l O + 33) BLUE SLAAD
Speed 30 ft. 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)

VA R I ANT: POLT E R G E I S T STR DEX CON INT WIS CHA


A poltergeist i s a different k i n d o f specter-the confused, l (-5) 14 (+2) 11 (+O) 1 0 (+0) 10 (+O) 11 (+0)
i nvisi ble spirit of an i nd ividual with no sense of how he or
she d ied. A poltergeist expresses its rage by hurling creatures Damage Resistances acid, cold, fi re, l ightni ng, thunder;
and objects using the power of its shattered psyche. bl udgeon ing, pierci ng, and slashing from non magical attacks
A poltergeist has a challenge rati ng of 2 (450 XP) and gains Damage Immunities n ecrotic, poison
the followi ng additional trait: Condition I mmunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
Invisibility. The poltergeist is i nvisible. unconscious
Senses d arkvision 60 ft., passive Perception 10
The poltergeist has the fol lowing action options i n place of Languages understands all languages it knew in life but
the specter's Life Drain: can't speak
Challenge l (200 XP)
Forceful Slam. Melee Weapon Attack: +4 to h it, reach 5 ft.,
one creature. Hit: l 0 (3d6) force d amage.
Incorporeal Movement. The specter can move through other
Telekinetic Thrust. The poltergeist targets a creature or creatures and objects as if they were d ifficult terrain. It takes 5
unattended object with i n 30 feet of it. A creature must be ( l d l O) force damage if it ends its turn inside an object.
M ed i u m or smaller to be affected by this magic, and a n
object c a n weigh up t o 1 50 pounds. Sunlight Sensitivity. While in sun light, the specter has
If the target is a creature, the poltergeist makes a disadvantage on attack rol ls, as well as on Wisdom
Charisma check contested by the target's Strength check. (Perception) checks that rely on sight.
I f the poltergeist wins the contest, the poltergeist hurls
the target up to 30 feet i n any d i rection, i ncluding upward. AC T I O N S

or heavy object, the target takes l d6 damage per l 0


If the target then comes into contact with a hard surface
Life Drain. Melee Spell Attack: +4 to h it, reach 5 ft., one
creature. Hit: 1 0 (3d6) necrotic damage. The target must
feet moved.
I f the target i s an object that isn't being worn or carried, succeed on a DC 10 Constitution savi ng throw or its hit point
the poltergeist h u rls it up to 30 feet in any d i rection. maxi mum is reduced by an amount equal to the d amage taken.
The poltergeist can use the object as a ranged weapon , This red uction lasts u ntil the creature fi n ishes a long rest. The
attacking one creature a l o n g t h e object's path (+4 t o h it) target dies if this effect reduces its hit point maximum to 0.
and dealing 5 (2d4) bludgeoning damage on a h it.

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===:====
::=:::: ====
== ====
== ====
== ====
== ====
=== ====
== ::::
== :::;: :=:::::::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,

BOUG HS, 1 SWEA R.


the poisoned target falls unconscious for the s a m e duration ,
" THE TREE HAD A WEE VILLAGE NEST LED IN ITS or until it takes damage or another creature takes an action to
NEX.T THIN G 1 KNEW , ! WAS LVINWHE
' FACE ·DOW THE DIRT . M�v
N IN
N 1 STOO D UP AN' LOOK E
shake it awake.
AN'
HEAD \VAS FULL OF STAR S, THE \VEE
AROU ND, BOTH THE TREE AN' VILL AGE WER E GON E. Heart Sight. The sprite touches a creature and magically knows
- TALE OF A HALF ·ORC RAN GER the creature's cu rrent emotional state. If the target fai l s a DC
10 Charisma saving th row, the sprite also knows the creature's
a l ignment. Celestials, fiends, and u ndead automatica lly fail the
saving throw.

Invisibility. The sprite magically turns i nvisible u ntil it


attacks or casts a spell, or u ntil its concentration ends (as if
concentrating on a spell). Any equipment the sprite wears or
carries is i nvisible with it.

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.

Claw. Melee Weapon Attack: + 19 to hit, reach 15 ft., o n e target.


TARRASQUE Hit: 28 (4d8 + 1 0) slashing damage.
Gargantuan monstrosity (titan), unaligned
Horns. Melee Weapon Attack: +1 9 to hit, reach 10 ft., one
Armor Class 25 (natural a rmor) target. Hit: 32 (4d l 0 + 1 0) pierci ng damage.
Hit Points 676 (33d20 + 330)
Speed 40 ft. Tail. Melee Weapon Attack: +1 9 to hit, reach 20 ft. , one target.
Hit: 24 (4d6 + 10) bludgeoning damage. I f the target i s a
STR DEX CON I NT WIS CHA creature, it m ust succeed on a DC 20 Strength saving throw or
30 (+10) 11 (+OJ 30 (+10) 3 (-4 ) 11 (+O) 11 (+O) be k n ocked prone.

Frightful Presence. Each creature of the tarrasque's choice


Saving Throws Int +5, Wis +9, Cha +9
within 1 20 feet of it a n d aware of it m ust succeed on a DC
Damage Immunities fi re , poison; bludgeo n ing, piercing, a n d
1 7 Wisdom savi n g th row or become frightened for 1 m i n ute.
s l a s h i n g from n o n magical attacks
Condition Immunities charmed, frightened, A creature can repeat the savin g th row at the end of each of
paralyzed, poisoned its turns, with d isadva n tage if the tarrasque is withi n line of
Senses blindsight 1 20 ft., passive Perception l 0 sight, e n d i n g the effect on itself on a success. I f a creature's
Languages - saving th row i s successful or the effect ends for it, the creature
Challenge 30 (1 5 5,000 XP) is i m m u n e to the tarrasque's Frightfu l Presence for the
next 24 hours.

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.

ACTI O N S LEG E N DARY ACTI O N S


Multiattack. The tarrasque can use its Frightful Presence. It The tarrasq ue can take 3 legendary action s , choosing from the
then makes five attacks: one with its bite, two with its claws, options below. Only one legendary action option can be used
one with its horns, and one with its tai l . I t can use its Swallow at a time and only at the e n d of another creature's turn. The
i n stead of its bite. tarrasque regains spent legendary actions at the start of its turn.


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.
t:::=:=
==== === ====
=== ====
=== ====
=== ====
=== ====
===:;;: ====
=== ====
=== == ====i

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:

Multiattack. The thri-kreen makes two gythka attacks or


two chatkcha attacks.

Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft. , one


target. Hit: 5 (ld8 + l) slashing d amage.

Chatkcha. Ranged Weapon Attack: +4 to h it, range 30/ 1 20


ft., one target. Hit: 5 (l d6 + 2) slashing damage.

A few thri-kreen manifest psionic abi lities, using their powers


to aid the hunt and comm u nicate more easi ly with outsiders.
A psionic thri-kreen has telepathy out to a range of 60 feet
and gains the following additional trait:

Innate Spe//casting (Psionics). The thri-kreen's i n nate


spel lcasting abil ity is Wisdom. The thri-kreen can i nnately
cast the following spells, req u i ri n g n o components:

2/day each: blur, magi<; weapon


At will: mage hand (the hand is i nvisible)

l /day: invisibility (self on ly)

THRI-KREEN
Medium humanoid (thri-kreen), chaotic neutral

Armor Class 1 5 (natural armor)


Hit Points 33 (6d8 + 6)
THRI-KREEN Speed 40 ft.
Thri-kreen wander the deserts and savannas o f the
world, avoiding all other races. STR DEX CON I NT WIS CHA
Thri-Kreen Communication. Thri-kreen employ 12 (+l) 1 5 (+2) 1 3 (+l) 8 (-1 ) 12 (+l) 7 (-2)
a language without words. To show emotion and
reaction, a thri-kreen clacks its mandibles and waves its Skills Perception +3, Stealth +4, S u rvival +3
antennae, giving other thri-kreen a sense of what it is Senses darkvision 60 ft., passive Perception 1 3
thinking and feeling. Other creatures find this manner Languages Thri-kreen
Challenge l (200 XP)
of communication difficult to interpret and impossible
to duplicate.
When forced to interact with creatures of other Chameleon Carapace. The thri-kreen can change the color of
intelligent species, thri-kreen employ alternative its carapace to match the color a n d texture of its s urroundings.
methods of communication, such as drawing pictures in As a result, it has advantage on Dexterity (Stealth) checks
sand or making pictures out of twigs or blades of grass. made to hide.
Limited Emotions. Thri-kreen experience the full Standing Leap. The thri-kreen's long jump is u p to 30 feet and
range of emotions but aren't as prone to emotional its h igh jump is u p to 1 5 feet, with or without a running start.
outbursts as humans. Thri-kreen with psionic
ability often demonstrate a wider range of emotions, ACTI O N S
particularly if they live near or interact with humans or Multiattack. The thri-kreen m a kes two attacks: one with its
other highly emotional creatures. bite and one with its claws.
Isolationists and Wanderers. Thri-kreen consider
all other living creatures as potential nourishment, and Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one creature.
they love the taste of elf flesh in particular. If a creature Hit: 4 ( l d 6 + l) piercing damage, and the target m ust succeed
might be useful for something other than food, the thri­ on a DC 1 1 Constitution saving throw or be poisoned for l
kreen aren't likely to attack it on sight. Thri-kreen kill to m i n ute. If the saving throw fails by 5 or more, the target is also
paralyzed while poisoned i n this way. The poisoned target can
survive, never for sport.
repeat the saving th row at the end of each of its turns, ending
Sleepless. Thri-kreen don't require sleep and can rest
the effect on itself on a success.
while remaining alert and performing light tasks. Their


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

Armor Class 1 6 (natural a r mor)


Hit Points 1 3 8 ( 1 2 d l 2 + 60)
Speed 30 ft .

STR DEX CON INT WIS CHA


23 (+6) 8 (-1 ) 21 (+5) 1 2 (+l ) 16 (+3) 12 (+l)

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)

False Appearance. W h i l e the treant r e m a i n s mot i o n l ess, it is


i n d isti n g u i s h a b l e from a normal tree.

Siege Monster. The treant d ea l s d o u b l e d a m age to objects a n d


structures.

ACT I O N S
Multiattack. The treant m a kes two s l a m attacks.

Slam. Melee Weapon Attack: +10 to h it, reach 5 ft ., one target.


Hit: 1 6 (3d6 + 6) b l u d geo n i n g d a mage.
Rock. Ranged Weapon Attack: +1 0 to h it, range 60/ 1 80 ft ., one
target.Hit: 28 (4d l 0 + 6) b l u d ge o n i n g d a m age.
Animate Trees (1/Day). The treant magica l l y a n i m ates one or
two trees it can see within 60 feet of it. These trees have the
s a m e statistics a s a treant, except they have I ntell igence a n d
C h a r i s m a scores of l , t h e y c a n ' t s p e a k , a n d t h e y h a v e o n l y the
Slam action option. An a n i mated tree acts as a n ally of the
treant. The tree re m a i n s a n i m ate for l d ay or u n t i l it dies; u n t i l
the treant d i e s or is m o re than 1 20 feet from the tree; or u ntil
the treant takes a b o n u s action to t u r n it back i nto a n i n a n i mate �
t re e . T h e t re e t h e n t a ke s ro o t if p o ss i b l e.
c::==================�===== = ====::::====;::;:==========5 �
TREAN1
intelligent creatures weaker than themselves and show
no mercy toward those they capture and drag back to
their lairs to be devoured. The largest and toughest
troglodytes lead the hunt and become the leaders of
their tribes. However, if a leader shows any weakness or
hesitation, other troglodytes attack and eat it in a frenzy.
Troglodytes make little and build less, scavenging
their possessions from their prey. They understand
the value of metal weapons and armor, and fight
among one another for the right to have such items. A
troglodyte tribe might be torn apart by battles over a
single longsword.
Devotees ofLaogzed. Some troglodytes venerate
Laogzed, a demonic, monstrously fat toad-lizard that
slumbers in the Abyss. Laogzed offers the troglodytes
nothing in return except aspiration, for it is the dream of
his troglodyte worshipers to become as fat, well-fed, and
wearily content as he seems to be.

TROGLODYTE
Medium humanoid (troglodyte), chaotic evil

Armor Class 1 1 (natural armor)


Hit Points 1 3 (2d8 + 4)
Speed 30 ft.

STR DEX CON I NT WIS CHA


14 (+2) 10 (+O) 14 (+2) 6 (-2) 10 (+O) 6 (-2)

Skills Stealth +2
Senses darkvision 60 ft., passive Perception 1 0
Languages Troglodyte
Challenge 1/4 (SO X P)

Chameleon Skin. The troglodyte has advantage on Dexterity


(Stealth) checks made to h ide.

Stench. Any creature other than a troglodyte that starts its


TROGLODYTE turn with in 5 feet of the troglodyte m ust succeed on a DC 12
Constitution saving throw or be poisoned u ntil the start of the
The savage, degenerate troglodytes squat in the shallow
creature's next turn. On a successful saving th row, the creature
depths of the Underdark in a constant state of war
i s i m m u ne to the stench of all troglodytes for l hour.
against their neighbors and one another. They mark
the borders of their territories with cracked bones and Sunlight Sensitivity. While in sun light, the troglodyte
skulls, or with pictographs painted in blood or dung. has disadvantage on attack rolls, as well as on Wisdom
Perhaps the most loathsome of all humanoids, (Perception) checks that rely on sight.
troglodytes eat anything they can stomach. They dwell
ACTI O N S
in filth. The walls of their cavern homes are smeared
with grime, oily secretions, and the debris of their Multiattack. The troglodyte makes three attacks: one with its
foul feasting. bite and two with its claws.
Simpleminded Brutes. Troglodytes have a simple, Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
communal culture devoted almost entirely to procuring Hit: 4 ( l d4 + 2) piercing damage.
food. Too simple to plan more than a few days into the


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
29r
= '/" �-----·

1
T'S
"THE WALL CAVE l INRE. MT>'"
0
EM BER. "

T T>'I NG
T HE L "S YIY o "'S ACCO UNT O F

- 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.

nothing. On a 5 or 6, the creature takes no action but uses a l l


Large monstrosity, chaotic e�il its movement t o move in a random d i rection. On a 7 or 8 , the
creature makes one melee attack agai nst a random creature, or
Armor Class 18 (natu ral a rmor) it does nothing if no creature is within reach .
Hit Points 93 ( l l d l O + 33) U n less su rprised, a creature c a n avert its eyes to avoid the
Speed 30 ft., burrow 20 ft. saving throw at the start of its turn. I f the creature does so, it
can't see the umber h u l k until the start of its next turn, when it
STR DEX CON INT WIS CHA can avert its eyes again. If the creature looks at the umber h u l k
20 {+5) 13 (+l) 16 (+3) 9 (-1 ) 10 {+O) 10 (+O) i n t h e meantime, i t m ust i m mediately make the save.

Tunneler. The umber h u l k can bu rrow through solid rock at


Senses darkvision 1 20 ft., tremorsense 60 ft., half its bu rrowing speed and leaves a 5 foot-wide, 8-foot- h igh
passive Perception 1 0 tunnel in its wake.
Languages U m be r H u l k
Challenge 5 (l ,800 XP) ACT I O N S
Multiattack. The umber h u l k makes three attacks: two with its
Confusing Gaze. When a creature starts its turn with in 30 feet claws and one with its mandibles.
of the umber h u l k and is able to see the umber hulk's eyes, the
umber h u l k can magically force it to make a DC 15 Charisma Claw. Melee Weapon Attack: +8 to h it, reach 5 ft. , one target.
saving th row, u n less the umber hulk is incapacitated. Hit: 9 ( l d8 + 5) slashing damage.
On a failed saving th row, the creature can't take reactions Mandibles. Melee Weapon Attack: +8 to h it, reach 5 ft. , one


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:::==
==::= =======
=== ==::::====i
::::===:=

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.

The game statistics of a player character


tran sformed into a vampire spawn and then a
vampire don't change, except that the character's Strength,
Dexterity, and Constitution scores become 18 if they aren't
higher. In addition, the character gains the vampire's damage
resistances, darkvision, traits, and actions. Attack and
damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency
bonus + the vampire's Charisma modifier. The character's
al ignment becomes lawful evil, and the DM m ight take
control of the character u ntil the vampirism is reversed with
a wish spell or the character is killed and brought back to life.

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).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9


Shapechanger. If the vampire isn't in sunl ight or running water,
to h it, reach 5 ft., one willing creature, or a creature that is
it can use its action to polymorph into a Tiny bat or a Medium
grappled by the vam pi re, incapacitated, or restrained. Hit: 7
cloud of m ist, or back i nto its true form.
( l d 6 + 4) piercing d a m age plus 1 0 (3d6) necrotic da mage. The
While i n bat form, the vampire can't speak, its walking speed
target's hit point maxi m u m is reduced by an amount equal to
is 5 feet, and it has a flying speed of 30 feet. Its statistics, other
the necrotic damage taken, and the vampire regai n s hit poi nts
than its size and speed, a re uncha nged. Anything it is wearing
equal to that amount. The red uction lasts until the target
transforms with it, but nothing it is carryi ng does. It reverts to
fi n ishes a long rest. The target d ies if this effect reduces its hit
its true form if it dies.
point maxi m u m to 0. A h u manoid slain i n this way and then
While in mist form, the vampire can't take any actions, speak,
b u ried in the ground rises the fol lowing n ight as a vampire
or m a n i pu late objects. It is weightless, has a flying speed of 20
spawn under the vam p i re's control.
feet, can hover, and can enter a hosti le creature's space and
stop there. In addition , if a i r can pass through a space, the m ist Charm. The va mpire targets one h u manoid it can see with i n
can do so without squeezing, and it can't pass through water. It 30 feet o f i t . If t h e target can s e e t h e vampire, t h e target m ust
has advantage on Strength, Dexterity, and Constitution saving succeed on a DC 17 Wisdom saving th row against this magic
throws, and it is imm une to all non magical d a m age, except the or be charmed by the va mpire. The charmed target regards
damage it takes from sunlight. the vampire as a trusted friend to be heeded and protected.
Although the target isn't under the vam p i re's control, it takes
Legendary Resistance (3/Day). If the vampire fails a saving
the vampire's requests or actions in the most favorable way it
th row, it can choose to succeed i nstead.
can, and it is a willing target for the vampire's bite attack.
Misty Escape. When it d rops to 0 hit points outside its resting Each time the vampire or the vampire's companions do
place, the vampire transforms into a cloud of m ist (as i n the anyth ing ha rmful to the target, it can repeat the saving th row,
Shapechanger trait) instead of falling u n conscious, provided ending the effect on itself on a success. Otherwise, the
that it isn't i n s u n light or running water. If it can't transform, it effect lasts 24 hours or u ntil the vampire is destroyed, is on a
is destroyed. d ifferent plane of existence than the target, or takes a bonus
While it has 0 hit points in mist form, it can't revert to its action to end the effect.
vampire form, and it m ust reach its resti ng place with i n 2
Children ofthe Night (1/Day). The vampire magica lly calls 2d4
hours or be destroyed. Once in its resting place, it reverts to
swarms of bats or rats, provided that the sun isn't u p. While
its vampire form. It is then paralyzed until it regains at least 1
outdoors, the vampire can call 3d6 wolves instead. The called
hit poi nt. After spending 1 hour in its resting place with 0 hit
creatures a rrive in l d4 rounds, acting as a l l ies of the vampire
points, it rega ins 1 hit poi nt.
and obeying its spoken com mands. The beasts remain for 1
Regeneration. The vampire rega ins 20 hit points at the start hour, until the vampire dies, or u ntil the vampire dismisses
of its turn if it has at least 1 hit point and isn't i n s u n l ight or them as a bonus action.
running water. I f the vampire takes radiant damage or d amage
from holy water, this trait doesn't fu nction at the start of the LEG E N DA RY ACT I O N S
vam p i re's next turn. The vampire can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Spider Climb. The va m p i re can c l i m b difficult su rfaces,
at a time and only at the end of another creature's turn. The
including upside down on ceilings, without need i n g to make an
vampire regains spent legendary actions at the start of its turn.
ability check.
Move. The vampire moves u p to its speed without provoking
Vampire Weaknesses. The vam p i re has the fol lowing flaws:
opportun ity attacks.
Forbiddance. The vampire can't enter a residence without a n

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:

Multiattack. The vampire m a kes two greatsword attacks.

Greatsword. Melee Weapon Attack: +9 to h it, reach 5 ft. , o n e


creature.Hit: 1 1 ( 2 d 6 + 4) s l a s h i n g d a mage.

Some vampires are practitioners of the arcane arts. A


spellcaster vampire spel lcaster h a s a challenge rating of 1 5
(1 3,000 XP) a n d the fol lowing trait:

Spellcasting. The vamp ire is a 9th-level spellcaster. Its


spellcasti n g a b i l ity i s I ntelligence (spell save DC 1 6, +8
to hit with spell attacks ) . The v a m p i re has the fol lowi n g
wiza rd s p e l l s prepared:

Cantrips (at wi l l ) :mage hand, prestidigitation, ray offrost


l st level (4 s l ots) :
comprehend languages.fog cloud, sleep
2nd level (3 slots) : detect thoughts, gust of wind,
mirror image
3rd level (3 s l ots) : animate dead, bestow curse, nondetection
4th level (3 slots) : blight, greater invisibility
5th level (l slot) : dominate person

Vampire Weaknesses. The v a m p i re h a s the fol lowing fl aws:


Forbiddance. The v a m p i re can't enter a res i d e nce without an
invitation from one of the occupants.
Medium undead, neutral evil
The v a m p i re takes 20 acid d a mage
Armor Class 1 5 (natural a r mor)
Harmed by Running Water.
when it ends its turn in ru n n i n g water.
Hit Points 82 ( l l d 8 + 33)
The v a m p i re is destroyed if a piercing
Speed 30 ft.
Stake to the Heart.
weapon made of wood is d riven i nto its heart w h i l e it i s
) i n capacitated i n i t s resting pl ace.
STR D CHA Sunlight Hypersensitivity. The v a m p i re takes 20 radiant
\ � 1 6 (+3) 16 E_
x _1 6 (+3)
(+3) c_o_N
1 1 (+O) 'N_r___
w 's 10 {+O) 1 2 (+l)
d a m age when it starts its turn i n s u n l ight. While i n s u n l ight, it
( _
_ ___ _ _ _ __

has d i sadvantage on attack rol l s and a b i l ity checks.


·-_
_ _

__
_

\\lJ Saving Throws Dex +6, W i s +3


Skills Perception +3, Stealth +6 ACTI O N S
Damage Resistances necrotic; b l u dgeoni ng, p i e rc i ng, a n d
s l a s h i n g fro m n o n m agical attacks
Multiattack. The v a m p i re m a kes two attacks, o n l y o n e of which

Senses darkvision 60 ft. , passive Perception 13 can be a bite attack.

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,

• Spider Climb. The v a m p i re can c l i m b d iffi c u l t s u rfaces ,


i n c l u d i n g u pside down on ceilings, without need ing to m a ke a n
a b i l ity c he c k .
a n d the v a m p i re rega i n s hit poi nts eq u a l to t h a t a m o u nt. The
red uction lasts u nt i l t h e target fi n i shes a l o n g rest. T h e ta rget
d ie s if t h is e e c t re d u ce s i ts h it p o i n t m a xi m u m to O .
c:.::============================================================= ff==== ===�==============��==��=========�

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.

STR DEX CON INT WIS CHA


1 7 (+3) 16 (+3) l3 (+l ) l l (+O) 1 0 (+O) 1 0 (+O)

Damage Resistances fi re; bludgeon ing, piercing, and slashing


from non magical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed,
poisoned, restrai n ed, prone, u nconscious
Senses blinds ight 30 ft., passive Perception 10
Languages u nderstands Aquan but doesn't speak
Challenge 3 (700 XP)

Invisible in Water. The water weird is invisible while fu lly


immersed i n water.

Water Bound. The water weird dies if it leaves the water to


which it is bou nd or if that water is destroyed.

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

Armor Class 14 (studded leather)


Hit Points 45 (6d8 + 1 8)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 5 (+2) 14 (+2) 16 (+3) 1 0 (+O) 13 (+l) 15 (+2)

Skills Perception +3, Stealth +4


Damage Resistances necrotic; bl udgeoni ng, piercing,
and slashing from nonmagical attacks not made with
silvered weapons
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 1 3
Languages the languages i t knew i n life
Challenge 3 (700 XP)

Sunlight Sensitivity. While in s u n l i ght, the wight has d isadvan·


tage on attack rolls, as well as on Wisdom (Perception) checks
WIGHT that rely on s ight.
The word "wight" meant "person" in days of yore, but
the name now refers to evil undead who were once ACTI O N S
mortals driven by dark desire and great vanity. When Multiattack. The wight makes two longsword attacks or
death stills such a creature's heart and snuffs its living two longbow attacks. It can use its Life Drain i n place of one
breath, its spirit cries out to the demon lord Orcus or longsword attack.
some vile god of the underworld for a reprieve: undeath
Life Drain. Melee Weapon Attack: +4 to h it, reach 5 ft., one
in return for eternal war on the living. If a dark power
creatu re . Hit: 5 ( l d 6 + 2) necrotic damage. The target m ust
answers the call, the spirit is granted undeath so that it succeed on a DC 13 Constitution saving throw or its h it point
can pursue its own malevolent agenda. maxi m u m is reduced by an amount equal to the d amage taken.
Wights possess the memories and drives of their This reduction lasts u ntil the target fi nishes a long rest. The
formerly living selves. They will heed the call of target d ies if this effect reduces its hit point maxi m u m to 0.
whatever dark entity transformed them into undead, A h u manoid slain by this attack rises 24 hours later as a
swearing oaths to appease their new lord while zombie under the wight's control, u n less the h u m anoid i s
retaining their autonomy. Never tiring, a wight can restored t o life or i t s body is destroyed . The wight can have no
pursue its goals relentlessly and without distraction. more than twelve zombies under its control at one time.
Life Eaters. Neither dead nor alive, a wight exists in a
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
transitional state between one world and the next. The
target. Hit: 6 (ld8 + 2) slashing d amage, or 7 ( l d l O + 2)
bright spark it possessed in life is gone, and in its place
slashing damage if used with two hands.
is a yearning to consume that spark in all living things.


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)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 16 (+3) 12 (+l) 14 (+2) 1 5 (+2)

Damage Resistances acid, cold, fire, l ightni ng, thunder;


bludgeoning, p iercing, and slashing from nonmagical attacks
not made with s ilvered weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grap pled,
paralyzed, petrified, poisoned, p rone, restrained
Senses d a rkvision 60 ft., passive Perception 12
Languages the languages it knew i n life
WRAITH Challenge 5 ( 1 ,800 XP)
A wraith i s malice incarnate, concentrated into an
incorporeal form that seeks to quench all life. The
Incorporeal Movement. The wraith can move through other
creature is suffused with negative energy, and its
creatures and objects as if they were difficult terra i n . I t takes 5
mere passage through the world leaves nearby plants
( l d l O) force damage if it ends its turn i nside an object.
blackened and withered. Animals flee from its presence.
Even small fires can be extinguished by the sucking Sunlight Sensitivity. While i n sunl ight, the wraith has
oblivion of the wraith's horrifying existence. d isadvantage on attack rolls, as well as on Wisdom
Vile Oblivion. When a mortal humanoid lives a (Perception) checks that rely on sight.
debased life or enters into a fiendish pact, it consigns
its soul to eternal damnation in the Lower Planes. ACT I O N S
However, sometimes the soul becomes so suffused with Life Drain. Melee Weapon Attack: + 6 to h it, reach 5 ft., one
negative energy that it collapses in on itself and ceases creature. Hit: 21 (4d8 + 3) necrotic damage. The target m ust
to exist the instant before it can shuffle off to some succeed on a DC 1 4 Constitution saving throw or its h it point
horrible afterlife. When this occurs, the spirit becomes a maxi mum is reduced by an amount equal to the damage taken.
soulless wraith-a malevolent void trapped on the plane This reduction lasts u ntil the target fin ishes a long rest. The
where it died. Almost nothing of the wraith's former target dies if this effect reduces its hit point maximum to 0.
existence is preserved; in this new form, it exists only to Create Specter. The wraith targets a h u manoid with i n 1 0 feet
annihilate other life. of it that has been dead for no longer than 1 min ute and d ied
Bereft ofBody. A wraith can move through solid violently. The target's spirit rises as a specter i n the space of
creatures and objects as easily as a mortal creature its corpse or in the nearest u noccu pied space. The specter i s
moves through fog. u n d e r t h e wraith's control. T h e wraith c a n have no more than
A wraith might retain a few memories of its mortal life seven specters under its control at one time.
as shadowy echoes. However, even the strongest events

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

Armor Class 1 9 (natural armor)


Hit Points 73 (7d8 + 42)
Speed 20 ft., bu rrow 20 ft.

STR DEX CON I NT WIS CHA


1 7 (+3) 10 (+O) 22 (+6) 1 1 (+0) 1 0 (+O) 1 1 (+O)

Skills Perception +6, Stealth +3


Damage Resistances piercing and slashing from non magical
attacks not made with adamantine weapons
Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 1 6
Languages Terran
Challenge 5 (1 , 800 XP)

XORN Earth Glide. The xorn can bu rrow through nonmagical,


Bizarre creatures native to the Elemental Plane of unworked earth and stone. While doing so, the xorn doesn't
Earth, xorn sniff out gemstones and precious metals, d isturb the material it moves through.
then tunnel through earth and rock to consume
Stone Camouflage. The xorn has advantage on Dexterity
those treasures. On the Material Plane, xorn must
(Stealth) checks made to hide i n rocky terra i n .
range far and wide through the Underdark to sustain
themselves, becoming aggressive toward miners and Treasure Sense. T h e xorn c a n p i n point, b y scent, the location of
treasure hunters when the valuable minerals of their precious metals and stones, such as coi ns and gems, within 60
diet are scarce. feet of it.
A xorn's unnatural origins are suggested by its
unusually heavy body and the large, powerful mouth ACT I O N S
sitting atop its head. Its three long arms are each tipped Multiattack. The xorn makes three claw attacks and one
with sharp talons, and its three large, stone-lidded eyes bite attack.
see in all directions.
Claw. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Elemental Travelers. Possessed of the power of
Hit: 6 ( l d 6 + 3) slashing damage.
elemental earth, a xorn glides through stone and dirt as


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.

Claw. Melee Weapon Attack: +6 to h it, reach 5 ft. , one target.


STR DEX CON I NT WIS CHA
Hit: 7 ( l d 6 + 4) slashing damage plus 3 ( l d 6) cold damage.
18 (+4) 13 (+l ) 16 (+3) 8 (-1 ) 1 2 (+1 ) 7 (-2)
Chilling Gaze. The yeti targets one creature it can see with in 30
Skills Perception +3, Stealth +3 feet of it. If the target can see the yeti, the target mu st succeed
Damage Immunities cold on a DC 13 Constitution saving th row against this magic or
Senses darkvision 6 0 ft., passive Perception 1 3 take 10 (3d6) cold damage and then be paralyzed fo r l minute,
Languages Yeti u n less it is i m m u n e to cold damage. The target can repeat the
Challenge 3 (700 XP) saving t h row at the end of each of its turns, e n d i ng the effect
on itself on a success. If the target's saving throw is successfu l ,
Fear of Fire. If the yeti takes fi re damage, it has d isadvantage or i f the effect ends on it, the target is i m m u n e t o the Chilling
on attack rol l s and abil ity checks u ntil the end of its next turn. G aze of a l l yetis (but not abominable yetis) fo r 1 hour.

Keen Smell. The yeti has advantage on Wisdom (Perception)


checks that rely on smell.

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

Armor Class 1 5 (natural armor)


Hit Points 1 27 (1 5dl0 + 45)
Speed 40 ft.

STR DEX CON I NT WIS CHA


19 (+4) 1 6 (+3) 1 7 (+3) 1 7 (+3) 1 5 (+2) 18 (+4)

Skills Perception +5, Stealth +6


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 1 5
Languages Abyssal, Common, D raconic
Challenge 7 (2,900 XP)

Shapechanger. The yuan-ti can use its action to polymorph


i nto a Large snake, or back i nto its true form. Its statistics a re
the same i n each form. Any equ ipment it is wearing or carrying
isn't transformed. It doesn't change form if it dies.

Innate Spellcasting (Abomination Form Only). The yuan-ti's


i n n ate spellcasting ability i s Charisma (spell save DC 1 5) . The
yuan -ti can i n nately cast the fol lowing spells, req uiring no
material com ponents:
At will: animalfriendship (snakes only)
3/day: suggestion
l /day: fear
Magic Resistance. The yuan -ti has advantage on saving th rows
agai nst spells and othe r magical effects.

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.

Bite. Melee Weapon Attack: +7 to h it, reach 5 ft., one creature.


Hit: 7 ( l d 6 + 4) piercing da mage plus 10 (3d6) poison damage.
Constrict. Melee Weapon Attack: +7 to h it, reach 10 ft., one
target. Hit: 11 (2d6 + 4) bl udgeoning d amage, and the ta rget is
grappled (escape DC 14). Until this grapple ends, the target is
restrained, and the yuan-ti can't constrict a nother target.
YUAN-TI ABOMINATION
Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to
Monstrous serpents with burly humanoid torsos and
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
arms, abominations form the highest caste of yuan-ti
society, and they most closely resemble the race as the Longbow (Abomination Form Only). Ranged Weapon Attack: +6


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.

STR DEX CON I NT WIS CHA


1 6 (+3) 14 (+2) 13 (+l) 14 (+2) 12 (+l) 16 (+3)

Skills Deception +5, Stealth +4


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft. , passive Perception 1 1
Languages Abyssal, Common, D raconic
Challenge 3 (700 XP)

Shapechanger. The yuan-ti can use its action to polymorph i nto


a Medium snake, or back i nto its true form. Its statistics a re
the same in each fo r m . Any equipment it is wearing or carryi ng
isn't transformed. It doesn't change form if it dies.

Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's in nate


spel lcasti n g ability is Charisma (spell save D C 1 3) . The yuan-ti
can in nately cast the fol lowi n g spells, req uiring no material
com ponents:
At will: animalfriendship (snakes on ly)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws
against spells and other magical effects .

Malison Type. The yuan-ti has 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.

STR DEX CON I NT WIS CHA


11 (+O) 1 2 (+l ) ll (+O) 1 3 (+l) 12 (+l ) 14 (+2)

Skills Deception +6, Perception +3, Stealth +3


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 1 3
Languages Abyssal, Common, D raconic
Challenge l (200 XP)

Innate Spellcasting. The yuan-ti's spellcasting abil ity is


Charisma (spell save DC 1 2) . The yuan-ti can i n n ately cast the
fol lowi ng spells, requiring no material components:
At will: animalfriendship (s n a kes on ly)
3/day each: poison spray, suggestion
Magic Resistance. The yuan-ti has advantage on saving th rows
YUAN-TI PUREBLOOD against spells and other magical effects.
Purebloods form the lowest caste o f yuan-ti society.
They closely resemble humans, yet a pureblood ACT I O N S
can't pass for human under close scrutiny because Multiattack. The yuan-ti makes two melee attacks.
there's always some hint of its true nature, such as
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. , one
scaly patches of skin, serpentine eyes, pointed teeth,
target. Hit: 4 ( l d 6 + l) slashing damage.
or a forked tongue. Wearing cloaks and cowls, they
masquerade as humans and infiltrate civilized lands to Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320
ft., one target. Hit: 4 ( l d 6 + l) piercing damage plus 7 (2d6)


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

Armor Class 1 7 (natural armor)


Hit Points 104 (l 6d8 + 32)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA


1 7 (+3) 12 (+l) 14 (+2) 20 (+5) 16 (+3) 17 (+3)

Saving Throws Dex +5, I nt +9, Wis +7, Cha +7


Skills Arcana +1 3 , Deception +9, Insight +9, Perception +7
Damage Resistances cold, fi re, l ightning; bl udgeon i ng,
piercing, and slashing from non magical attacks Medium fiend (yugoloth), neutral evil
Damage Immunities acid, poison
Condition Immunities charmed, poisoned Armor Class 18 (natural armor)
Senses truesight 1 20 ft., passive Perception 1 7 Hit Points 75 ( 1 0d 8 + 30)
Languages a l l , telepathy 1 20 ft. Speed 40 ft.
Challenge 1 2 (8,400 X P)
STR DEX CON INT WIS CHA
1 8 (+4) 11 (+O) 16 (+3) 7 (-2) 10 (+O) 11 (+0)
Innate Spellcasting. The a rcanaloth's innate spellcasting a b i lity
is Charisma (spell save DC 1 5). The arcanaloth can i n nately Skills Perception +3
cast the fol lowing spells, req u i ri n g no material com ponents: Damage Resistances cold, fi re, lightning; bludgeoning,
At will: alter self, darkness, heat metal, invisibility (self only) , pierc i ng, and slashing from non magical attacks
magic missile Damage Immunities acid, poison
Condition Immunities poisoned
Magic Resistance. The a rcanaloth has advantage on saving Senses b l i ndsight 60 ft., darkvision 60 ft.,
throws against spells and other magical effects. passive Perception 1 3
Languages Abyssal, I nfernal , telepathy 6 0 ft.
Magic Weapons. The arcanaloth's weapon attacks a re magical. Challenge 5 (l ,800 X P)
Spellcasting. The arcanaloth i s a 1 6th-level spellcaster. Its
spellcasting a b i l ity is I ntell igence (spell save DC 1 7, +9 to hit Innate Spel/casting. The mezzoloth's i n nate spellcasting abil ity
with spell attacks). The arcanaloth has the fol lowi n g wizard is Charisma (spell save DC 1 1 ) . The mezzoloth can i n nately
spel ls prepared: cast the fol lowi ng spells, req u iring no material components:
Cantrips (at will): fire bolt, mage hand, minor illusion, 2/day each: darkness, dispel magic
prestidigitation l/day: cloudkill
l st level (4 slots) : detect magic, identify, shield, Tenser's
floating disk Magic Resistance. The mezzoloth has advantage on saving
2nd level (3 slots) : detect thoughts, mirror image, phantasmal th rows against spells and other magical effects.
force, suggestion
Magic Weapons. The mezzoloth's weapon attacks a re magical.
3 rd level (3 slots) : counterspell.fear,fireball
4th level (3 slots) : banishment, dimension door
ACTI O N S
5th level (2 slots): contact other plane, hold monster
6th level (l slot): chain lightning Multiattack. The mezzoloth makes two attacks: one with its
7th level (l slot) : jinger ofdeath claws and one with its trident.
8th level (l slot) : mind blank
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
ACTI O N S Hit: 9 (2d4 + 4) slashing da mage.
Claws. Melee Weapon Attack: +7 to h it, reach 5 ft., one target. Trident. Melee or Ranged Weapon Attack: +7 to h it, reach 5 ft.
Hit: 8 (2d4 + 3) slashing damage. The target must make a DC or range 20/60 ft., one target. Hit: 7 ( l d6 + 4) piercing damage,
1 4 Constitution saving throw, taking 10 (3d6) poison damage or 8 ( l d8 + 4) piercing d amage when held with two claws and
on a failed save, or half as much damage on a successful one. used to m a ke a melee attack.

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 .

• Teleport. The nycaloth magically teleports, along with any


equipment it is wearing or carrying, up to 60 feet to a n
u n occu pied space it c a n see.
Teleport. The u ltroloth magical ly teleports, a l o n g with any
equipment it i s wearing or carrying, u p to 60 feet to an
u n occupied space it can see.
c:::
====
::::=:::= ====
== ====
=== ====
== =i

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.

AC T I O N S Undead Fortitude. I f damage red uces the zombie to 0 hit


Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. poi nts, it m ust make a Constitution saving th row with a DC
Hit: 4 ( l d 6 + 1) b l udgeoning damage. of 5 + the d amage taken, u n less the dam age is radiant or
from a critical h it. On a success, the zom bie drops to 1 h it
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.

7 . Paralyzing Ray. The ta rgeted creature must succeed o n a


STR DEX CON I NT WIS CHA
DC 14 Constitution savi ng throw or be paralyzed for l minute.
1 9 (+4} 6 (-2) 1 8 (+ 4) 3 (-4) 6 (-2) 5 (-3)
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success .
Saving Throws Wis +O
2. Fear Ray. The targeted creature m ust succeed on a DC 1 4
Damage Immunities poison
Wisdom savin g throw or b e frightened for l m i n ute. T h e target
Condition I mmunities poisoned
can repeat the saving throw at the end of each of its turns,
Senses darkvision 60 ft., passive Perception 8
ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a D C 1 4
Languages u n derstan d s Common and Giant but can't speak
Challenge 2 (450 XP)
Constitution saving throw, taking 36 (8d8) necrotic damage o n
a failed save, or half as much d amage o n a successful o n e .
Undead Fortitude. I f damage red uces the zombie to 0 hit 4. Disintegration Ray. If t h e target is a creature, it m ust
points, it m ust make a Con stitution saving throw with a DC succeed on a DC 14 Dexterity saving throw or take 45 (1 0d8)
of 5 + the d amage taken, u nless the damage is radiant o r fo rce damage. I f this damage reduces the creature to 0 hit
from a critical h it. O n a success, t h e zombie d rops t o 1 h i t points, its body becomes a pile of fine gray dust.
point instead. I f the target i s a Large or smaller non magical object or
creation of magical force, it is disi ntegrated without a saving
AC T I O N S
throw. If the target is a H uge or larger nonmagical object
Morningstar. Melee Weapon Attack: + 6 to h it, reach 5 ft., one or creation of magical force, this ray disi ntegrates a 1 0-foot
target. Hit: 13 (2d8 + 4) bludgeoning damage. cube 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)

STR DEX CON INT WIS CHA


Senses passive Perception l 0
3 (-4) 8 (-1 ) 11 (+O) 1 0 (+O) 10 (+O) 6 (-2)
Languages -
Challenge 1 /4 (SO XP)
Damage Vulnerabilities fi re
Damage Resistances piercing
Senses passive Perception l 0 ACT I O N S
Languages one l anguage known by its creator
Challenge 0 (10 X P) Beak. Melee Weapon Attack: +4 to hit, reach S ft., one target.
Hit: 6 ( l d 8 + 2) slashing damage.

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)

Senses d arkvision 30 ft. , passive Perception 1 1 BLINK DOG


Languages - Medium fey, lawful good
Challenge 0 ( 1 0 XP)
Armor Class 1 3
Keen Smell. The badger has advantage on Wisdom (Perception) Hit Points 22 (4d8 + 4)
checks that rely on smell. Speed 40 ft.

ACTI O N S STR DEX CON I NT WIS CHA


1 2 (+l ) 17 (+3) 12 (+ l ) 10 (+O) 1 3 (+l ) 1 1 (+O)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target.
Hit: 1 piercing damage .
Skills Perception + 3 , Stealth + 5
Senses passive Perception 1 3
Languages B l i n k Dog, unde rstands Sylvan but can't s peak it
BAT Challenge 1 /4 (SO XP)
Tiny beast, unaligned

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

Armor Class 1 2 Armor Class 1 1 (natural armor)


Hit Points 7 (2d6) Hit Points 1 1 (2d8 + 2)
Speed 1 0 ft., fly 60 ft. Speed 40 ft.

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 +4 Senses passive Perception 9


Senses passive Perception 1 4 Languages -
Languages - Challenge 1/4 (SO X P)
Challenge 1/8 (25 XP)
Charge. If the boar moves at least 20 feet straight toward a
Keen Sight. The hawk has advantage on Wisdom (Perception) target and then h its it with a tusk attack on the same turn, the
checks that rely on sight. target takes an extra 3 ( l d 6) slash i n g damage. I f the ta rget is a
creature, it must succeed on a DC 1 1 Strength saving th row or
Pack Tactics. The hawk has advantage on an attack roll against
be knocked prone.
a creature if at least one of the hawk's all ies is within 5 feet of
the creature and the ally isn't incapacitated. Relentless (Recharges after a Short or Long Rest). I f the boar
takes 7 damage or less that would reduce it to 0 hit points, it is
ACTI O N S reduced to 1 hit point i nstead.
Beak. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 4 ( l d4 + 2) pierci n g da mage. ACTI O N S
Tusk. Melee Weapon Attack: + 3 to h it, reach 5 ft., one target.
Taking its name from its crimson feathers and Hit: 4 ( l d 6 + 1) slashing damage.
aggressive nature, the blood hawk fearlessly attacks
almost any animal, stabbing it with its daggerlike beak.
Blood hawks flock together in large numbers, attacking BROWN BEAR
as a pack to take down prey. Large beast, unaligned

Armor Class 1 1 (natural a rmor)


H it Points 34 (4d 1 0 + 1 2)
Speed 40 ft. , cli m b 30 ft.

STR DEX CON I NT WIS CHA


1 9 {+4) 10 (+O) 1 6 (+3) 2 (-4) 13 (+l) 7 (-2)

Skills Perception +3
Senses passive Perception 1 3
Languages -
Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom (Perception)


checks that rely on smell.

ACT I O N S
Multiattack. The bear makes two attacks: one with its b ite and
one with its claws.

Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft., one target.


Hit: 8 ( l d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to h it, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

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.

STR DEX CON I NT WIS CHA


CRAB
· Tiny beast, unaligned
16 (+3) 8 (-1 ) 14 (+2) 2 (-4) 8 (-1 ) 5 (-3)
Armor Class 1 1 (natural armor)
Senses passive Perception 9
Hit Points 2 ( l d4)
Languages -
Speed 20 ft., swi m 20 ft.
Challenge 1 /8 (25 XP)
STR DEX CON I NT WIS CHA
ACT I O N S 2 (-4) 1 1 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

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.

Armor Class 1 2 ACT I O N S


Hit Points 1 3 (2d l 0 + 2) Bite. Melee Weapon Attack: + 4 to h it, reach 5 ft., one
Speed 30 ft., swim 30 ft. creature. Hit: 7 (ldlO + 2) pierci ng damage, and the target is
grappled (escape DC 1 2) . Until this grapple ends, the target is
STR DEX CON I NT WIS CHA restrained, and the crocodi l e can't bite another target.
1 5 (+2) 14 (+2) 1 2 (+l ) 1 (-5) 10 (+O) 3 (-4)

Senses blindsight 1 0 ft. , passive Perception 1 0


Languages -
Challenge 1/4 (SO XP)

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

Armor Class 1 2 Armor Class 1 3


Hit Points 3 9 (6d8 + 1 2) Hit Points 4 (l d8)
Speed 40 ft. Speed SO ft.

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)

Skills Perception +5, Stealth +4 Senses passive Perception 1 2


Senses d a rkvision 1 20 ft., passive Perception 1 5 Languages -
Languages - Challenge 0 (l 0 X P)
Challenge l (200 XP)

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.

Pack Tactics. The wolf has advantage o n a n attack rol l against a


creature if at least one of the wolf's allies is within 5 feet of the
creature and the ally isn't i ncapacitated.

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.

STR DEX CON INT WIS CHA


1 8 (+4) 10 (+O) 1 2 (+l ) 2 (-4) 1 1 (+O) 7 (-2)

Senses passive Perception l 0


Languages -
Challenge 1/4 (SO XP)

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)

ELEPHANT Senses b l i ndsight 10 ft., passive Perception 1 1


Languages -
Huge beast, unaligned
Challenge 1 /8 (25 X P)
Armor Class 1 2 (natural a rmor)
Hit Points 76 (8d l 2 + 24) Flyby. The snake doesn't provoke opportunity attacks when it
Speed 40 ft. flies out of an enemy's reach.

STR DEX CON I NT WIS CHA ACTI O N S


22 (+6) 9 (-1 ) 17 (+3) 3 (-4) 11 (+O) 6 (-2)
Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft., one target.
Hit: 1 piercing damage p l us 7 (3d4) poison damage.
Senses passive Perception 1 0
Languages - A flying snake is a brightly colored, winged serpent
Challenge 4 (1 ,100 XP) found in remote jungles. Tribespeople and cultists
sometimes domesticate flying snakes to serve as
Trampling Charge. If the elephant moves at least 20 feet messengers that deliver scrolls wrapped in their coils.
straight toward a creature and then h its it with a gore attack
on the same turn, that target m ust succeed on a DC 1 2
Strength saving throw o r b e knocked prone. I f the target i s FROG
Tiny beast, unaligned
p rone, the elephant can make one stomp attack agai nst i t a s a
bonus action.
Armor Class 1 1
ACTI O N S Hit Points 1 ( l d 4 - 1 )
Speed 2 0 ft., swim 20 ft.
Gore. Melee Weapon Attack: + 8 to hit, reach 5 ft. , one target.
Hit: 19 (3d8 + 6) piercing damage. STR DEX CON I NT WIS CHA
Stomp. Melee Weapon Attack: +8 to h it, reach 5 ft. , one prone 1 (-5) 13 (+l) 8 (-1) 1 (-5) 8 (-1 ) 3 (-4)
creature. Hit: 22 (3dl0 + 6) bludgeoning damage.
Skills Perception + 1 , Stealth +3
Senses darkvision 3 0 ft., passive Perception 1 1
ELK Languages -
Large beast, unaligned Challenge 0 (0 XP)

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)

Skills Athletics +9, Perception +4


GIANT BOAR
Large beast, unaligned
Senses passive Perception 14
Languages - Armor Class 1 2 (natural armor)
Challenge 7 (2,900 XP) H it Points 42 (5dl0 + 1 5)
Speed 40 ft.
ACT I O N S
STR DEX CON INT WIS CHA
Multiattack. The ape makes two fist attacks. 1 7 (+3) 10 (+O) 1 6 (+3) 2 (-4) 7 (-2) 5 (-3)
Fist. Melee Weapon Attack: +9 to h it, reach 1 0 ft., one target.
Senses passive Perception 8
Hit: 22 (3dl0 + 6) bl udgeoning damage.
Languages -
Rock. Ranged Weapon Attack: +9 to hit, range 50/ 1 00 ft., one Challenge 2 (450 XP)
target. Hit: 30 (7d6 + 6) bludgeoning damage.
Charge. If the boar moves at least 20 feet straight toward a
GIANT BADGER target and then h its it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. I f the target is a
Medium beast, unaligned
creature, it must succeed on a DC 1 3 Strength saving throw or
Armor Class 1 0 be knocked prone.
H it Points 1 3 (2d8 + 4) Relentless (Recharges after a Short or Long Rest). If the boar
Speed 30 ft., burrow 10 ft. takes 1 0 d amage or less that would reduce it to 0 hit poi nts, it
is reduced to 1 hit point i n stead.
STR DEX CON INT WIS CHA
1 3 (+l) 10 (+O) 1 5 (+2) 2 (-4) 1 2 (+l) 5 (-3) ACT I O N S
Tusk. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target.
Senses darkvision 30 ft. , passive Perception 1 1
Languages - Hit: 10 (2d6 + 3) slashing dam age.
Challenge 1/4 (50 XP)
GIANT CENTIPEDE
Keen Smell. The badger has advantage on Wisdom ( Perception) Small beast, unaligned
checks that rely on smell.
Armor Class 1 3 (natural a rmor)
ACT I O N S H it Points 4 ( l d 6 + l )
Multiattack. The badger makes two attacks: one with its bite
Speed 30 ft., c l i m b 30 ft.
and one with its claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. 5 (-3) 14 (+2) 1 2 (+l) l (-5) 7 (-2) 3 (-4)
Hit: 4 ( l d 6 + l) pierci ng damage.
Senses b l i n dsight 30 ft., passive Perception 8
Claws. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. Languages -
Hit: 6 (2d4 + l) slashing d amage. Challenge 1/4 (50 XP)

GIANT BAT ACT I O N S


Large beast, unaligned
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Armor Class 1 3 Hit: 4 ( l d4 + 2) piercing damage, and the target m ust succeed
H it Points 2 2 (4d l 0) on a D C 11 Constitution saving throw or take 10 (3d6) poison
Speed 1 0 ft., fly 60 ft. d am age. If the poison d a mage reduces the target to 0 hit
points, the target i s stable but poisoned for l hour, even
STR DEX CON INT WIS CHA after rega i n i ng h it points, and is paralyzed while poisoned
1 5 (+2) 1 6 (+3) 1 1 (+O) 2 (-4) 12 (+l) 6 (-2) in this way.

Senses b l indsight 60 ft. , passive Perception 1 1


Languages -
Challenge 1/4 (50 XP)

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

Armor Class 1 2 Armor Class 14 (natural a rmor)


Hit Points 60 (8d l 2 + 8) Hit Points 85 (9d l 2 + 27)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 50 ft.

STR CON I NT WIS CHA STR CON I NT WIS CHA


r (-5)
DEX DEX
19 (+4) 14 (+2) 12 (+l) 10 (+O) 3 (-4) 21 (+S) 9 (- 1 ) 17 (+3) 2 (-4) 10 (+O) 7 (-2)

Skills Perception +2 Skills Stealth +5


Senses blindsight 10 ft., passive Perception 1 2 Senses passive Perception 1 0
Languages - Languages -
Challenge 2 (450 XP) Challenge 5 (1 ,800 XP)

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.

Tail. Melee Weapon Attack: +8 to h it, reach 10 ft., one target


GIANT CRAB not grappled by the crocod ile. Hit: 14 (2d8 + 5) bludgeoning
Medium beast, unaligned damage. I f the target is a creature, it m ust succeed on a DC 1 6
Strength saving th row o r b e knocked prone.
Armor Class 1 5 (natural armor)
Hit Points 1 3 (3d8)
Speed 30 ft., swim 30 ft. GIANT EAGLE
Large beast, neutral good
STR DEX CON I NT WIS CHA
13 (+1) 1 5 (+2) 1 1 (+O) 1 (-5) 9 (-1 ) 3 (-4) Armor Class 1 3
Hit Points 2 6 (4d l 0 + 4)
Skills Stealth +4 Speed 10 ft., fly 80 ft.
Senses b l indsight 3 0 ft., passive Perception 9
Languages - STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP) 16 (+3) 17 (+3) 13 (+l ) 8 (-1 ) 14 (+2) 1 0 (+0)

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.

Beak. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.


Hit: 6 ( 1 d 6 + 3) pierci ng d amage.
Talons. Melee Weapon Attack: +5 to h it, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slash i n g damage.
G I A N T EAGLE
A giant eagle is a noble creature that speaks its own
language and understands speech in the Common
tongue. A mated pair of giant eagles typically has up
to four eggs or young in their nest (treat the young as
normal eagles).

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

Armor Class 1 4 (natural a rmor) Armor Class 1 1


Hit Points 42 (Sd l 2 + 1 0) Hit Points 1 8 (4d8)
Speed 60 ft. Speed 30 ft., swim 30 ft.

STR CON INT WIS CHA STR CON I NT WIS CHA


1 9 (+4)
DEX DEX
1 6 (+3) 14 (+2) 7 (-2) 14 (+2) 10 (+O) 1 2 (+l ) 13 (+l) 11 (+O) 2 (- 4) 10 (+O) 3 (- 4)

Skills Perception +4 Skills Perception +2, Stealth +3


Senses passive Perception 1 4 Senses d arkvision 30 ft. , passive Perception 1 2
Languages Giant Elk, u nderstands Common, Elvish, and Sylvan Languages -
but can1 speak them Challenge 1/4 (SO X P)
Challenge 2 (450 X P)
Amphibious. The frog can breathe a i r and water.
Charge. If the e l k moves at least 20 feet straight toward a
target and then h its it with a ram attack on the same turn, the Standing Leap. The frog's long j u m p is up to 20 feet and its
target takes an extra 7 (2d6) damage. If the target is a creature, high jump is up to 10 feet, with or without a running start.
it m ust succeed on a DC 14 Strength savi ng throw or be
ACT I O N S
knocked prone.
Bite. Melee Weapon Attack: + 3 to h it, reach 5 ft. , one target.
ACT I O N S Hit: 4 ( l d 6 + l) piercing damage, and the target is grappled
Ram. Melee Weapon Attack: + 6 to hit, reach 1 0 ft., one target. (escape DC 1 1 ) . U ntil this grapple ends, the target is restrained,
and the frog can't bite another target.
Hit: 11 (2d6 + 4) bludgeon ing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. , one prone Swallow. The frog makes one bite attack agai nst a Small or
smaller target it is grappli ng. If the attack hits, the target is
creature. Hit: 22 (4d8 + 4) bludgeoning damage.
swa l lowed, and the grapple ends. The swallowed target is
The majestic giant elk is rare to the point that its b l i nded and restrained, it has total cover agai nst attacks and
appearance is often taken as a foreshadowing of an other effects outside the frog, and it takes 5 (2d4) acid damage
important event, such as the birth of a king. Legends tell at the start of each of the frog's turns. The frog can have only
of gods that take the form of giant elk when visiting the one target swallowed at a time.
Material Plane. Many cultures therefore believe that to I f the frog dies, a swallowed creature is no longer restrained
hunt these creatures is to invite divine wrath. by it and can escape from the corpse using 5 feet of movement,
exiting prone.

GIANT FIRE BEETLE


Small beast, unaligned

Armor Class 1 3 (natural a rmor)


Hit Points 4 ( l d 6 + l )
Speed 3 0 ft.

STR DEX CON I NT WIS CHA


8 (-1 ) 10 (+O) 12 (+l) l (-5) 7 (-2) 3 (-4)

Senses b l i n dsight 30 ft., passive Perception 8


Languages -
Challenge 0 ( 1 0 XP)

Illumination. The beetle sheds b right light in a 1 0 -foot rad ius


and dim l ight for an additional 10 feet.

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.

A P P E N DIX A : M I S C E LLAN E O U S C R EATU R E S


325
GIANT GOAT ACTI O N S
Large beast, unaligned Bite. Melee Weapon Attack: +4 to hit, reach S ft. , one target.
Hit: 6 ( l d8 + 2) piercing damage.
Armor Class 1 1 (natural a rmor)
Hit Points 19 (3d10 + 3) A giant lizard can be ridden or used as a draft animal.
Speed 40 ft. Lizardfolk also keep them as pets, and subterranean
giant lizards are used as mounts and pack animals by
STR DEX CON INT WIS CHA drow, duergar, and other Underdark dwellers.
17 (+3) 11 (+O) 12 (+1 ) 3 (-4) 12 (+1) 6 (-2)
VAR IA N T: G I A N T LIZA R D TRAITS
Senses passive Perception 1 1
Some giant l i zards h ave one or both of the following traits.
Languages -
Hold Breath. The lizard can hold its breath for 1 S m i n utes.
Challenge 1/2 ( 1 00 XP)
(A l izard that has this trait a l so has a swi m m i ng speed
of 30 feet.)
Charge. If the goat moves at least 20 feet straight toward a Spider Climb. The lizard can cli m b difficult surfaces,
target and then h its it with a ram attack on the same turn, the i ncluding u pside down on cei l ings, without needing to make
target takes an extra S (2d4) bl udgeoning damage. I f the target an abil ity check.
is a creature, it must succeed on a DC 13 Strength saving th row
or be knocked prone.
GIANT OCTOPUS
Sure-Footed. The goat has advantage on Strength and Dexterity Large beast, unaligned
saving throws made against effects that would knock it prone.
Armor Class 1 1
ACT I O N S Hit Points S2 (8d 1 0 + 8)
Ram. Melee Weapon Attack: + S to hit, reach S ft. , one target. Speed 10 ft., swim 60 ft.
Hit: 8 (2d4 + 3) bl udgeoning damage.
STR DEX CON I NT WIS CHA
1 7 (+3) 13 (+l) 1 3 (+l ) 4 (-3) 1 0 (+O) 4 (-3)
GIANT HYENA
Large beast, unaligned Skills Perception +4, Stealth + S
Senses d a rkvision 60 ft., passive Perception 1 4
Armor Class 1 2 Languages -
Hit Points 4 S (6d 1 0 + 1 2) Challenge l (200 XP)
Speed SO ft.
Hold Breath. While out of water, the octopus can hold its
STR DEX CON INT WIS CHA
breath for l hour.
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Underwater Camouflage. The octopus has advantage on
Skills Perception +3 Dexterity (Stealth) checks made while underwater.
Senses passive Perception 1 3
Languages - Water Breathing. The octopus can breathe only underwater.
Challenge 1 (200 X P)
ACTI O N S
Tentacles. Melee Weapon Attack: + S to h it, reach l S ft., one
Rampage. When the hyena reduces a creature to 0 hit poi nts
target. Hit: 10 (2d 6 + 3) bludgeo n i ng damage. I f the target is a
with a melee attack on its turn, the hyena can take a bonus
creature, it is grappled (escape DC 1 6) . U ntil this grapple ends,
action to move up to half its speed and make a bite attack.
the target is restrained, and the octopus can't u s e its tentacles
ACTI O N S o n another target.

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.

STR DEX CON INT WIS CHA


l S (+2) 12 (+1) 13 (+1 ) 2 (-4) 10 (+O) s (-3)

Senses darkvision 30 ft. , passive Perception 1 0


Languages -
Challenge 1/4 (SO X P)

A P P E N D I X A : M I S C E LLAN E OUS C REATU R E S


3�6
GIANT OWL
Large beast, neutral

Armor Class 1 2
Hit Points 1 9 (3dl0 + 3)
Speed S ft., fly 60 ft.

STR DEX CON I NT WIS CHA


1 3 (+1} l S (+2) 12 (+l) 8 (-1 ) 13 (+l ) 10 (+O)

Skills Perception +S, Stealth +4


Senses d arkvision 1 20 ft., passive Perception l S
Languages Giant Owl, u nderstands Common, Elvish, a n d
GIANT RAT
Small beast, unaligned
Sylvan b u t c a n ' t speak them
Challenge 1 /4 (SO XP)
Armor Class 1 2
Hit Points 7 (2d6)
Flyby. The owl doesn't provoke opportun ity attacks when it Speed 30 ft.
fl ies out of an e ne my's reach.
STR DEX CON I NT WIS CHA
Keen Hearing and Sight. The owl has advantage on Wisdom 7 (-2) l S (+2) 11 (+O) 2 (-4) 10 (+O) 4 (-3)
(Perception) checks that rely on hearing or sight.
Senses darkvision 60 ft., passive Perception 1 0
ACTI O N S
Languages -
Talons. Melee Weapon Attack: +3 to hit, reach S ft., one target. Challenge 1/8 (2S XP)
Hit: 8 (2d6 + 1) slashing damage.
Giant owls often befriend fey and other sylvan creatures Keen Smell. The rat has advantage on Wisdom (Perception)
and are guardians of their woodland realms. checks that rely on smell.

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.

Armor Class 1 4 ACTI O N S


Hit Points 1 1 (2d8 + 2) Bite. Melee Weapon Attack: + 4 to h it, reach S ft., one target.
Speed 30 ft., swim 30 ft. Hit: 4 ( l d4 + 2) piercing d amage.

STR DEX CON I NT WIS CHA


1 0 (+O) 1 8 (+4) 13 (+l ) 2 ( 4)
- 1 0 (+O) 3 (-4) GIANT SCORPION
Large beast, unaligned
Skills Perception +2
Senses blindsight 1 0 ft., passive Perception 1 2 Armor Class l S (natural a rmor)
Languages - Hit Points S2 (7d l 0 + 1 4)
Challenge 1 /4 (SO XP) Speed 40 ft.

STR DEX CON I NT WIS CHA


ACT I O N S l S (+2) 13 (+l) lS (+2) l (-S) 9 (-1) 3 (-4)
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 6 ( l d4 + 4) piercing damage, and the target must make Senses b l i ndsight 60 ft., passive Perception 9
a DC 1 1 Constitution saving th row, taking 1 0 (3d6) poison Languages -
d amage on a fai led save, or half as much damage on a Challenge 3 (700 XP)
successful one.

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

Armor Class 1 3 (natural a rmor) Armor Class 14 (natural armor)


Hit Points 1 6 (3dl 0) Hit Points 26 (4d l 0 + 4)
Speed 0 ft., swim 40 ft. Speed 30 ft., climb 30 ft.

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)

Senses passive Perception 1 1 Skills Stealth +7


Languages - Senses b l i nd sight 1 0 ft., darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP) Languages -
Challenge 1 (200 XP)
Charge. I f the sea horse moves at least 20 feet straight toward
a target and then h its it with a ram attack on the same turn, the Spider Climb. The spider can c l i m b difficult su rfaces, including
target takes an extra 7 (2d6) bl udgeoning damage. It the target upside down on cei l i ngs, without need i n g to make an
is a creature, it must succeed on a DC 1 1 Strength saving throw ability check.
or be knocked prone.
Web Sense. While in contact with a web, the spider knows the
Water Breathing. The sea horse can breathe only u nderwater. exact location of any other creature i n contact with the same web.

ACT I O N S Web Walker. The spider ignores movement restrictions caused


by webbing.
Ram. Melee Weapon Attack: +3 to h it, reach S ft., one target.
Hit: 4 ( l d 6 + l) bludgeoning damage. ACTI O N S
Like their smaller kin, giant sea horses are shy, colorful Bite. Melee Weapon Attack: + S to hit, reach S ft., one creature.
fish with elongated bodies and curled tails. Aquatic elves Hit: 7 (ld8 + 3) piercing dam age, and the target m ust m a ke a
train them as mounts. DC 1 1 Constitution saving throw, taking 9 (2d8) poison damage
o n a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 h it points, the
GIANT SHARK target i s stable but poisoned for 1 hour, even after rega i n i n g hit
Huge beast, unaligned points, and is para lyzed while poisoned i n this way.

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.

Water Breathing. The shark can breathe only underwater.

ACT I O N S GIANT S P I DER


Bite. Melee Weapon Attack: +9 to h it, reach S ft., one target.
Hit: 22 (3d l 0 + 6) piercing damage.
A giant shark is 30 feet long and normally found in
deep oceans. Utterly fearless, it preys on anything
that crosses its path, including whales and ships.

A P P E N D I X A: M I S C E LLAN EOUS C REATU R E S


Talons. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target.
GIANT TOAD Hit: 9 (2d6 + 2) slashing da mage.
Large beast, unaligned
A giant vulture has advanced intelligence and a
Armor Class 1 1 malevolent bent. Unlike its smaller kin, it will attack a
Hit Points 3 9 (6dl 0 + 6) wounded creature to hasten its end. Giant vultures have
Speed 20 ft., swim 40 ft.
been known to haunt a thirsty, starving creature for
days to enjoy its suffering.
STR DEX CON INT WIS CHA
1 5 (+2) 13 (+l ) 13 (+l ) 2 (-4) 10 (+O) 3 (-4)
GIANT WASP
Senses d arkvision 30 ft. , passive Perception 1 0 Medium beast, unaligned
Languages -
Challenge 1 (200 XP) Armor Class 1 2
Hit Points 1 3 (3d8)
Amphibious. The toad can breathe air and water. Speed 1 0 ft. , fly 50 ft.

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)

ACT I O N S Senses passive Perception 1 0


Bite. Melee Weapon Attack: + 4 to h it, reach 5 ft. , one target. Languages -
Hit: 7 ( l d l O + 2) pierci ng damage plus 5 ( l d l O) poison Challenge 1/2 ( 1 00 XP)
damage, and the target is grappled (escape DC 1 3) . U ntil this
grapple ends, the target is restrained, and the toad can't bite
ACT I O N S
a nother target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
Swallow. The toad makes one bite attack against a Medium Hit: 5 ( l d 6 + 2) piercing damage, and the target must make
or smaller target it is grappling. I f the attack hits, the ta rget a DC 1 1 Constitution saving th row, taking 10 (3d6) poison
is swallowed, and the grapple ends. The swal lowed target damage on a failed save, or half as much d amage on a
is b l i nded and restrained, it has total cover against attacks successful one. If the poison damage reduces the target to 0
and other effects outside the toad, and it takes 10 (3d6) acid hit points, the target is stable but poisoned for 1 hour, even
damage at the start of each of the toad's turns. The toad can after regaining h it points, and is paralyzed while poisoned
h ave only one target swallowed at a time. i n this way.
I f the toad dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone . GIANT WEASEL
Medium beast, unaligned

GIANT VULTURE Armor Class 1 3


Large beast, neutral evil Hit Points 9 (2d8)
Speed 40 ft.
Armor Class 1 0
Hit Points 2 2 (3dl0 + 6) STR DEX CON I NT WIS CHA
Speed 10 ft. , fly 60 ft. 1 1 (+O) 1 6 (+3) 10 (+O) 4 (-3) 1 2 (+l ) 5 (-3)

STR DEX CON I NT WIS CHA Skills Perception +3, Stealth +5


1 5 (+2) 10 (+O) 15 (+2) 6 (-2) 12 (+l) 7 (-2) Senses d arkvision 60 ft. , passive Perception 1 3
Languages -
Skills Perception +3 Challenge 1 /8 (25 XP)
Senses passive Perception 1 3
Languages understands Common but can't speak
Challenge 1 (200 XP) Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing o r s m e l l .

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.

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) pierci ng damage.

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 DEX CON WIS CHA Ii A WK


12 (+l ) 16 (+3) 13 (+l) 12 (+l) 4 (-3)

Skills Perception +3, Stealth +7


Senses b l i nd sight 10 ft., darkvision 60 ft., passive Perception 1 3
Languages -
Challenge 1 /4 (SO XP)
HAWK
Tiny beast, unaligned
Spider Climb. The spider can climb diffi cult su rfaces, including
u pside down on ceili ngs, without need i ng to make an Armor Class 1 3
abil ity check. Hit Points 1 ( l d4 - 1 )
Speed 1 0 ft., fly 6 0 ft.
Web Sense. While i n contact with a web, the spider knows
the exact location of a ny othe r creature i n contact with STR DEX CON I NT WIS CHA
the same web. 5 (-3) 16 (+3) 8 (-1) 2 (-4) 1 4 (+2) 6 (-2)
Web Walker. The spider ignores movement restrictions caused
by webbing. Skills Perception +4
Senses passive Perception 14
ACT I O N S Languages -
Challenge 0 ( 1 0 XP)
Bite. Melee Weapon Attack: +3 to h it, reach 5 ft., one creature.
Hit: 4 ( l d 6 + 1) piercing damage, and the target must m a ke a
DC 1 1 Constitution saving throw, taking 7 (2d6) poison damage Keen Sight. The hawk has advantage on Wisdom (Perception)
on a failed save, or half as much damage on a successful one. checks that rely o n sight.
I f the poison damage red uces the target to 0 hit points, the
target i s stable but poisoned fo r l hour, even after regai ning hit ACT I O N S
points, and is paralyzed while poisoned i n this way. Talons. Melee Weapon Attack: + 5 to h it, reach 5 ft., one target.
Hit: l slashing damage.
Smaller than a giant spider, a giant wolf spider hunts
prey across open ground or hides in a burrow or crevice,
or in a hidden cavity beneath debris. HUNTER SHARK
Large beast, unaligned
GOAT Armor Class 12 (natu ral armor)
Medium beast, unaligned
Hit Points 45 (6dl0 + 1 2)
Speed 0 ft., swim 40 ft.
Armor Class 1 0
Hit Points 4 (l d8)
Speed 40 ft.
STR DEX CON I NT WIS CHA
1 8 (+4) 1 3 (+l) 1 5 (+2) 1 (-5) 10 (+O) 4 (-3)
STR DEX CON I NT WIS CHA
Skills Perception +2
1 2 (+l) 10 (+O) 1 1 (+O) 2 (-4) 10 (+O) 5 (-3)
Senses blindsight 30 ft., passive Perception 1 2
Languages -
Senses passive Perception 1 0 Challenge 2 (4 5 0 XP)
Languages -
Challenge 0 ( 1 0 XP)
Blood Frenzy. The shark has advantage on melee attack rolls
against any creature that doesn't have all its h it points.
Charge. If the goat moves at least 20 feet straight toward a
target and then h its it with a ram attack on the same turn, the Water Breathing. The shark can breathe only underwater.
target takes an extra 2 (l d4) bludgeoning damage. If the target
is a creature, it must succeed on a DC 10 Strength saving throw ACT I O N S
or be knocked prone. Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft., one target.
Sure-Footed. The goat has advantage on Strength and Dexterity Hit: 13 (2d8 + 4) piercing damage.
saving th rows made against effects that would knock it prone. Smaller than a giant shark but larger and fiercer than
a reef shark, a hunter shark haunts deep waters. It
ACT I O N S
usually hunts alone, but multiple hunter sharks might
Ram. Melee Weapon Attack: +3 to h it, reach 5 ft., one target. feed in the same area. A fully grown hunter shark is 1 5
Hit: 3 (ld4 + 1) bl udgeon ing damage. t o 2 0 feet long.

A P P E N D I X A: M I S C E LLAN EOUS CREATURES


33 0
HYENA KILLER WHALE
Medium beast, unaligned Huge beast, unaligned

Armor Class 1 1 Armor Class 1 2 (natural armor)


Hit Points S ( l d8 + 1 ) Hit Points 90 ( 1 2d l 2 + 1 2)
Speed S O ft. Speed 0 ft., swim 60 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)

Skills Perception +3 Skills Perception +3


Senses passive Perception 1 3 Senses blindsight 1 20 ft., passive Perception 1 3
Languages - Languages -
Challenge 0 ( 1 0 XP) Challenge 3 (700 X P)

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

Armor Class 1 2 LION


Hit Points 3 (l d6) Large beast, unaligned
Speed 40 ft.
Armor Class 1 2
STR DEX CON INT WIS CHA Hit Points 2 6 (4d l 0 + 4)
8 (-1) l S (+2) 1 1 (+O) 3 (-4) 12 (+l) 6 (-2) Speed SO ft.

Skills Perception +3 STR DEX CON INT WIS CHA


Senses passive Perception 1 3 1 7 (+3) lS (+2) 1 3 (+l) 3 (-4) 12 (+l) 8 (-1)
Languages -
Challenge 0 ( 1 0 XP) Skills Perception +3, Stealth +6
Senses passive Perception 1 3
Keen Hearing and Smell. The jackal has advantage on Wisdom Languages -
(Perception) checks that rely on hearing or smell. Challenge l (200 X P)

Pack Tactics. The jackal has advantage on a n attack rol l against


Keen Smell. The lion has advantage o n Wisdom (Perception)
a creature if at least one of the jacka l 's a l l ies is within S feet of
checks that rely on smell.
the creature and the ally isn't incapacitated.
Pack Tactics. The lion has advantage on a n attack rol l against a
ACTI O N S creature if at least one of the lion's allies is within S feet of the
Bite. Melee Weapon Attack: + l to h it, reach S ft. , one target. creature and the ally isn't incapacitated.
Hit: l ( l d4 l) piercing damage.
-
Pounce. I f the l ion moves at least 20 feet straight toward a
creature and then h its it with a claw attack on the same turn,
that target must succeed on a D C 13 Strength saving th row or
be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.

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

Armor Class l 0 Armor Class 1 2


Hit Points 2 (l d4) Hit Points 5 ( l d 8 + l )
Speed 20 ft., c l i m b 20 ft. Speed 4 0 ft.

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)

Senses darkvision 30 ft., passive Perception 9 Skills Perception +3


Languages - Senses passive Perception 1 3
Challenge 0 (l 0 XP) Languages -
Challenge 1 /8 (25 XP)

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)

Senses passive Perception l 0


Languages -
Challenge 6 (2,300 X P)

Trampling Charge. If the mammoth moves at l east 20 feet


straight toward a creature and then h its it with a gore attack on
the same turn, that target must succeed on a D C 1 8 Strength
saving th row o r be knocked prone. I f the target i s prone,
the mam moth can make one stomp attack aga i n st it as a
bonus action.

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.

A mammoth is an elephantine creature with thick


fur and long tusks. Stockier and fiercer than normal
elephants, mammoths inhabit a wide range of climes,
from subarctic to subtropical.

MAST l f" F

A P P E N DI X A : M I S C E LLAN EOC S C REATU RES


332
MULE OWL
Medium beast, unaligned Tiny beast, unaligned

Armor Class 1 0 Armor Class 1 1


Hit Points 1 1 (2d8 + 2) Hit Points 1 (ld4 - 1 )
Speed 40 ft. Speed 5 ft., fly 6 0 ft.

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)

Senses passive Perception 1 0 Skills Perception + 3 , Stealth + 3


Languages - Senses d arkvision 1 20 ft., passive Perception 1 3
Challenge 1 /8 (25 XP) Languages -
Challenge 0 ( 1 0 XP)
Beast of Burden. The mule is considered to be a Large a n i m a l
f o r t h e p urpose o f determining i t s carrying capacity. Flyby. The owl doesn't provoke opportun ity attacks when it
flies out of an enemy's reach.
Sure-Footed. The mule has advantage on Strength and
Dexterity saving th rows made aga i nst effects that would Keen Hearing and Sight. The owl has advantage on Wisdom
knock it p rone. (Perception) checks that rely on hearing or sight.

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

Armor Class 1 2 Armor Class 1 2


H it Points 3 (l d6) Hit Points 1 3 (3d8)
Speed 5 ft., swim 30 ft. Speed 50 ft., climb 40 ft.

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)

Skills Perception +2, Stealth +4 Skills Perception +4, Stealth +6


Senses darkvision 30 ft., passive Perception 1 2 Senses passive Perception 14
Languages - Languages -
Challenge 0 ( 1 0 XP) Challenge 1 /4 (SO XP)

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.

A P P E N D I X A: M I S C E I.LA N EOU.S CREAT U R F �


333
PHASE SPIDER POISONOUS SNAKE
Large monstrosity, unaligned Tiny beast, unaligned

Armor Class 1 3 (natural a rmor) Armor Class 1 3


Hit Points 32 (5dl0 + 5) Hit Points 2 ( l d4)
Speed 30 ft .. climb 30 ft. Speed 30 ft. , swim 30 ft.

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)

Skills Stealth +6 Senses b l i ndsight 10 ft., passive Perception 1 0


Senses darkvision 60 ft. , passive Perception 1 0 Languages -
Languages - Challenge 1/8 (25 X P)
Challenge 3 (700 XP)

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.

Web Walker. The spider ignores movement restrictions caused


POLAR BEAR
Large beast, unaligned
by webbing.
Armor Class 1 2 (natural a rmor)
ACTI O N S Hit Points 42 (5dl0 + 1 5)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft . . one creature. Speed 40 ft. , swim 30 ft.
Hit: 7 ( l d l O + 2) piercing damage, and the target must make
a DC 1 1 Constitution saving throw, taking 1 8 (4d8) poison STR DEX CON I NT WIS CHA
da mage on a fa i l ed save, o r half as much d amage on a 20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+l) 7 (-2)
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even Skills Perception +3
after rega i n i ng hit points, and is paralyzed while poisoned Senses passive Perception 1 3
i n this way. Languages -
Challenge 2 (450 X P)
A phase spider possesses the magical ability to phase
in and out of the Ethereal Plane. It seems to appear
Keen Smell. The bear has advantage on Wisdom (Perception)
out of nowhere and quickly vanishes after attacking. Its
checks that rely on smell.
movement on the Ethereal Plane before coming back to
the Material Plane makes it seem like it can teleport. ACT I O N S
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.

Bite. Melee Weapon Attack: +7 to h it, reach 5 ft .. one target.


Hit: 9 ( l d 8 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to h it, reach 5 ft. , one target.
Hit: 12 (2d6 + 5) slashing damage.

VAR IA N T: CAVE BEAR


Some bears have ada pted to life u ndergrou nd, feed ing on
subterra nean l ichen a nd blind fish. Known as cave bears,
these i l l -tempered behemoths have coarse, dark hair and
darkvision out to a range of 60 feet. Otherwise, they have the
same statistics as a polar bear.

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.

STR DEX CON I NT WIS CHA


1 5 (+2) 1 0 (+O) 13 (+l ) 2 (-4) 11 (+O) 7 (-2) RAVEN
Tiny beast, unaligned
Senses passive Perception 1 0
Languages - Armor Class 1 2
Challenge 1/8 (25 XP) Hit Points 1 ( l d 4 - l )
Speed 1 0 ft., fly 5 0 ft.

A CTI O N S STR DEX CON I NT WIS CHA


2 (-4) 14 (+2) 8 (-1) 2 (-4) 1 2 (+l) 6 (-2)
Hooves. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 7 (2d4 + 2) bludgeoning damage.
Skills Perception +3
Senses passive Perception 1 3
QUIPPER Languages -
Tiny beast, unaligned Challenge 0 ( 1 0 XP)

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

Beak. Melee Weapon Attack: +4 to h it, reach 5 ft. , one target.


Senses darkvision 60 ft., passive Perception 8
Hit: l piercing damage.
Languages -
Challenge 0 ( 1 0 XP)

Blood Frenzy. The q u ipper has advantage on melee attack rolls


against any creature that doesn't have all its hit points.

Water Breathing. The q u ipper can breathe only u n derwater.

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.

STR DEX CON I NT WIS CHA


2 (-4) 11 (+O) 9 (-1 ) 2 (-4) 10 (+O) 4 (-3)

Senses darkvision 30 ft. , passive Perception 1 0


Languages -
Challenge 0 ( 1 0 XP)

A P P E N D I X A : M I S C E LLAN E O U S C REATU R E S
335
REEF SHARK RIDING HORSE
Medium beast, unaligned Large beast, unaligned

Armor Class 1 2 (natural a rmor) Armor Class l 0


Hit Points 22 (4d8 + 4) Hit Points 1 3 (2dl 0 + 2)
Speed 0 ft., swim 40 ft. Speed 60 ft.

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)

Skills Perception +2 Senses passive Perception l 0


Senses blindsight 30 ft., passive Perception 1 2 Languages -
Languages - Challenge 1 /4 (SO XP)
Challenge 1/2 ( 1 00 XP)

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.

Water Breathing. The shark can breathe only underwater.


SABER-TOOTHED TIGER
AC T I O N S Large beast, unaligned
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
Hit: 6 ( l d 8 + 2) piercing damage. Armor Class 1 2
Hit Points 52 (7d l 0 + 1 4)
Smaller than giant sharks and hunter sharks, reef Speed 40 ft.
sharks inhabit shallow waters and coral reefs, gathering
in small packs to hunt. A full-grown specimen measures STR DEX CON INT WIS CHA
6 to 10 feet long. 1 8 (+4) 14 (+2) 1 5 (+2) 3 (-4) 12 (+l ) 8 (-1 )

Skills Perception +3, Stealth +6


RHINOCEROS Senses passive Perception 1 3
Large beast, unaligned Languages -
Challenge 2 (450 XP)
Armor Class 1 1 (natural armor)
Hit Points 45 (6d l 0 + 1 2)
Keen Smell. The tiger has advantage on Wisdom (Perception)
Speed 40 ft.
checks that rely on smell.
STR DEX CON INT WIS CHA Pounce. If the tiger moves at least 20 feet straight toward a
21 (+5) 8 (-1 ) 1 5 (+2) 2 (-4) 12 (+l) 6 (-2) creature and then h its it with a claw attack on the same turn,
that target must succeed on a DC 1 4 Strength saving throw or
Senses passive Perception 1 1 be knocked prone. I f the target is prone, the tiger can make one
Languages - bite attack against it as a bonus action .
Challenge 2 (450 XP)
AC T I O N S
Charge. If the rhinoceros moves at least 20 feet straight toward Bite. Melee Weapon Attack: + 6 to h it, reach 5 ft., one target.
a ta rget a n d then h its it with a gore attack on the same turn, Hit: 10 ( l d l O + 5) pierc i n g damage.
the target takes a n extra 9 (2d8) bludgeoning d amage. If the
Claw. Me/ee Weapon Attack: +6 to hit, reach 5 ft., one target.
target i s a creature, it m u st succeed on a DC 15 Strength saving
Hit: 12 (2d6 + 5) slashing damage.
throw or be knocked prone.

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.

Swarm. The swarm can occupy another creature's space and


STR DEX CON I NT WIS CHA
vice versa, and the swarm can move through any opening large
l (-5) 12 (+l ) 8 (-1) l (-5) 1 0 (+O) 2 (-4)
enough for a Tiny bat. The swarm can't regai n h it points or
gai n temporary hit points.
Senses passive Perception l 0
Languages -
ACT I O N S
Challenge 0 (0 XP)
Bites. Melee Weapon Attack: + 4 to h it, reach 0 ft. , one creature
in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (l d4)
Water Breathing. The sea horse can breathe only underwater. piercing da mage if the swarm has half of its hit points or fewer.

SPIDER TH E NAT U R E OF SWA R M S


Tiny beast, unaligned The swarms presented here aren't ordinary o r beni gn
assemblies of l ittle creatures. They form as a result of some
Armor Class 1 2 s i n ister or u nwholesome i nfluence. A vampire can summon
Hit Points l ( l d4 - l ) swarms of bats and rats from the da rkest corners of the
Speed 20 ft. , climb 20 ft. night, while the very presence of a m u m my lord can cause
scarab beetles to boil up from the sand-fil led depths of its
STR DEX CON I NT WIS CHA tomb. A hag might have the power to turn swarms of ravens
2 (-4) 14 (+2) 8 (-1 ) l (-5) 1 0 (+O) 2 (-4) against her enemies, while a yuan-ti a bom i n ation m ight have
swarms of poisonous s nakes s l itheri ng i n its wake. Even
Skills Stealth +4 d ruids can't charm these swarms, and thei r aggressiveness
Senses darkvision 30 ft., passive Perception l 0 is borderline u n natura l .
Languages -
Challenge 0 (1 0 XP)

Spider Climb. The spider can climb d ifficult su rfaces, including


u pside down on cei lings, without needing to make a n
a b i l ity check.

Web Sense. While i n contact with a web, the spider knows


the exact location of a ny othe r creature i n contact with
the same web.

Web Walker. The spider ignores movement restrictions caused


by webbing.

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.

ACT I O N S SWARM OF QUIPPERS


Medium swarm of Tiny beasts, unaligned
Bites. Melee Weapon Attack: +3 to h it, reach 0 ft. , one target i n
the swarm's space. Hit: 1 0 (4d4) piercing damage, o r 5 (2d4)
Armor Class 1 3
piercing damage if the swarm has half of its h it poi nts or fewer.
Hit Points 2 8 (8d8 - 8)
Speed 0 ft., swim 40 ft.
SWARM OF POISONOUS SNAKES STR DEX CON I NT WIS CHA
Medium swarm of Tiny beasts, unaligned
1 3 (+l ) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
Armor Class 1 4
Hit Points 36 (8d8) Damage Resistances bl udgeon i ng, pierc i ng, slashing
Speed 30 ft., swim 30 ft. Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stu nned
Senses d arkvision 60 ft., passive Perception 8
STR DEX CON INT WIS CHA
Languages -
8 (-1 ) 18 (+4) 11 (+O) 1 (-5) 10 (+O) 3 (-4)
Challenge 1 (200 XP)
Damage Resistances b ludgeon ing, pierci ng, slashing
Condition Immunities charmed, frightened, grappled, Blood Frenzy. The swarm has advantage on melee attack rol l s
paralyzed, petrified, prone, restrained, stun ned against a ny creature that doesn't have a l l i t s h it points.
Senses blindsight 10 ft., passive Perception 1 0
Languages - Swarm. The swarm can occupy a nother creature's space and
Challenge 2 (450 XP) vice versa, and the swarm can move through any opening large
enough for a Tiny q u ipper. The swarm can't regai n hit points or
gain temporary hit points.
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any ope n i ng large Water Breathing. The swarm can breathe only underwater.
enough for a Tiny snake. The swarm can't regai n hit points or
gain temporary h it points. ACTI O N S
Bites. Melee Weapon Attack: + 5 to hit, reach 0 ft. , one creature
ACT I O N S i n the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature piercing d amage if the swarm has half of its hit points or fewer.
in the swarm's space. Hit: 7 (2d6) pierci n g dam age, or 3 (l d6)
piercing damage if the swarm has half of its hit points or fewer.
The target must m a ke a DC 10 Constitution saving throw,
taking 14 (4d6) poison damage on a failed save, or half as
much damage on a successful one.

A PP E N D I X A : M I S C E LLAN EOUS C R EATU R E S


SWARM OF RATS TIGER
Medium swarm of Tiny beasts, unaligned Large beast, unaligned

Armor Class l 0 Armor Class 1 2


Hit Points 24 (7d8 - 7) Hit Points 3 7 (Sd l O + 1 0)
Speed 30 ft. Speed 40 ft.

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.

SWARM OF RAVENS VULTURE


Medium swarm of Tiny beasts, unaligned
Medium beast, unaligned
Armor Class 1 2
Hit Points 2 4 (7d8 - 7) Armor Class l 0
Speed 10 ft., fly SO ft. Hit Points S ( l d8 + l )
Speed 1 0 ft., fly S O ft.
STR DEX CON I NT WIS CHA
6 (-2) 14 (+2) 8 (-1) 3 (-4) 1 2 (+l) 6 (-2) STR DEX CON I NT WIS CHA
7 (-2) 10 (+0) l3 (+l ) 2 (-4) 12 (+l) 4 (-3)
Skills Perception +S
Damage Resistances bl udgeoning, piercing, slashing Skills Perception +3
Condition Immunities charmed, frightened, grappled, Senses passive Perception l 3
paralyzed, petrified, prone, restrai ned, stunned Languages -
Senses passive Perception l S Challenge 0 ( 1 0 XP)
Languages -
Challenge l /4 (SO X P) Keen Sight and Smell. The vulture has advantage on Wisdom
(Perception) checks that rely on sight or smell.
Swarm. The swarm can occupy another creature's space and Pack Tactics. The vu lture has advantage on an attack roll
vice versa, and the swarm can move through any open i n g large against a creature if at least one of the vulture's a l l ies is with i n
enough for a Tiny raven . The swarm can't regain h it poi nts or S feet o f the creature and the ally i s n ' t incapacitated.
gain tem porary hit points.
ACT I O N S
ACTI O N S
Beak. Melee Weapon Attack: + 2 to h it, reach S ft., one target.
Beaks. Melee Weapon Attack: + 4 to h it, reach S ft., one target Hit: 2 (1 d4) piercing damage.
in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (l d6)
piercing damage if the swarm has half of its hit poi nts or fewer.

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)

Trampling Charge. If the horse moves at least 20 feet straight


WEASEL
Tiny beast, unaligned
toward a creature and then h its it with a hooves attack on
the same turn, that target must succeed on a DC 1 4 Strength
Armor Class 1 3
saving throw or be knocked prone. If the target is prone, the
Hit Points 1 ( l d4 - 1 )
horse can m a ke a nothe r attack with its hooves against it as a
Speed 3 0 ft.
bonus action.
STR DEX CON I NT WIS CHA
ACT I O N S
3 (-4) 16 (+3) 8 (-1 ) 2 (-4) 12 (+l) 3 (-4)
Hooves. Melee Weapon Attack: + 6 to hit, reach 5 ft. , one target.
Hit: 1 1 (2d6 + 4) bludgeon i ng damage. Skills Perception + 3 , Stealth + 5
Senses passive Perception 1 3
Languages -
Challenge 0 ( 1 0 XP)

Keen Hearing and Smell. The weasel has advantage on Wisdom


(Perception) checks that rely o n hearing or smell.

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

Armor Class 1 3 (natural armor)


Hit Points 75 (lOdlO + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA


1 8 (+4) 13 (+l) 1 4 (+2) 7 (-2) 12 (+l) 8 (-1)

Skills Perception +5, Stealth +3


Damage Immunities cold
Senses passive Perception 1 5
Languages Common, G iant, Winter Wolf
Challenge 3 (700 X P)

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack rol l against a


creature if at least one of the wolf's a l l ies is with i n 5 feet of the
creature and the ally i s n 't incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity


W I N TER WOLF (Stealth) checks made to hide i n snowy terrain.

APP E ND I X A : M I S C ELLA N EOUS CREATURES


34 0
ACT I O N S WoRG
Bite. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Large monstrosity, neutral evil
Hit: 1 1 (2d6 + 4) p iercing d a m age. If the target is a creature,
it m ust succeed on a DC 14 Strength saving th row o r be Armor Class 1 3 (natural a rmor)
knocked prone. Hit Points 26 (4d l 0 + 4)
Speed 50 ft.
Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing
wind in a 1 5 -foot cone. Each creatu re i n that area m ust make a STR DEX CON I NT WIS CHA
DC 1 2 Dexterity savi ng th row, taking 1 8 (4d8) cold damage on 1 6 (+3) 13 (+l) 13 (+l ) 7 (-2) 1 1 (+O) 8 (-1 )
a failed save , o r half as m u c h damage o n a s uccessful one.
Skills Perception +4
The arctic-dwelling winter wolf is as large as a dire
Senses darkvision 60 ft. , passive Perception 1 4
wolf but has snow-white fur and pale blue eyes. Frost Languages Gobl i n , Worg
giants use these evil creatures as guards and hunting Challenge 1/2 ( 1 00 XP)
companions, putting the wolves' deadly breath weapon
to use against their foes. Winter wolves communicate
with one another using growls and barks, but they Keen Hearing and Smell. The worg has advantage o n Wisdom
(Perception) checks that rely on hearing or s m e l l .
speak Common and Giant well enough to follow simple
conversations. ACT I O N S
Bite. Melee Weapon Attack: + 5 to h it, reach 5 ft. , one target.
WOLF Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
Medium beast, unaligned it m ust succeed on a DC 13 Strength saving throw or be
knocked prone.
Armor Class 1 3 (natural a rmor)
Hit Points 11 (2d8 + 2) A worg is an evil predator that delights in hunting and
Speed 40 ft. devouring creatures weaker than itself. Cunning and
malevolent, worgs roam across the remote wilderness
STR DEX CON I NT WIS CHA or are raised by goblins and hobgoblins. Those
1 2 (+l ) 1 5 (+2) 12 (+l ) 3 (-4) 12 (+l) 6 (-2) creatures use worgs as mounts, but a worg will turn on
its rider if it feels mistreated or malnourished. Worgs
Skills Perception +3, Stealth +4 speak in their own language and Goblin, and a few learn
Senses passive Perception 1 3 to speak Common as well.
Languages -
Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely o n hearing or smell.

Pack Tactics. The wolf has advantage o n attack rol l s against a


creature if at least one of the wolf's a l l ies is within 5 feet of the
creature and the ally isn't i ncapacitated.

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.

APPENDIX B : NON PLAYER C H ARACTERS


3 42
ASSASSIN BANDIT
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any non-lawful alignment

Armor Class 1 5 (studded leather) Armor Class 12 (leather a rmor)


Hit Points 78 ( 1 2d8 + 24) Hit Points 1 1 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

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)

Saving Throws Dex +6, I nt +4 Senses passive Perception 1 0


Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Languages any one language (usually Common)
Damage Resistances poison Challenge 1 /8 (25 XP)
Senses passive Perception 1 3
Languages Th ieves' cant plus a ny two languages
Challenge 8 (3 ,900 XP) ACTI O N S
Scimitar. Melee Weapon Attack: +3 to h it, reach 5 ft., one
Assassinate. During its fi rst turn, the assassin has advantage target. Hit: 4 ( l d6 + 1 ) slashing d amage.
on attack rolls against any creature that hasn't taken a turn. Light Crossbow. Ranged Weapon Attack: +3 to h it, range 80/320
Any hit the assassin scores against a surprised creature ft., one target. Hit: 5 ( l d 8 + 1) piercing dam age.
is a critical h it.

Evasion. I f the assassin is subjected to a n effect that al lows it


to make a Dexterity saving th row to take only half damage, the
assassin instead takes no damage if it succeeds on the saving
th row, and only half d am age if it fa ils.

Sneak Attack. O n ce per turn, the assassin deals an extra 1 4


(4d6) damage when i t h its a target with a weapon attack a n d
h a s advantage o n t h e attack rol l , or when t h e target is within
5 feet of a n a l ly of the assassin that isn't incapacitated and the
assassi n doesn't have disadvantage on the attack rol l .

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.

Light Crossbow. Ranged Weapon Attack: +6 to h it, range 80/320


ft., one target. Hit: 7 (l d8 + 3) piercing damage, and the target
must make a DC 1 5 Constitution saving th row, taking 24 (7d6)
poison da mage on a failed save, or half as much damage on a
successfu l one.

Trained in the use of poison, assassins are remorseless


killers who work for nobles, guildmasters, sovereigns,
and anyone else who can afford them.

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.

Saving Throws Str +4, Dex +5, Wis +2 ACT I O N S


Skills Ath letics +4, Deception +4
Greataxe. Melee Weapon Attack: + 5 to h it, reach 5 ft., one
Senses passive Perception 10
target. Hit: 9 ( l d l 2 + 3) slashing damage.
Languages a ny two l anguages
Challenge 2 (450 X P) Hailing from uncivilized lands, unpredictable
berserkers come together in war parties and seek
conflict wherever they can find it.
ACT I O N S
Multiattack. The captain makes th ree melee attacks: two with
its scimitar and one with its dagger. Or the captain makes two
ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: + 5 to hit, reach 5 ft. , one


target. Hit: 6 ( l d 6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to h it, reach 5 ft.


or range 20/60 ft., one target. Hit: 5 ( l d4 + 3) pierci ng damage.

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.

It takes a strong personality, ruthless


cunning, and a silver tongue to keep a gang
of bandits in line. The bandit captain has
these qualities in spades.
In addition to managing a crew of selfish
malcontents, the pirate captain is a variation
of the bandit captain, with a ship to protect and
command. To keep the crew in line, the captain must
mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain
craves infamy. A prisoner who appeals to the captain's
vanity or ego is more likely to be treated fairly than a
prisoner who does not or claims not to know anything
of the captain's colorful reputation.

B A N D I T CAPTA I N

APPENDIX B : N O N P LA\ E R G H A RACTERS


COMMONER CULT FANATIC
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good alignment

Armor Class 1 0 Armor Class 13 (leather armor)


Hit Points 4 (l d8) Hit Points 33 (6d8 + 6)
Speed 30 ft. Speed 30 ft.

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.

Scimitar. Melee Weapon Attack: +3 to h it, reach 5 ft., one


creature. Hit: 4 ( l d6 + l ) slashing d amage.

Cultists swear allegiance to dark powers such as


elemental princes, demon lords, or archdevils. Most
conceal their loyalties to avoid being ostracized,
imprisoned, or executed for their beliefs. Unlike evil
acolytes, cultists often show signs of insanity in their
beliefs and practices.

CULT FA N A T I C

31·5
DRUID GLADIATOR
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 11 ( 1 6 with barkskin) Armor Class 16 (studded leather, shield)


Hit Points 27 (5d8 + 5) Hit Points 1 1 2 (l 5d8 + 45)
Speed 30 ft. Speed 30 ft.

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)

Skills Perception +2 MAGE


Senses passive Perception 1 2 Medium humanoid (any race), any alignment
Languages any one l anguage (usually Common)
Challenge 1 /8 (25 XP) Armor Class 12 ( 1 5 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
ACT I O N S
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or STR DEX CON I NT WIS CHA
range 20/60 ft., one target. Hit: 4 ( l d 6 + l ) piercing damage, or 9 (-1 ) 14 (+2) 1 1 (+O) 1 7 (+3) 12 (+l ) 11 (+O)
5 (l d8 + l) piercing damage if used with two hands to make a
melee attack. Saving Throws I nt +6, Wis +4
Skills Arcana +6, H i story +6
Guards include members of a city watch, sentries Senses passive Perception 1 1
in a citadel or fortified town, and the bodyguards of Languages any fo u r languages
merchants and nobles. Challenge 6 (2,300 XP)

KNIGHT Spellcasting. The mage is a 9th-level spel l caster. Its


Medium humanoid (any race), any alignment spellcasting abil ity is I ntell igence (spe l l save DC 1 4, +6 to
hit with spell attacks) . The mage has the fol lowi ng wizard
Armor Class 18 (plate) spells prepared:
Hit Points 52 (8d8 + 1 6) Cantrips (at will): jire bolt, light, mage hand, prestidigitation
Speed 30 ft. l st level (4 slots): detect magic, mage armor, magic
missile, shield
STR DEX CON I NT WIS CHA 2nd level (3 slots) : misty step, suggestion
1 6 (+3) 11 (+O) 14 (+2) 1 1 (+O) 1 1 (+O) 15 (+2) 3 rd level (3 slots): counterspel/,firebal/,fly
4th level (3 slots): greater invisibility, ice storm
Saving Throws Con +4, Wis +2 5th level (l slot) : cone of cold
Senses passive Perception 1 0
Languages any one language (usually Common) ACT I O N S
Challenge 3 (700 XP)
Dagger. Melee o r Ranged Weapon Attack: + 5 to h it, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 ( l d4 + 2) piercing d amage.
Brave. The kn ight has advantage on saving throws against
Mages spend their lives in the study and practice of
being frightened.
magic. Good-aligned mages offer counsel to nobles
ACT I O N S and others in power, while evil mages dwell in isolated
Multiattack. The knight makes two melee attacks. sites to perform unspeakable experiments without
interference.
Greatsword. Melee Weapon Attack: +5 to h it, reach 5 ft., one
target. Hit: 1 0 (2d6 + 3) slashing damage. VA R IA N T: FA M I LIARS
Heavy Crossbow. Ranged Weapon Attack: +2 to h it, range Any spellcaster that c a n cast t h efind familiar spel l (such as
1 00/400 ft., one target. Hit: 5 ( l d l O) piercing damage. a n a rchmage or mage) is l i kely to have a fam i l i a r. The familiar
can be one ofthe creatures described i n the spell (see the
Leadership (Recharges after a Short or Long Rest). For l Player's Handbook) or some other Tiny monster, such as a
min ute, the knight can utter a special com mand or warning crawling claw, imp, pseudodragon, or quasit.
whenever a non hostil e creature that it can see within 30 feet of
it makes an attack rol l or a saving throw. The creature can add

APPENDIX B : N O N PLAY E R C H A RACTERS


347
NOBLE R E ACT I O N S
Medium humanoid (any race), any alignment Parry. The noble adds 2 to its AC against one melee attack that
would h it it. To do so, the noble must see the attacker and be
Armor Class 1 5 (breastplate) wielding a melee weapon.
Hit Points 9 (2d8)
Speed 30 ft. Nobles wield great authority and influence as members
of the upper class, possessing wealth and connections
STR DEX CON . I NT WIS CHA that can make them as powerful as monarchs and
1 1 (+O) 12 (+l) 11 (+OJ 1 2 (+l ) 1 4 (+2) 16 (+3) generals. A noble often travels in the company of guards,
as well as servants who are commoners.
Skills Deception +5, I n sight +4, Persuasion +5 The noble's statistics can also be used to represent
Senses passive Perception 1 2 courtiers who aren't of noble birth.
Languages a ny two languages
Challenge 1/8 (25 XP)
PRIEST
Medium humanoid (any race), any alignment
ACTI O N S
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Armor Class 1 3 (cha i n shi rt)
Hit: 5 ( l d8 + 1) piercing damage. Hit Points 27 (Sd8 + 5)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 0 (+O) 10 (+O) 12 (+l ) 1 3 (+l) 16 (+3) 13 (+l )

Skills Medicine +7, Persuasion +3, Religion +S


Senses passive Perception 1 3
Languages a ny two languages
NOBLE Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a


spell slot to cause its melee weapon attacks to magically deal
an extra 1 0 (3d6) radiant d amage to a target on a h it. This
benefit lasts until the end of the turn. If the priest expends a
spell slot of 2nd level or higher, the extra damage i ncreases by
1 d 6 for each l evel above 1 st.

Spel/casting. The priest is a 5th -level spellcaster. Its


spellcasti n g ability is Wisdom (spell save DC 1 3, +5 to
hit with spell attacks). The priest has the following cleric
spells prepared:
Cantrips (at will): light, sacredflame, thaumaturgy
1 st level (4 slots) : cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration,
spiritual weapon
3rd level (2 slots) : dispel magic, spirit guardians

ACT I O N S
Mace. Melee Weapon Attack: +2 to hit,
reach 5 ft. , one target. Hit: 3 (1 d6)
bludgeoning damage.

Priests bring the teachings of their


gods to the common folk. They are
the spiritual leaders of temples and shrines
and often hold positions of influence in their
communities. Evil priests might work openly
under a tyrant, or they might be the leaders of
religious sects hidden in the shadows of good
society, overseeing depraved rites.
A priest typically has one or more acolytes
to help with religious ceremonies and other
sacred duties.

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.

Keen Hearing and Sight. The scout has advantage o n Wisdom


(Perception) checks that rely on hearing or sight.

ACT I O N S
Multiattack. The scout makes two melee attacks o r two
ranged attacks.

Shortsword. Melee Weapon Attack: +4 to h it, reach 5 ft. , one


target. Hit: 5 ( l d 6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +4 to h it, ranged


1 50/600 ft., one target. Hit: 6 ( l d8 + 2) piercing damage.

Scouts are skilled hunters and trackers who offer


their services for a fee. Most hunt wild game, but
a few work as bounty hunters, serve as guides, or
provide military reconnaissance.

\.
SPY
Medium humanoid (any race), any alignment

Armor Class 1 2
Hit Points 2 7 (6d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 0 (+O) 15 (+2) 1 0 (+O) 12 (+l ) 14 (+2) 16 (+3)

Skills Deception +5, I nsight +4, I nvestigation +5, Perception +6,


Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 1 6
Languages any two languages
Challenge l (200 XP)

Cunning Action. On each of its turns, the spy can use a bonus
action to take the Dash, D isengage, or Hide action.

Sneak Attack. Once per turn, the spy deals a n


extra 7 (2d6) damage w h e n it hits a target with a
weapon attack and has advantage on the attack rol l ,
or when t h e target i s within 5 feet o f an ally o ft h e spy
that isn't incapacitated and the spy doesn't have
d isadvantage on the attack rol l .

3 49
THUG TRIBAL WARRIOR
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any alignment

Armor Class 1 1 (leather a rmor) Armor Class 12 (hide a rmor)


Hit Points 32 (5d8 + 1 0) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 30 ft.

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 )

Skills I ntimidation +2 Senses passive Perception l 0


Senses passive Perception 1 0 Languages any one l anguage
Languages a n y one l a n guage (usually Common) Challenge 1/8 (25 XP)
Challenge 1/2 (100 XP)
Pack Tactics. The warrior has advantage on an attack roll
Pack Tactics. The thug has advantage on an attack rol l against aga i n st a creature if at least one of the warrior's allies i s within
a creature i f at least one of the th ug's a l lies is with in 5 feet of 5 feet of the creature and the a l ly isn't incapacitated.
the creature and the ally isn't incapacitated.
ACT I O N S
ACT I O N S Spear. Melee o r Ranged Weapon Attack: + 3 to h it, reach 5 ft. or
Multiattack_ The thug m a kes two melee attacks. range 20/60 ft. , one target. Hit: 4 ( l d6 + l ) piercing damage, or
5 (ld8 + l ) piercing damage if used with two hands to make a
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft. , one creature.
melee attack.
Hit: 5 ( l d6 + 2) bludgeoning damage.
Tribal warriors live beyond civilization, most often
Heavy Crossbow. Ranged Weapon Attack: +2 to h it, range
subsisting on fishing and hunting. Each tribe acts in
l 00/400 ft., one target. Hit: 5 ( l d l 0) piercing damage.
accordance with the wishes of its chief, who is the
Thugs are ruthless enforcers skilled at intimidation and greatest or oldest warrior of the tribe or a tribe member
violence. They work for money and have few scruples. blessed by the gods.

VETERAN
Medium humanoid (any race), any alignment

Armor Class 1 7 (splint)


Hit Points 58 (9d8 + 1 8)
Speed 30 ft.

STR DEX CON I NT WIS CHA


1 6 (+3) 13 (+l ) 14 (+2) 10 (+0) 11 (+O) 10 (+O)

Skills Athletics +5, Perception +2


Senses passive Perception 1 2
Languages any one language (usually Common)
Challenge 3 (700 XP)

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.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 ( l d8 + 3) slashing d amage, or 8 ( l d l O + 3)
slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 ( l d 6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range


1 00/400 ft. , one target. Hit: 6 ( l d l O + l) piercing damage.

Veterans are professional fighters that take up arms


for pay or to protect something they believe in or value.
Their ranks include soldiers retired from long service
and warriors who never served anyone but themselves.
I N DE X OF STAT BLO C KS
Use this index to find a specific monster stat block.

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

p Svirfneblin. See Deep Gnome. Young White Dragon, 1 0 1


Swarm of Bats, 337 Yuan-ti Abomination. 308
Swarm of Beetles, 338 Yuan-ti Malison, 309
Panther, 333
Swarm of Centipedes, 338 Yuan-ti Pureblood, 3 1 0
Pegasus, 250
Pentadrone, 2 2 6 Swarm o f Insects, 338
Peryton, 2 5 1 Swarm o f
Phase Spider, 334
Piercer, 252
Poisonous Snakes, 338
Swarm of Quippers, 338
z
Pirate. See Bandit. Swarm of Rats, 339 Zombie, 3 1 6
Pirate Captain. Swarm of Ravens, 339
See Bandit Captain. Swarm of Spiders, 338
Swarm of Wasps, 338

35 2

You might also like